Fried Tofu Extravaganza - Yukiko Amagi Thread

NyoronoruNyoronoru Vocaloid DLCJoined: Posts: 1,647
Post all your stuff about Yukiko here. I've only encountered one Yukiko in XBL and that was launch day.... guess no easy mode damage means you're unpopular.

I'll fill this thread up with PRACTICAL combos and GOOD videos. I'll also try to avoid this thread becoming a giant clusterfuck where no one can find anything because they have to sift through a dozen garbage videos with no clear purpose.
236A, B, AB = Agi
236C, D, CD = Maragi
214C = Fire Charge
214D = Fire Break
214CD = Fire Amplify
236236C, D = Agidyne
214214C, D = Maragidyne (Awakening Only)
222CD = Instant Kill Full Bloom (Requires 100SP and 1 Won Round)

QUICKEST RUNDOWN OF THE MOVES!
Agi: Your basic combo ender.
Maragi: If your opponent is being aggressive on the ground, force some space and use this to stop them.
Fire Charge: Don't use it! It powers you up, but leaves you way too vulnerable. Over half the cast will be on top of you even if you recover in time to block!
Fire Break: Best to use this after you have a big gap where the opponent cannot attack, like a Super confirm. Makes your next fire-based attack unblockable, great for oki or unblockable supers like Maragidyne.
Fire Amplify: See Fire Charge.
Agidyne: Confirm into this from Agi. The C version is used the most, the D version is mostly used after the C version in the corner.
Maragidyne: Fully invincible on startup only, but a super to counter attacks nonetheless. Use the C version to push opponents away, or the D version to draw them to you!
Full Bloom: Blockable, but fully invulnerable attack. Last desperation move if you're getting pinned!


The Standard BnB:
5A x2, 5B, 5C, 2C xx 236A or 236B
- Use 236A in case you are in the corner, or if you need to combo into super, or if you just need a close range confirm. Otherwise use the B version.
- You can start this combo with a 2A link to 5A.
- Cancel into Super = 236A's First Hit xx 236236C. YOU CAN DO THIS FOR ANY COMBO ENDING IN 236A.

Far Range Standard BnBs:
5A x2, 2C xx 236B
- The same as the Standard, but if your opponent is too far for fans to connect.
2A x3, 2AB xx 236B
- If you're mashing low short like a boss and you're too far out of range to do much else, end in sweep and cancel into 236B.

Aerial Confirm Easy BnB:
5B x2, 5C, 5Bx2, 5C xx 236A
- If you catch the opponent in the air with a 5A, you can continue with this. Eliminate 5Bs from the combo if you'd like.
- Also works after you land her ground-traveling fireball.

Easy Post All-Out-Attack Combo (All 15 hits + C followup)
5A, 5C xx Jump, 5A, 5C xx 236A
- There are better combos, but this one's the easiest.
Starts at 02:48

I'll fill this in soon. Most combos involve use of Yukiko's 236AB (EX Fire Trap). They may look complicated in text form, but there are only a few "points" in these combos that are actually difficult (like detonating the last fireball and comboing into
Life is too short to waste not trying your best!

Comments

  • Speedwagon33Speedwagon33 Joined: Posts: 118
    I really like Yukiko, kinda surprised to be honest, will probably use her.
  • abandonistabandonist Hates You Joined: Posts: 611
    Having fun with her, Teddie, and Elizabeth.
  • TetsuroTetsuro Joined: Posts: 683
    yay a Yukiko thread!

    Just to add a couple of slightly advanced 236AB combos:

    On standing opponent 25 meter,
    5AA, 2BB, JC 236AB, release A explosion, 5Cxx236D, release B explosion, trigger flame pillar, run up 5BB, 5C, 5BB, 236B

    Aerial Opponent 25 meter,
    j.A, j.C, 236AB, release A explosion, 5Cxx236D, release B explosion, trigger flame pillar, run up 5BB, 5C, 5BB, 236B

    Comboing into 236AB is core to a lot of Yukiko's game as it is her best source of damage, and gives you the momentum you need to start your zoning game.

    Here are some videos I suggest adding to the OP:
    Goes over the basics of the basics


    A couple match video of stunedge, who is godlike with Yukiko

    Matches starts at 2:46


    First Match at start and second at 9:52
  • abandonistabandonist Hates You Joined: Posts: 611
    Zoners normally make me feel ill, but she's really a lockdown/momentum character with big zoning tools.

