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Thread: [v1.02] Yukiko Amagi - Data Thread: "Ohh! Did I level up?"

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    [v1.02] Yukiko Amagi - Data Thread: "Ohh! Did I level up?"




    Contents

    1.) Introduction
    2.) Moveset
    2A.) Normals
    2D.) Skills
    3.) Agi Data
    3A.) Basics
    3B.) Gauge
    4.) Combos
    4B.) BnB's
    5.) Misc. Data6.) Important Links
    6C.) Yukiko Frame Data
    6H.) Yukiko Youtube Guide


    Name: Yukiko Amagi [天城 雪子]
    Age: 16 (17)
    DOB: December 8th, 1994
    Height: 164 cm (5'5")
    Zodiac: Sagittarius
    Blood Type: O
    Persona: Konohana Sakuya (Ultimate Persona: Amaterasu)
    Weapon: Fan
    Arcana: Priestess
    Voice Actor(s): Ami Koshimizu (English: Amanda Winn Lee)
    Appearance:
    Yukiko has long, well-groomed black hair, blackish-gray eyes and very fair skin. She wears the Yasogami school uniform along with a red sweater with slightly longer skirt, her red headband, and red glasses in battle.
    Biography:
    Yukiko is a rich young woman who is popular with boys and girls alike. Often scoring the best during exams, she is very intelligent and often repeats the material with Chie, her best friend. As a smart, beautiful, feminine, and fair-skinned teenager, she has attracted many male characters in Inaba, but she doesn't seem to be comfortable when someone mentions her beauty. At first, Yukiko is very introverted, but she gets livelier after she is rescued from the Midnight Channel.

    Health: 8,500

    Playstyle:
    Yukiko plays a long to medium game. She'll be doing her best to control the game and keeping the opponent from gaining any momentum. With simple combos and long-ranged normals you'll be focusing more on tactics and strategy rather then your execution. Yukiko is very reliant on her Persona, Konohana-Sakuya, without it she is probably a sitting duck as her normals will not be enough to get the job done for you. She can cover long distances with ease making her zoning tools some of the best in the game. With this comes one of the best anti-airs in the game, which is key for stopping your opponent getting in. Storing her fire boosts and such is a must, you'll need this before you begin to approach the opponent. Keep away while using your Persona to get in, it's best to go for Buffs so you can unleash unblockables and high damage combos. Overall Yukiko plays a mid range battle, keeping the enemy in check in till she is capable of dealing great amounts of damage from her buffs.

    Yukiko uses two unique gauges which tell you what buffs she has currently:

    - The "Fire Boost Gauge" starts at 0 and limits to 8. Her special "Fire Boost" adds 1 to this gauge while "Fire Boost High" grants her 2 bars(?).

    - Her second gauge is connected with her "Fire Break". It is a marker indicating whether Yukiko has the Fire Break effect on or not. After using Fire Break, the gauge appears. If in a certain time Yukiko does not use a fire attack then the gauge will disappear. It is used to make the next fire attack unblockable.

    Special Color Palettes:


    Attributes:

    Last edited by gli3; 08-07-2012 at 01:48 PM.

  2. #2
    NONSTOPアギダイン
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    Yukiko

    Notice:
    All sprite images and screenshots are taken from the Dustloop Persona 4 Arena Yukiko wiki entry.


    Click to enlarge the sprite or screenshot.

    2A.) Normals
    5A
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    300
    3.1%
    200
    200
    10
    4
    20
    -11
    • Performs a small swipe with fan. Strange standing jab. Great Anti-Air and is Jump Cancellable. However, is quite slow and loses to a lot of other jabs.

    5AA
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    400
    2%
    0
    100
    12
    3
    12
    -2
    • Following up from 5A, Yukiko unleashes another strike with her fan. Is still Jump Cancellable and possible to follow up on block and whiff. Used for ground combos and pressure, not good to use after 5A air-hit (Go into JC instead).

    5AAA
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    800
    15%
    0
    600
    15
    3
    23
    -9
    • Once again, Yukiko strikes with her fan for the last time.

    2A
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    160
    2%
    500
    100
    7
    2
    14
    -5
    • Performs a low kick while crouching. Hits low. Generic and decent poke.

    5B(~B)
    +()
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    300[300]
    3.1%
    300
    100
    13
    -
    Total 42
    -15
    • Inputting 4B will throw out a slower fan while 6B results in a faster fan speed. Yukiko tosses a fan forward, chooses to follow-up with another fan. Good reach, used as a core zoning tool without Konohana and is Jump Cancellable on Guard. Is counted as a projectile and is pretty much a good combo stapler. Not used in rush down outside of combos.

