Yukari Tanizaki, also known as "Miss Yukari" by her students, is the girl's English and homeroom teacher. She's a teacher with very unconventional methods and a rather close relationship with the class. Depending on the day, time, and her mood, she can be either a horrible tyrant or one of the sweetest, most touching teachers ever. Her behavior ranges from mercilessly teasing Chiyo and hitting students with blunt objects to kind and gentle words and simple, encouraging notes on tests telling students she believes in them.
Overview
Playstyle
Yukari is a slow rushdown character that utilizes sharks to get in on her opponent.
Pick if you like
Avoid if you dislike
Extremely easy game plan - Yukari's extremely easy to figure out, shark just lets her get in and do her thing.
Easy combos - Yukari's combos are really short and easy.
Shark - Shark is basically May's dolphin but if its recovery had full invuln, basically just letting her get in incredibly easily. Also prone to clash but it really just
Really good outburst - Her outburst allows her to have a dash with a hitbox she can combo after, allowing her to get some infinites as long as her outburst stays up. Also her damage gets a massive boost.
No forward dash - She can't dash forward.
Really short combos - Her combos are pretty limited for the most part, mostly just going into a launch with 214C and extending in the air.
Linear - Her game plan is really just getting in with shark most of the time. If the opponent has ways of counter playing it it kinda falls apart.
Reliant on outburst - Her damage outside of Outburst is low and she lacks a dash so having an Outburst that solves both of those downsides makes her REALLY wanna go into it.
Character Traits
Unique Attributes
Yukari can't dash forward She can't dash forward, really not much else to say.
Her face next to her health bar changes when she goes into outburst. This is just listed on the actual movelist for the character.
Has no real gameplay benefit.
She's immune to Chiyo's hair super She can't be hit by Chiyo's hair super
This isn't that useful, just prevents Chiyo from using that super lol.
Outburst
Yukari enters Anger Mode Her damage is boosted significantly, allowing her to just straight up kill off normal combos in a lot of situations.
She can dash.
Her crash attack becomes a true unblockable, meaning the opponent won't go into guard break if they block it.
She becomes completely immune to chip damage.
Move Descriptions
Normals
Standing Normals
5A
5A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
Mid
-
-
-
-
Really fast but extremely stubby.
5B
5B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Mid
-
-
-
-
Yukari smacks the opponent with a book.
Really tall and fast.
Can be linked into lights.
5/2C
5C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
9
-
-
-
Mid
-
-
-
-
Big kick.
Reaches pretty far but it's too slow to be of any use.
Crouching Normals
2A
2A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
Mid
-
-
-
-
Little punch.
Reaches farther than 5A.
2B
2B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Mid
-
-
-
-
Weird crouching headbutt.
Has more hitstun than 5B making it better for combos.
2C
2C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
9
-
-
-
Low
-
-
-
-
Big sweep.
Reaches pretty far, almost always better than 5C.
Jumping Normals
j.A
j.A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
High
-
-
-
-
Little kick upwards.
Hits fast but has awful on hit properties, not even being able to combo into itself in the air.
j.B
j.B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
High
-
-
-
-
Big kick downward.
Generally a better jump-in than j.A, also good for combos.
j.C
j.C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
9
-
-
-
High
-
-
-
-
Big air kick, decent air-to-air.
Command Normals
Chalk throw
Chalk throw 6A
Why does this hit low???
Why does this hit low???
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Low
-
-
-
-
Looks like a standing overhead but it hits low.
Troll people with this.
Otherwise used for confirming off of 5C.
Universal Mechanics
Throw
Throw 6/4C (Next To Opponent)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
11
-
-
-
Throw
-
-
-
-
Yukari headbutts the opponent.
Can't be comboed from at all.
Skylab
Skylab j.236D~AABBC~(A/B/C)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
A Ender
40
-
-
-
High
-
-
-
-
Yukari slams the opponent down 5 times and then throws them up.
Extremely inconsistent, only works if you're close to the ground.
Starts combos.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
B Ender
47
-
-
-
High
-
-
-
-
Yukari slams the opponent down 5 times and then kicks them to the wall, causing a wall bounce.
Extremely inconsistent, only works if you're close to the ground.
Sends the opponent full screen and doesn't leave room for a follow-up anywhere, don't use this one.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
48
-
-
-
High
-
-
-
-
Yukari slams the opponent down 5 times and then... slams them again, because how else would she have any fun.
Extremely inconsistent, only works if you're close to the ground.
Ends combos and leaves the opponent right in front of her.
Slash Beat
Slash Beat 5D~ABAAB~(C/D)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
47
-
-
-
Mid
-
-
-
-
Basic ground Slash Beat. Tackles the opponent to a wall, causing a wallbounce.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
D Ender
52
-
-
-
-
-
-
-
-
Basic sky Slash Beat. Launches the opponent into the air and can continue with Skylab.
Crash Attack
Crash Attack 236D
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
23
-
-
-
Guard Break
-
-
-
-
Big, slow punch. Not very useful.
Guard Push
Guard Push 6D while blocking
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
Unblockable
-
-
-
-
Big kick.
Uses 5C's animation.
Specials
Grounded Specials
Earthquake Foot
Earthquake Foot 236B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
13
-
-
-
Low
-
-
-
-
Active low hitting stomp.
Can be linked into her command grab super.
Sky Crumbler
Sky Crumbler 623C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
14
-
-
-
Throw
-
-
-
-
Anti-air grab.
Really slow but has a lot of hitstun if you land it, basically letting you Stylish cancel it into whatever you want.
Wall Smasher
Wall Smasher 214C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
11
-
-
-
Mid
-
-
-
-
Launches the opponent up.
Can be cancelled into 623C
Advantage isn't affected by the way you space this move surprisingly.
It's a Shark!
It's a Shark! 41236B/C (Air OK)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
11
-
-
-
Mid
-
-
-
-
The shark.
Fully invuln during the splash.
Immediately actionable after the splash.
Very prone to clashing, making this move even harder to punish.
Dash
Dash 66 (in Outburst)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
2
-
-
-
Mid
-
-
-
-
Yukari's dash.
Has a hitbox that she can link out of.
Can also be canceled into from normals.
Free infinites.
Supers
Level 1
Rocket Fireworks
Rocket Fireworks 236236C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
42 (vs. standing Kagura)
-
-
-
Mid
-
-
-
-
Anti-air super.
Incredibly awkward to combo into.
Inconsistent damage.
Serious Anger
Serious Anger 632146C
Yukarizaki
Yukarizaki
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
37 (level 1)
55 (level 2)
98 (level 3)
-
-
-
Throw
-
-
-
-
Command grab super.
Good, consistent damage.
You can mash the C button before the first hit after the initial grab for more damage: x10 for level 2, x15 for level 3.
Level 2 knocks the opponent full screen.
Level 3 drags the opponent across the screen.
Outburst
Imperial Wrath
Imperial Wrath 34123646C (While In Outburst)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
105
-
-
-
-
-
-
-
-
Counter super
Does pretty high damage if it lands.
Generally not worth going for, level 3 command grab super does 196 damage in outburst compared to this.
Why does a counter super have this input.
Strategy
Combos
Colors
Palette 1, used by selecting Yukari with the light button.
Palette 2, used by selecting Yukari with the Stylish button.