    Then again, Arc don't make games where people have no tools to get around things, so it stays interesting.
  • Felix343Felix343 Joined: Posts: 37
    Hi, recently completed 29/30 Yukiko's challenges and I'm still having trouble landing the combo in trial 29 or other variations of it.
    The D part of the combo never seems to get the full amount of hits and doesn't drag them all the way down to be able to combo into 5BB.
    (Even though I managed to complete the challenge by mashing that shit till it worked)
    Does anyone know the specific timing for it?
  • qoqonutsqoqonuts New Member Joined: Posts: 487
    Hi, recently completed 29/30 Yukiko's challenges and I'm still having trouble landing the combo in trial 29 or other varieties of it.
    The D part of the combo never seems to get the full amount of hits and doesn't drag them all the way down to be able to combo into 5BB.
    (Even though I managed to complete the challenge by mashing that shit till it worked)
    Does anyone know the specific timing for it?

    For trial 29, you want to space it so that the persona hits them with just the edge. If it comes down right on top of them, it'll use up all its hits before they get low enough for 5BB to combo. You can adjust the spacing on her j.D by using 4 or 6, though I can't remember if that was needed for the trial or not..
  • farplanerfarplaner Joined: Posts: 636
    So... the matchup against Shadow Labrys seem pretty hard.... right now I just try to rush down as much as possible (really weird to do as Yukiko lol), at far range zoning doesn't seem to work against her...

    Any recommendations on how I should approach this matchup?
  • Felix343Felix343 Joined: Posts: 37
    For trial 29, you want to space it so that the persona hits them with just the edge. If it comes down right on top of them, it'll use up all its hits before they get low enough for 5BB to combo. You can adjust the spacing on her j.D by using 4 or 6, though I can't remember if that was needed for the trial or not..
    So, how exactly would I go about doing this? I've tried using 4 and 6 but they're too far.
    I think its the timing of the agis or the air dash that makes this work but I'm still not sure.
  • qoqonutsqoqonuts New Member Joined: Posts: 487
    I think its the timing of the agis or the air dash that makes this work but I'm still not sure.
    I'm not at my console, but I think something like ... j.236A+B ~ air dash ~ release A ~ j.D ~ release B ~ (D hits) ... works. I might have the airdash and A release backwards. The timing for all of her combos involving agi explosions are pretty tight and it seems like you generally want to delay them as long as possible.
  • TetsuroTetsuro Joined: Posts: 683
    So... the matchup against Shadow Labrys seem pretty hard.... right now I just try to rush down as much as possible (really weird to do as Yukiko lol), at far range zoning doesn't seem to work against her...

    Any recommendations on how I should approach this matchup?
    The one redeeming factor I find for this matchup is that pretty much all your normals are better than s.labs. Really it's just a matter of getting the momentum first, which means outspacing her as much as possible and avoiding her blockstring pressure as much as possible. I know that probably doesn't help much, but it's all I got right now.

    Oh and never get knocked down... because Dia only does 100 damage s.lab is free to block any reversal attempt on wakeup while her shadow beats you down.
  • EmilEmil Joined: Posts: 4,389
    So... the matchup against Shadow Labrys seem pretty hard.... right now I just try to rush down as much as possible (really weird to do as Yukiko lol), at far range zoning doesn't seem to work against her...

    Any recommendations on how I should approach this matchup?

    Honestly I'm wondering this as a shadow labrys player...I've never lost a single match (even round?) against a Yukiko, the matchup just seems extremely hard for her. Shadow Labrys has many ways to make Yukiko's zoning worthless - D blocks her fans and other zoning tools...the rising fist makes it hard for her to zone as well, and with good reactions, you should be able to easily react to Yukiko casting anything with Shadow Labrys R-action. Dia as an R-action doesn't seem to be a threat against wakeup pressure either.

    It also doesn't help that Yukiko's upclose mixups aren't that great and her all out attack is one of the easiest ones to react to because of the more obvious animation.
    KoF98UM - EX Yama, Eiji, Orochi Yashiro | KoF2k2 - Kim, Whip, Athena, Choi |
    Kof13 - Saiki, Shen, Vice | P4U2 - Shadow Labrys, Rise | GGXrd - Bedman
  • farplanerfarplaner Joined: Posts: 636
    Epic Shadow Labrys vs Yukiko match from the last TNT:

    http://www.twitch.tv/srklive/b/328914081?t=55m41s
  • zUkUuzUkUu Theory Pro Joined: Posts: 4,396
    is it me or is yukiko the least played character?
    我道
  • farplanerfarplaner Joined: Posts: 636




