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| ==Recommended Assists== | | ==Recommended Assists== |
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| '''Dokuro-Chan''' - 5S is a good combo extender for Yukina, and 6S can help Yukina deal with zoning pressure or getting close to an opponent.
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| | | |
| '''Assist Character''' - Short description of why this assist is recommended with this character | | '''Celty''' - This is the standard assist for Yukina. 5S is great for neutral and maintaining pressure. 6S gives amazing oki with the three hits since Yukina can't really do much on her own. Also, Celty has a fast recharge time. |
| | | |
| '''Assist Character''' - Short description of why this assist is recommended with this character | | '''Kojou''' - Another common assist for Yukina, naturally. Both of his assists have quite a bit of lockdown and some flashy visuals. This makes it pretty tough to block Yukina when this is up. |
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| | '''Mashiro''' - Similar reasoning with Celty. However, Mashiro's 6S is not as fast paced, it can still keep the opponent locked down for a bit. |
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| | '''Dokuro-Chan''' - 5S is a good combo extender for Yukina, and 6S can help Yukina deal with zoning pressure or getting close to an opponent. Dokuro is essentially the universal assist for this game. |
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| ==Potentials== | | ==Potentials== |
Revision as of 17:32, 10 April 2019
(Click here for the original Yukina Himeragi page)
Introduction
Originally from the light novel Strike the Blood.
Gameplay
A synopsis of this character's play-style, strengths, weaknesses, etc
Pros
- Great neutral
- Good range
- Decent damage due to air EXs and air Climax Art
- Best potential in the game
- Has access to three jumps
- Can jump cancel 2B
Cons
- Weak mix-up
- Poor MU spread against top tiers
- Poor anti-airs/Has to heavily commit to anti-air with 2A+B
- On the slower side
Recommended Assists
Celty - This is the standard assist for Yukina. 5S is great for neutral and maintaining pressure. 6S gives amazing oki with the three hits since Yukina can't really do much on her own. Also, Celty has a fast recharge time.
Kojou - Another common assist for Yukina, naturally. Both of his assists have quite a bit of lockdown and some flashy visuals. This makes it pretty tough to block Yukina when this is up.
Mashiro - Similar reasoning with Celty. However, Mashiro's 6S is not as fast paced, it can still keep the opponent locked down for a bit.
Dokuro-Chan - 5S is a good combo extender for Yukina, and 6S can help Yukina deal with zoning pressure or getting close to an opponent. Dokuro is essentially the universal assist for this game.
Potentials
Universal Potential: Increases damage dealt by 10% for 20 seconds when health falls under 30%. If behind in rounds won, increases damage dealt by 20% instead.
Character Potential: Use 2 EX Special Attacks to disable the opponent's use of Reflection Guard (while the pushback effect is negated, it is still possible for the opponent to use Reflection Guard to avoid air unblockable attacks) for 20 seconds. Can be activated once a round.
Move List
L = Low, H = High, A = Air
JC = Jump Cancel, SC = Support Cancel, EX = EX Cancel
ISC = Impact Skill Cancel, TCC = Trump Card Cancel, CAC = Climax Art Cancel
Startup includes the first active frame.
Normal Moves
5A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
300
|
7
|
2
|
15
|
-4 +8 (JC)
|
JC, SC, EX, ISC, TCC, CAC
|
HLA
|
-
|
- Standard forward poke with Yukina's halberd, not a low
- Can be jump cancelled
|
|
2A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
250
|
6
|
3
|
16
|
-6
|
SC, EX, ISC, TCC, CAC
|
LA
|
-
|
- Crouching halberd poke, hits low
- Can be self cancelled
- Chains into itself 3 times
- Primary combo starter
|
|
5B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
500
|
9
|
3
|
19
|
-7 +10 (JC)
|
JC, SC, EX, ISC, TCC, CAC
|
HL
|
-
|
- Yukina turns around while attacking her opponent with her halberd
- Can be jump cancelled
|
|
2B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
450
|
10
|
3
|
19
|
-7 +10(JC)
|
JC, SC, EX, ISC, TCC, CAC
|
HL
|
-
|
- Yukina spins her halberd while crouching, hits mid but is air unblockable.