    Very entertaining because of Jiyuna's comments.
  • KyehlarKyehlar Purrrfect Joined: Posts: 122
    is it me or is yukiko the least played character?
    I ran into at least 4-5 other Yukiko's today while playing ranked matches on XBL
    "Never quit. Never let them see you're afraid. Never let them see you're hurt. Never let them see you cry. Never."
    SFV - Cammy/Ken/Juri USF4 - Cammy/Decapre/Sakura MKX - Mileena
    DOA5U - Ayane/Helena/Christie KOFXIII - King/Yuri/Mai/Kim SCV - Mitsurugi Style
    UMvC3 - Felicia/Tron/Jill/Tricia/Dante GG - Baiken/Millia/Jam Persona 4 - Marie/Yukiko/Margaret
    Skullgirls - Eliza/Cerebella/Valentine Divekick - Kung Pao Killer Instinct - Orchid
    twitch.tv/kyehlar Avatar Image by svoidist
  • TetsuroTetsuro Joined: Posts: 683
    I decided to give Yukiko another whirl tonight in some ranked matches, went from an A to a C+; FUUUUUUUUUU. I really don't understand how to open people up with her, her overhead is the slowest in the game and easy as hell to see and she has no real frame traps to speak of. Her unblockable setups are kind of meh, they require the opponent to actually respect your options, but they have no reason to.

    She also has no real way to control super jump height. Sure she can throw fans up there for a whopping 300 damage, but your opponent can just block and slowly move forward. The more I think about it the more I realize how underwhelming her ranged game is.
  • ciddypoociddypoo Block. Just block. Joined: Posts: 31
    You can control super jump height with j.D. Regular jumpins can be handled with 1/2/3B, with buffers into 236D in case you get a counterhit, which you can followup with a punish. In general, Yuki can keep a lot of the cast at bay with fans and j.D and Her 5A is really good at neutral if you've seen the hitbox; she can combo off of it from about any range and set up Maragi loops as an antiair.

    Using 5B to cover 5D and running up behind it to get counterhits if they poke it or followups on a Fatal is useful, too if you're playing a character you wanna be close to.

    If you're trying to get in, 5AA jc into stuff (quickturn-dash-j.A or backdash-throwfan) is useful. Have to get really good at aiming fans to hit opponent's shins, since fans can hit low, and on counterhit you usually have enough time to run up and start a combo with 5A. Another part of her mixup is learning to stagger the fans and Persona hits, so knowing which normals will gatling into each other is good.

    Blockstrings leading into 5C/2C are really telegraphed and mostly unsafe, so be wary if your opponent has a good DP, meter, or something like an Elizabeth Instant Kill.
    Skullgirls: Filia (MP Updo)/ Parasoul (HK Napalm Strike)/ Double (HK Hornet Bomber)
    UMVC3: (Zero-B, Dante-B, Magneto-A) / (Wesker-B, Doom-A, Phoenix-B)
    Anime & Gaming Blog
  • EmilEmil Joined: Posts: 4,389
    For the Yukiko vs. Mitsuru match, I recommend looking at the Shuuto(SBO champ) matches at Jiyuna's twitch:

    http://www.twitch.tv/jiyuna

    There is a Yukiko in there that still loses most of the matches against Shuuto but in the end but does a good job of locking her down and keeping her out.
    KoF98UM - EX Yama, Eiji, Orochi Yashiro | KoF2k2 - Kim, Whip, Athena, Choi |
    Kof13 - Saiki, Shen, Vice | P4U2 - Shadow Labrys, Rise | GGXrd - Bedman
  • SekireiSekirei Joined: Posts: 106
    Hello everyone I just started playing this recently :) I'm pretty basic with her and sitll learning all the quirks in this game but it was funny when I win they would d/c in ranked...xD any general tips? And are there safe setups to fire boost urself?
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    I've seen some safe setups for Fire Boost/Break/etc while applying corner pressure in some vids but I'm not at a level yet myself to understand it. You can probably get a free Boost in after hitting someone with Dia but it's probably better to either go for extended healing, s.D, or Maragi to catch them instead.

    So I've seen a few players use s.AA s.B s.D dash in as kind of a ghetto blockstring to keep pressure with Yukiko but I am pretty sure that it is possible to counterhit the s.D and dash in rather easily. Right now I'm just playing online against mashers so I am wondering if this is still a good string to learn (I certainly like it because it feels like a SFxT style blockstring into mixup/throw) or if it is too unsafe. That being said what kind of strings should I be doing if I find my confirms blocked that are always safe?
  • The red strawberryThe red strawberry Fraudberry Joined: Posts: 141
    You probably already know these but a common setup in the corner for fire break is a combo into 236A, C Agidyne. After the wall bounce you do fire break, as they're waking up you release your A Agi into a C/D Maragi.

    After an AoA you can do: AoA > D > 2C > 2B > 5C > 5BB > 236AB > ]A[ > 214D > ]B[ > 2AB > 236[A]

    For that ghetto block string some players like to go for damage at the risk of a persona card. If you have cards to spare it can be worth it since Yuki's big damage comes from double maragi combos. So you do the block string you were talking about into a 4D run forward and 5AA. It acts as a frame trap. For safe strings though players like to end it in Agi but some characters can straight up punish it with their back to the corner. I'd recommend doing 5AA and jump cancel it back into a fan so you're safe.
    I <3 Maki Nishikino
    PSN: YukikoBerry
    Hang out with me on twitter <3 @Yuukiburry
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    Thanks Strawberry.

    I feel kinda silly. I'm winning way too much as Yukiko online right now, moreso than I have in any fighter before. Of course I do not think I'm doing anything right, it is just that the newer players I get paired against in Ranked often have no answer to zoning and I've never once seen someone block/reverse/anything besides Burst out of the Agi on wakeup into 2.D > run forward > 2A at same time thing. I wonder how good players get out of that because clearly it's very easy or Yukiko would have more respect. Might go into training and find out what, I bet it's just easy to Reversal Action if they are smart enough to block the Agi.
  • EmilEmil Joined: Posts: 4,389
    Thanks Strawberry.

    I feel kinda silly. I'm winning way too much as Yukiko online right now, moreso than I have in any fighter before. Of course I do not think I'm doing anything right, it is just that the newer players I get paired against in Ranked often have no answer to zoning and I've never once seen someone block/reverse/anything besides Burst out of the Agi on wakeup into 2.D > run forward > 2A at same time thing. I wonder how good players get out of that because clearly it's very easy or Yukiko would have more respect. Might go into training and find out what, I bet it's just easy to Reversal Action if they are smart enough to block the Agi.

    Pretty sure late tech beats that setup...as well as reversal dp (if you're trying to time the 2A at the same time as the overhead).
    KoF98UM - EX Yama, Eiji, Orochi Yashiro | KoF2k2 - Kim, Whip, Athena, Choi |
    Kof13 - Saiki, Shen, Vice | P4U2 - Shadow Labrys, Rise | GGXrd - Bedman
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    But there are ways to bait the reversal DP I assume, which is all good. I knew there were issues with it and all, but as I've said I've never seen it blocked once by my fellow E and Fers so I've gotten pretty lazy. Need to come up with some other options sooner or later. I just assumed that you could hold the Agi until the right time if they delay their tech so it forces them to block anyway, or is that too fast and such to guess?
  • The red strawberryThe red strawberry Fraudberry Joined: Posts: 141
    Yeah you can totally reversal DP or late tech that setup I'm sure you can roll too out of that setup. You totally can hold the agi and release right when they wake up so it's like a safe jump against DPs. It wont work on Teddie or Chie though obviously
    I <3 Maki Nishikino
    PSN: YukikoBerry
    Hang out with me on twitter <3 @Yuukiburry
  • AnneIFrankAnneIFrank Joined: Posts: 428
    I'm wanting to play Yukiko on the side because she's totally awesome, anybody wanna give me a place to start? I'm normally good at this stuff, but I've literally never played a zoning character before T.T
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    You're way above me skillwise so what I did for starters doesn't really help. Still I can think of a few.

    1) One does not throw fans willy nilly, master their arcs and use them to counterhit and provide good space coverage.
    2) Get a firm grip of ending combos with a held Agi so you can release it on their wakeup and keep up her amazingly good pressure game.
    3) Use Maragi now and again as a zoning tool but predominantly as a means of punishing bad jumps and C version to stuff dodge attempts after a string. You get some of your biggest damage off Maragi so knowing it is key.
    4) Learn to live with the fact if they pressure you you are done.
    5) Learn enemy moves you can abuse Dia with.
  • The red strawberryThe red strawberry Fraudberry Joined: Posts: 141
    4) Learn to live with the fact if they pressure you you are done.
    .

    This haha. Her normals are really slow compared to the rest of the cast. 5A is 10 frames on startup and your fastest I think is 2A which is 7. Learning to block and patience is definitely a must. Since you said you want to play her on the side(I'm taking it you play other characters) I think that's cool because familiarity with other characters will help. A scrub like myself only plays Yuki so when I get hit with a lot of stupid shit.
    I <3 Maki Nishikino
    PSN: YukikoBerry
    Hang out with me on twitter <3 @Yuukiburry
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    That's a good point. Whenever strong players seem to be worried about trying out zoning or fireball characters for the first time, I tell them that really, it helps a lot more that you know how other styles play because you will know what your opponent will be trying to do to get to you. Really, zoning at its core is just your knowledge and ability to read your opponent and shutting them down and making them rage (which makes it easier), and that's actually picked up more by playing rushdown.
  • ScarletArcanaScarletArcana Joined: Posts: 12
    Okay, here are some magically basic things.