- Can be jump cancelled.
|
|
5C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
700
|
11
|
4
|
21
|
-8
|
SC, EX, ISC, TCC, CAC
|
HLA
|
-
|
- Horizontal slash at the knees, not a low hit
- Can be special cancel-able
- Range is as long as Shana's 5C
|
|
2C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
700
|
11
|
4
|
21
|
-8
|
SC, EX, ISC, TCC, CAC
|
LA
|
-
|
- Sweep attack
- Smaller range than 5C
|
|
j.A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
250
|
7
|
2
|
X+2
|
Varies
|
JC, SC, EX, CAC
|
HA
|
-
|
- Yukina does a downward diagonal strike with her halberd
- Good for air-to-air and jumping in
- Can be jump cancelled
|
|
j.B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
450
|
9
|
3
|
X+3
|
Varies
|
JC, SC, EX, CAC
|
HA
|
-
|
- Aerial downward strike with her halberd
- Can be jump cancelled
|
|
j.C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
650
|
11
|
4
|
X+4
|
Varies
|
JC, SC, EX, CAC
|
HA
|
-
|
- Yukina swings her halberd with a crescent slash in the air
- Longer range than her 5B
- Can be jump cancelled
|
|
Special Moves
Wild Strike 「牙撃 -ワイルドストライク-」 236X
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A
|
700
|
13
|
4
|
27
|
-14
|
SC, EX, TCC, CAC
|
HLA
|
-
|
A stationary forward thrust- fairly fast startup and hits midscreen
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
750
|
12
|
4
|
33
|
-20
|
SC, EX, TCC, CAC
|
HLA
|
-
|
Same as A version, but moves her forward a very short distance
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
800
|
11
|
4
|
37
|
-24
|
SC, EX, TCC, CAC
|
HLA
|
-
|
Moves her a decent distance forward, technically has fastest startup out of the three, but also has the most recovery.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
1400
|
11
|
4
|
62
|
Lance only: -33 With Follow-up: -14
|
SC, TCC, CAC
|
HLA
|
-
|
Adds 2A+B to the move as a follow-up and knocks the opponent away, wall bounces if done in the corner
- Combo ender
- Adds 10% to Burst meter on execution, regardless of hit/block/whiff
|
|
Hikiyoseru (Pull In) 「引き寄せる」 A, B, or C after Wild Strike
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A: 400 B: 480 C: 560
|
A: 5 B: 6 C: 7
|
4
|
A: 28 B: 29 C: 30
|
A: -9 B: -10 C: -11
|
SC, EX, TCC, CAC
|
HLA
|
-
|
Pulls the opponent in and knocks them down in front of you
|
|
Arrow Strike 「空撃 -アローストライク-」 214X
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A
|
700
|
21
|
11
|
26
|
-10 or worse
|
SC, EX, CAC
|
HLA
|
-
|
Yukina rises into the air and lunges forward with her spear. When Yukina reaches the apex of her hop, you can cancel that animation into the A, B, or C follow-ups immediately on hit or on whiff. You can also use the follow-ups after lunging forward from 214X.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
700
|
23
|
13
|
31
|
-15 or worse
|
SC, EX, CAC
|
HLA
|
-
|
Nearly identical to the A version, but Yukina rises to roughly the opponent's head's height before lunging.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
700
|
25
|
15
|
34
|
-15 or worse
|
SC, EX, CAC
|
HLA
|
-
|
Yukina rises to about her jump height before lunging forward with her spear. Technically only hits airborne opponents.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
1457
|
12
|
9
|
49
|
-5
|
SC, CAC
|
HLA
|
-
|
The move starts similar to the B version, but Yukina will always follow up with Kahou Tosshin. The follow up creates a large ground shockwave surrounding Yukina.