    1. 5AA, 5BB, 5C, 2C, Agi. Is your most basic combo, however if your opponent is crouching only toss one fan, not two.

    2. Sweep > Boost. I don't use this often but it'll work.

    3. If you want to troll your opponent stack up a Fire Break.

    3a. If you have a Fire Break and somehow ended up with Lv. 8 boost use Maragidyne C, Maragidyne D, and then Agidyne D for massive damage. Even if it's not at 8, this will hurt a lot.

    4. If you get a Fatal Counter with 5D, follow up with 5C, 2C, and Agi. You may add an additional Agidyne for +3000 damage.

    5. j.D is your tool for hitting Naoto, Aigis and Elizabeth who can destroy your fans. You can control its landing point with the left and right keys. Follow up with 5C, etc.

    6. If you somehow manage to get an AoA in there, toss-em up and follow up with j.AA, J.C, j.AA, Agi. This will do somewhere in the 2500 range.

    7. If they are in a corner, begin a relentless abuse of 5C, 2C, Agi. Really good pressure if you can get hits in. Also, a lot of people fall for this, especially if they are in the air after the Agi.

    8. Dia is your friend, also you can cancel it into Maragidyne D if you really want to.

    9. You can control fan speed with your left and right keys before you toss.

    10. Sweep > Maragi C works wonders.

    11. If you're in a corner and landed an Agidyne-D, you can follow up with an additional Agidyne-D for extra damge. If you don't feel like it, a Maragi will also work (sometimes).

    12. Yukiko is the most fabulous and stylish character, as well as my main. I mean, pink fans of deadly fire, come on!
    He must be in a state of flavor induced-bliss. :D
  • ciddypoociddypoo Block. Just block. Joined: Posts: 31
    Random tips:
    • 2A is your fastest normal, and lowprofiles a lot of stuff. It's got decent range and hits low, so it's your main go-to when you're up close.
    • j.A is really really good. Throwing it out can snuff a lot of Chie and Yosuke approaches a lot of the time.
    • Never throw more than 1 fan (5B) against a crouching opponent. The second fan will whiff crouching and leave you open.
    • Practice airdash-back-fan. No, seriously. If you can't do run-airdashback-fan consistently, it takes away a lot from your game. Fans are important. They can hit low. That said:
    • Don't spam too many fans. j.B gives you really bad recovery on landing, so a lot of characters can just use moves that eat the fan and hit Yuki on the way down.
    • Another way to throw quick fullscreen fans that hit low is to shorthop (2A+C, and do a 6B at the apex of the hop).
    • 5AA, 236A (instant release) is a blockstring. Most everything else is not a true blockstring and you can get DP'd out of stuff if you aren't careful.
    • For a lot of matchups, j.D is your friend. You can use it after fan throws to apply more pressure and cover ground as you land. You can also use it to slow your decent and avoid high-pressure situations where you might get airgrabbed or hit by stuff on the way down (Yosuke 2B comes to mind here).
    • Try to confirm off of 5AA. 5A and 5AA are both jump cancellable, so are mostly non-commital. 1/2/3B is also jump cancellable, but will whiff on opponents if you're too far away. After 5A or 5AA, you can jump cancel into a bunch of stuff (airbackdash fan ; superjump j.1B, j.D, backdash fan ; jumpback, airturn dash 'backward' j.A).
    • If you're going for an unblockable Maragi setup, try to finish your first combo with a sweep to force the knockdown. Otherwise they can easily tech and avoid.
    • If your unblockable Maragis keep gettin late-teched, start using SB Agi instead so you can pressure a tech with the first explosion and then detonate the second Agi explosion.
    • You can still roll while you have B held down for B Agi/SB Agi. You can use this to create left/right mixups, especially if you use SB Agi and detonate the A as you run towards your opponent.
    • Don't forget to throw. Yukiko is very good at snagging counterhits with 5A and fans, so it's easy to forget to mix it up.
    • Yuki's AoA is one of the 'safer' ones if done from max range. It's very slow to come out, though, so don't do it often against someone that can react easily to it.
    • Cover your 4/5/6Ds with 5/6B fan throws. At max range, 6D, 6B will often catch opponents trying to counterhit the 6D and let you get a free full-screen combo.
    • C Maragi is slow to come out, and detonating it with C is often not desirable due to the recovery on C moves. Instead, detonate with C+D (throw whiff) which recovers faster, or 214C (Fire Boost) to build free stocks.
    • Turn on Fire Break more often. Most people just like to save this for unblockable setups that lead to Maragi loops. Turning it on when you have 50 meter or more guarantees damage outside of getting Dead Angled/Bursted as long as you touch your opponent (5AA, 236A, 236236C/D is a true blockstring unblockable). It also tends to get your opponent worried about running into a D Maragi or random fire traps.
    • That said, having Firebreak up also gives you an unblockable Maragi loop combo if you have at least 25 Meter (and still will do some damage if you don't). 5AA, 236A One-More-Burst is an unblockable setup with Fire Break that leads you into whatever combo you want.
    • Yukiko's IK is one of the better ones to punish telegraphed supers, and is even a viable wakeup option sometimes due to the startup animation being 'masked' in what looks like a regular crouch. Just throwing it out there.
    • Jump, air-turn, C makes Yuki's persona extend much further than just doing j.C. This allows you to pressure some opponents more effectively and stuff their approaches (Akihiko is particularly vulnerable to this).
    • Don't be afraid to Dead Angle (Counter Assault) stuff. Yuki's normals aren't exceptional for getting her out of a pickle, so DA is one of the better options she has to get opponents off of her.
    • When your Persona is broken, try to end combos with a sweep (2A+B), which is jump-cancellable. Jump after the sweep and do a j.1B. Depending on the opponent's rise, the fan may create a (somewhat) ambiguous setup where the opponent may try to anticipate blocking your jump attack high, and get hit low by the fan.
    • Anti-airing with 1/2/3B can lead to 236D on Counterhit, which sets you up for big combos. Not advisable against chars with dominant jumpins, though, like Labrys/Slab.
    • When close to the corner, you can Dia opponents (B+D) and cause a wallbounce that allows for combo followups if you hit an airborne opponent high enough.
    • Agidyne D does more damage than C, but C allows for easier oki. Your call.
    • Watch for rolls on your opponent's part. Rolls can get a lot of characters out of Yuki's pressure, and with Yuki's slow/limited normals, they can be hard to punish if you aren't watching carefully. This is especially true because only 2A and 2AA can be gatling'd to 5A. 2AAA can only be cancelled into sweep (2A+B), which is a fairly minimal punish. You can also try throwing, but Yuki's throw range is a bit smaller and slower than a lot of the cast.
    • Don't forget to detonate Agi in combos that could kill. It becomes habit to hold the Agi for oki, but if it'll kill .... then do it!
    Buncha other stuff that I can't think of right now.
    Skullgirls: Filia (MP Updo)/ Parasoul (HK Napalm Strike)/ Double (HK Hornet Bomber)
    UMVC3: (Zero-B, Dante-B, Magneto-A) / (Wesker-B, Doom-A, Phoenix-B)
    Anime & Gaming Blog
  • ScarletArcanaScarletArcana Joined: Posts: 12
    So, I was in the lab with Yukiko and found a pretty good corner combo.

    5AA, 5BB, 5C, 2C, 2B, 5BB, 2B, Sweep, Agi A. It think it does somewhere in the 2800 range, which is pretty good considering Yukiko's auto combo does half of that. Do not add an Agidyne C, Agidyne D will work, but for some reason C doesn't.
    He must be in a state of flavor induced-bliss. :D
  • ciddypoociddypoo Block. Just block. Joined: Posts: 31
    Agidyne D has much quicker startup than Agidyne C, which is why.
    Skullgirls: Filia (MP Updo)/ Parasoul (HK Napalm Strike)/ Double (HK Hornet Bomber)
    UMVC3: (Zero-B, Dante-B, Magneto-A) / (Wesker-B, Doom-A, Phoenix-B)
    Anime & Gaming Blog
  • ScarletArcanaScarletArcana Joined: Posts: 12
    So, what would Yukiko's answer to rush-down heavy Elizabeth's be? Thantos' roar attack makes it invulnerable and destroys much of Yukiko's options. Right now Dia is the only option I could find but rushdown Elizabeth's are close enough to counter with Thanatos after your break a card.
    He must be in a state of flavor induced-bliss. :D
  • ciddypoociddypoo Block. Just block. Joined: Posts: 31
    Block Elizabeth and react to her 5D (the Persona grab). If she does 2C (the Roar thing), you can hit the Persona after you block it. Just be wary if she has meter (and she almost always does) because Liz players can try to bait you into hitting the Persona and instead OMC the 2C and go straight into another move. If Liz opponents are close enough to punish something like 5A if you hit the Persona, go for a sweep (2+AB) which recovers faster and is JCable on hit to avoid the typical 5B counterattack.

    Really though, the key is to just block and avoid getting grabbed. 5D is telegraphed and can be reacted to, and not many Liz players will risk a walk-up grab unless you're already cursed. If you can effectively avoid or hit the Persona out of 5D, her mixups become much, much weaker.