- Adds 10% to Burst meter on execution, regardless of hit/block/whiff
|
|
Zenpou Tosshin (Forward Charge) 「前方突進」 A After 214X
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
900
|
14
|
8
|
X+26
|
-32 or worse
|
SC, EX, CAC
|
HLA
|
-
|
The A follow-up to her 214X series. You can easily traverse a whole screen using this after a 214. Highly unsafe on block, however.
|
|
Kahou Tosshin (Descending Rush) 「下方突進」 B or C After 214X
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
700
|
B: 26 [B]/[C]: 39 C: 29
|
B: 4 [B]: 5 C/[C]: 6
|
B/C: X+28 [B]/[C]: X+26
|
B: -5 [B]: +3 C: -7 [C]: +1
|
SC, EX, TCC, CAC
|
HLA
|
-
|
A downward pierce usable on hit or whiff on 214X. The B version is active roughly at head height, whereas the C version rises further up before Yukina strikes downward. Fully charging the move provides frame advantage on block.
|
|
Heavy Strike 「重撃 -ヘビーストライク-」 j.236X
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A
|
A: 700 [A]: 800
|
A: 17 [A]: 32
|
7
|
A: 31 [A]: 25
|
A: -10 [A]: +2 to -2
|
SC, EX, TCC, CAC
|
HLA
|
-
|
Functionally the same as Yukina's B or C follow-ups to her 214X series, except that you can do in from a free air state. You can charge the move to make it safer.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
B: 700 [B]: 800
|
B: 24 [A]: 39
|
8
|
B: 28 [B]: 22
|
B: -7 [B]: +2 to +1
|
SC, EX, TCC, CAC
|
HLA
|
-
|
Almost the same as the A version, but Yukina rises further up before attacking. Fully charging the move guarantees plus frames.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
C: 700 [C]: 800
|
C: 27 [C]: 42
|
6
|
C: 28 [C]: 22
|
C: -6 [C]: +3 to +1
|
SC, EX, TCC, CAC
|
HLA
|
-
|
Yukina rises to the top of the screen before charging downward.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
1354
|
8
|
6
|
18
|
+6
|
SC, TCC, CAC
|
HLA
|
-
|
The quickest version of Heavy Strike. It hits twice, with the second hit causing a shockwave on the ground.
- Adds 10% to Burst meter on execution, regardless of hit/block/whiff
|
|
Universal Mechanics
Throw 6C or 4C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1100
|
4
|
1
|
99
|
+33 (hit)
|
SC, EX, TCC, CAC
|
N/A
|
-
|
Knocks the opponent back. It's somewhat difficult to follow up as Yukina shoves them too far back.
- Both versions can be canceled into EX Wild Strike and EX Arrow Strike
- Both versions can be canceled into Strike the Blood and Sacred Howling
|
|
Impact Skill Twin Strike 「双撃 -ツインストライク-」 5A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1096
|
12
|
8
|
73
|
-33
|
SC, EX, TCC, CAC (hit only)
|
HLA
|
-
|
Yukina slashes forward twice, then hops back in recoil.
|
|
Impact Skill Young Thunder 「若雷」 2A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1100
|
12
|
4
|
38
|
-27
|
SC, EX, TCC, CAC
|
HLA
|
-
|
A standing "reversal." Good reach 45 degrees above and before her, but somewhat easy to safe jump.
|
|
Impact Break 4A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
First hit: 900 Launcher: 800
|
First hit: 22 Launcher: 9
|
First hit: 8 Launcher: 2
|
First hit: 14 Launcher: 50
|
First hit: -2 Launcher: -37
|
First hit: N/A Launcher: SC, EX, TCC, CAC (hit only)
|
First hit: HA Launcher: HLA
|
-
|
Standard universal overhead. Although it looks similar to Yukina's j.B, the horizontal range is slightly smaller.
|
|
Trump Card Howl of the Wolf 「狼の咆哮」 5A+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
3000
|
25
|
3
|
51
|
-27
|
N/A
|
H
|
-
|
Yukina slashes downward with her spear, sending the opponent flying. Both an overhead and air unblockable move.