    This is a match that Yukiko can win at range for the most part. Avoid jumping at Liz, she'll just 2B you for free.
    Skullgirls: Filia (MP Updo)/ Parasoul (HK Napalm Strike)/ Double (HK Hornet Bomber)
    UMVC3: (Zero-B, Dante-B, Magneto-A) / (Wesker-B, Doom-A, Phoenix-B)
    Anime & Gaming Blog
  • The red strawberryThe red strawberry Fraudberry Joined: Posts: 141
    Yo Ciddypoo I follow your posts on Dustloop all the time haha. Can I join in on your room once in awhile? Don't know how you feel about connection on East Coast. Players on the West Coast are on and off.
    I <3 Maki Nishikino
    PSN: YukikoBerry
    Hang out with me on twitter <3 @Yuukiburry
  • ciddypoociddypoo Block. Just block. Joined: Posts: 31
    I'm East Coast --- I can get some coast-to-coast connections that are playable. Just depends, I guess.

    I usually only make 2-capacity rooms cause I like to play extended sets or at least FT10 ;p Otherwise I just join other lobbies. Just message me or something if you wanna play or w/e.
    Skullgirls: Filia (MP Updo)/ Parasoul (HK Napalm Strike)/ Double (HK Hornet Bomber)
    UMVC3: (Zero-B, Dante-B, Magneto-A) / (Wesker-B, Doom-A, Phoenix-B)
    Anime & Gaming Blog
  • ScarletArcanaScarletArcana Joined: Posts: 12
    So, does anyone have advice on the Yukiko vs Yosuke matchup?
    He must be in a state of flavor induced-bliss. :D
  • ciddypoociddypoo Block. Just block. Joined: Posts: 31
    j.A works well, since most Yosuke's are always jumping around. An extended (j.A+B, C) works well at controlling space but will often trade or lose if Yosuke pushes a button. One important thing is to use j.D to pause your descent when you're getting combo'd so you don't fall onto Yosuke 2B. You'll have to use it intelligently, along with airdashes and well placed j.Bs to get out of ugly situations like that.

    On the ground you'll really have to learn 2B fan angles so he doesn't dance all over you. 5A works as a decent anti-air as well, but I wouldn't try to challenge Yosuke jumpins very often, especially if he's got speedup.

    Learn the timing on punishing Yosuke's trolly DP. It triggers on projectiles and makes you trip as long as you're in range, so don't get too cute with AGI oki all the time. Also be wary of Yosuke with 100 meter when trying to Oki, cause wakeup super is like 3K damage if it hits, more with a burst followup, and it's OMCable as a get out card. You can also react to the raw super with Dia to get health back if they only have 50 meter.

    Tentarafoo (the unblockable) is also something to watch out for. Hop it or be prepared to counterassault if you have meter to shake it off, being mindful of baits. Gold burst works a lot of the time since most Yosukes will want to rush in after jamming your controls up.

    And if they troll too hard with Tenta spam (unlikely, but whatever) you can always try to IK them for it.
    Skullgirls: Filia (MP Updo)/ Parasoul (HK Napalm Strike)/ Double (HK Hornet Bomber)
    UMVC3: (Zero-B, Dante-B, Magneto-A) / (Wesker-B, Doom-A, Phoenix-B)
    Anime & Gaming Blog
  • KiwiPunchKiwiPunch Joined: Posts: 16
    ciddypoo wrote: »
    And if they troll too hard with Tenta spam (unlikely, but whatever) you can always try to IK them for it.

    I've actually done that before! >:D They always underestimate the frame data, and automatically assume you're not going to land it, considering Yosuke's speed. Look, just because Yosuke is fast, doesn't give you an excuse to be a dumbass and run into an instant kill, lol. Though, it makes me lol every time I land it and they do that. Freakin' hilarious, man!
    PSN: WAY2GODLY

    Why is it that a smaller studio like Arc System Works can make higher quality games than Capcom? Because BlazBlue, that's why. Anyone who disagrees can suck it!

    (>*_*)> CRAP! MY GLASSES! (>*_*)>⌐□-□ Oh, here they are! (>□-□)> I feel like a nerd...
  • PolkStyle77PolkStyle77 Joined: Posts: 10
    Hello all I am still new to the forums and I hope this isn't against policies posting in a dead discussion but I have a friend that main Yu and I am trying to figure out what to watch out for in the yukiko v. Yu match up. I have not run across many Yu players on xbl so I don't know his play style. Thanks.
  • ciddypoociddypoo Block. Just block. Joined: Posts: 31
    Sorry this is late.

    Anyway, Narukami has a really strong oki game and blockstrings that can lead to overheads -> more damage. A lot of time will be spent blocking if he knocks you down, so you'll just have to get used to individual blockstrings and tendencies.

    As Yukiko you can't get too complacent with throwing fans, cause you'll eat Persona-carts, and jumping in on him is dangerous due to his 2B. You can control space with single fan throws and maragis at range, just be wary when he has meter cause he can punish a lot of things on reaction with Persona-carts or super.

    You have to be very careful about your blockstrings when he's in awakening, since if they aren't tight you could eat a crossslash. 5aa is safe, but followups can be interrupted, so jumpcancelling is an option. Ideally you catch him at max range 5aa, then jumpcancel if you need to; if you're too close he can just DP you as you jump.

    If you block Narukami's DP, be aware that he can cancel to super before he lands or when he lands, so if you intend to punish and he has meter, it's safer to run behind him and 5b (counterhit) 236D and lead into stuff.

    A lot of newer Narukami's like to throw out 5d randomly in a blockstring. If you see Narukami throw his hand out and has Izanagi plant his weapon in the ground, it's not safe; you can sweep, 236B him away, or go for a bigger punish if you're closer.

    Other tricks include Ziodyne OMC (100 meter), then he can mix you up while you're getting hit by the lightning. You always have the option to counterassault the followup, which will get you out, but if he baits it you get hit.

    If a Narukami does C Ziodyne (the fast one), you can punish it anywhere on the screen with 6D after you block it. It's also free instant block food, so you can mash back all you want while you block it.

    Grounded Raging Lions (the overhead) are safe on block against Yukiko, and at advantage if Narukami uses the B or SB version, so try not to stick limbs out too often, otherwise he'll catch you with his faster buttons.

    It can be a tough matchup, especially when you're first starting out since there are situations where you will be forced to block. A lot.
    Skullgirls: Filia (MP Updo)/ Parasoul (HK Napalm Strike)/ Double (HK Hornet Bomber)
    UMVC3: (Zero-B, Dante-B, Magneto-A) / (Wesker-B, Doom-A, Phoenix-B)
    Anime & Gaming Blog
  • ScarletArcanaScarletArcana Joined: Posts: 12
    What are some good ways for Yukiko to get out of pressure? I know the DP can be used, but all her normals are so slow. ;-;

    Her 2A is still slower than a lot of things. So is there anything to do besides tough it out and block everything?

    In unrelated news, I learned that you can use Agi B a total of three times in a row before it disappears.
    He must be in a state of flavor induced-bliss. :D
  • ciddypoociddypoo Block. Just block. Joined: Posts: 31
    Yukiko has to take risks to get out of pressure. This combined with her lack of a quick anti-air or air-unblockable move makes it easily to stay on her once she's knocked down. Really, Dia and Counterassault are your only good options. Other than that, it's all up to blocks. Try and learn what moves you can punish more easily after an IB, that'll help a bit too. Well timed evasive actions are also useful, but most people will be looking for one of these to punish.
    Skullgirls: Filia (MP Updo)/ Parasoul (HK Napalm Strike)/ Double (HK Hornet Bomber)
    UMVC3: (Zero-B, Dante-B, Magneto-A) / (Wesker-B, Doom-A, Phoenix-B)
    Anime & Gaming Blog
  • ScarletArcanaScarletArcana Joined: Posts: 12
    edited August 2013
    This thread is kind of dead, which makes me sad. So here are some things I discovered, or just thought of

    Dia can be super cancelled into Agidyne or Maragidyne. So that's one way to make your DP kind of safe.

    Try to have unblockable on as often as possible, but don't turn it on willy-nilly or you'll get punished hard.

    After a j.C Konohana-Sakuya will remain where you sent her out, so use that to apply pressure if your opponent blocks your j.C

    A main goal of mine is to get your opponent away full-sceen with Sakuya behind them. This can be achieved with a 236B and then 3D. After that, you can apply full screen pressure.

    For midscreen, if you time it correctly, you can follow up from Agidyne D with a Maragidyne D.

    2/j D and 2a can be used in tandem to create an unblockable of sorts.

    In other news, one of the guys I lobby with plays a mean Labrys and I just can't seem to apply pressure well since he comes down so aggresively and most of Yukiko's normals are to slow to punish his rolls. Advice please?
    He must be in a state of flavor induced-bliss. :D
  • SirMixahLotSirMixahLot Proud Shoryuken.com member since 2003 Joined: Posts: 3,379
    I saw this thread pop up on the news feed...
    I got excited because I thought it was a thread about tofu recipes...
    I am disappoint.
    Marvel vs. Capcom 2 >>>>>>>>>>>>>>>
Sign In or Register to comment.