- Has a bit of a slow startup
- Combo ender
- Hits midscreen
- Around same range as 5C
|
|
Climax Arts
Strike the Blood 「神槍解放 -ストライク・ザ・ブラッド-」 41236B+C Air O.K.
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
3510
|
13
|
2
|
X+21
|
-41 or worse
|
N/A
|
HLA
|
-
|
Yukina jumps into the air and does a crescent slash- if it connects she does a brief incantation followed by a rising slash
- Not safe on block, use only as a combo ender
- Can be performed in the air
- If done point blank, she'll end up behind the opponent- midscreen she'll land directly right in front of them
|
|
Sacred Howling 「雪霞繚乱 -セイクリッド・ハウリング-」 63214B+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
2960
|
7
|
23
|
20
|
-28
|
N/A
|
HLA
|
-
|
Yukina runs forward after a quick incantation, if she hits the opponent she follows up with a series of strikes that knocks the opponent airborne
- Not a command grab
- Adds 20% to Burst meter on execution, regardless of hit/block/whiff
|
|
Combos
Midscreen
5A Starter
- 5A > 5B > jA > jB > jC > 5A > 5B > 5C > 236C > C > 41236BC
- Does 3693 Damage and only works when opponent is hit standing, jA needs to be done quickly after jump.
- 5A > 5B > 5C > 5A+B > 214X > 41236B+C
- Uses 3 Bars, takes ~30% Hp
- 5A > 5B > 5C > 236C > C > Combo Blast > jB > jC > double jump > jB > jC > j41236BC (or j236AB)
- j41236BC ender does 3814 damage and uses 2 meter, j236AB ender does 2652 damage and uses 1 meter.
- 5A > 5B > 2C > jB > jC > double jump > jB > jC > j41236BC
- This combo does 3502 damage and uses 2 meter, trump card (AC) must be activated in order for this 2C to cancel into jB.
2A Starter
- 2A > 5A > 5B > 5C > 236A
- Notes about this particular combo
- 2A > 2B > 5C > A+B
- Notes about this particular combo
- 2A > 2B > 5C > A+B > 214A+B
- Notes about this particular combo
- 2A > 2B > 5C > A+B > A+C
- Notes about this particular combo
- 2A > 2B > 5C > A+B > 214A+B > A+C
- Notes about this particular combo
6C Starter
- 6C > 214A+B
- Notes about this particular combo
- 6C > 214A+B > 41236B+C
- Notes about this particular combo
4A+B Starter
- 4AB > B > jB > jC > jB > jC > 236AB
Corner
5A Starter
- 5A > 5B > 5C > etc
- Notes about this particular combo
4A+B Starter
- 4A+B > B > j.A > etc
- Notes about this particular combo
Assists
Dokuro-Chan
- 5A > 5B > 5C > 5AB > 236AB > 5S > jB > jC > j41236BC
- Does 4251 Damage and uses 4 meter.
- 4AB > B > jB > jC > j236AB > 5A > 236Ab > 5S > jB > jC > j41236BC
- Does 4301 Damage and uses 5 meter.
- 5A > 5B > 5C > 214AB > 5S > jB > jC > j236AB
- This combo does 2849 Damage and uses 2 meter.
- 5A > 5B > jA > jB > jC > 5A > 5B > 5C > 236C > C > Combo Blast > jB > jC > double jump > jB > jC > j236AB > 5S > jB > jC > double jump > jB > jC > j41236BC
- This combo does 4228 Damage, 1 Combo Blast and uses 4 meter.
Assist Character 2
- 5A > 5B > 5C > 6D > etc
- Notes about this particular combo
Colors
Color 1
|
Color 2
|
Color 3
|
Color 4
|
|
|
|
|
Color 5
|
Color 6
|
Color 7
|
Color 8
|
|
|
|
|
Color 9
|
Color 10
|
Color 11
|
Color 12
|
|
|
|
|
Color 13
|
Color 14
|
|
|