    2B
    +()
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    300[300]
    3.1%
    300
    100
    14
    -
    Total 40
    -4
    • 1B throws a fan in the most upward direction; total recovery and frame advantage for this are 38 and -2. 3B throws a fan farther forward from you; total recovery and frame advantage for this are 42 and -6. 2B tosses a fan diagonally upward.

    j.A
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    300
    3.1%
    200
    100
    10
    3
    13
    -
    • Basic air jab Air-Air attack. Tends to lose because of slow speed. Your better off sticking to the ground and using your great arsenal of Anti-Airs.

    j.B
    +()
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    300
    3.1%
    300
    100
    14
    -
    Total 39
    -
    • Yukiko tosses a fan downward in a 60 degree angle. Decent Air-Ground air normal, does not hit high.

      j.4B throws out a fan more downward. j.6B throws out a fan more forward; 12 frame startup.



    2B.) Persona Attacks

    5C
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    160, 80*8
    -
    300
    100
    17
    1*9
    29
    -15
    • Konohana Sakuya performs a small jump and attacks with wings in a downward arc. Good tool to keep opponents out. Cancels into 2C for more pressure and frame traps.

    2C
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    160, 80*7
    -
    200
    100
    15
    1*8
    32
    -18
    • Uses Persona and hits Low.
    5D
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    200, 100*8
    -
    0
    100
    37
    1*9
    Total 39
    +31
    • Konohana Sakuya rushes and attacks with wings in an upward arc. Cannot be used without Persona. Fatal Counters and is an excellent tool to keep anyone at bay, but can be pretty slow.

    Control the distance with different inputs:
    • 4D - short distance
    • 5D - medium distance
    • 6D - long distance

    2D
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    400, 200*2
    -
    0
    300
    53
    3, 1*2
    Total 39
    +48
    • Pretty good range and quite slow used for mix-ups since it hits high for an overhead.

    Control the distance with different inputs:
    • 1D - short distance
    • 2D - medium distance
    • 3D - long distance

    j.C
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    160, 80*6
    -
    0
    100
    14
    3, 1*6
    17
    -1
    • Good Persona Air-Air. Yukiko is unable to move during the move.

    j.D
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    400, 200*n
    -
    0
    300
    50
    3, 1*n
    Total 37
    -
    • Jump Cancellable, good air coverage, also doesn't hit high.


    2C.) Other Moves
    2A+B
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    400
    3.1%
    200
    100
    10
    5
    15
    -5
    • Generic sweep. Quite fast and good distance.

    C+D
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    1100
    -
    0
    1100
    7
    2
    17
    -
    • Forward Throw. Slaps opponent and they spin away. Must One More Cancel to combo off midscreen.

    j.C+D
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    1800
    -
    0
    800
    5
    2
    17
    -
    • Air Throw. Throws behind her, need to One More Cancel for follow-up.

    All Out Attack [ボコスカラッシュ]
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    300
    3.1%
    0
    1000
    33
    4
    25
    -
    • Hits overhead and follows up into 2 options;
      ~C Version
      Launchers on hit, can follow up from air.
      ~D Version
      Gives hard knockdown; on FC gives cornerbounce.

    Dia [ディア] (B+D)
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    100
    -
    800
    100
    22
    12
    24
    -21
    • Heals health. Yukiko blows the opponent back for her to heal. Holding the buttons heals more health. Very unsafe.
    • Invulnerable frames 1-34.


    2D.) Skills
    Agi [アギ] (236A/B or j236A/B)
    / or /
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -
    • Yukiko summons her Persona to perform an instantaneous fire ball. Is able to be held. It can result in two hits if the opponent is too close to Konohana Sakuya when the move is performed.
      A Version
      Hits close.
      B Version
      Longer distance than A Version, but slower to come out.

    Maragi [マハラギ] (236C/D)
    /
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -
    • Yukiko summons her Persona to perform a wave of fire that travels at the bottom of the screen. Once it hits the opponent, the wave becomes a vertical column of fire.

    Fire Boost [火炎ブースタ] (214C)
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -
    • Increases Yukiko's fire gauge by 1. It is stackable until the gauge is max.

    Fire Boost High [火炎ハイブースタ] (214C+D)
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -
    • Costs 25% SP and is the EX version of Fire Boost. Increases the gauge by 2 instead of 1.

    Fire Break [火炎ガードキル] (214D)
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -
    • Makes Yukiko's next fire attack an unblockable move. Depletes if you haven't used a fire attack for a certain amount of time after it's been activated. It is visible by a red aura that surrounds Yukiko.


    2E.) SP Skill
    Agidyne [アギダイン] (236236C/D)
    /
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -
    • Strong fire attack where a large and fast fireball is created and is shot across the screen. Holding the buttons allows Konohana-Sakuya to spin upwards, dealing many hits before shooting the fireball midair.


    2F.) Awakening SP Skill
    Maragidyne [マハラギダイン] (214214C/D)
    /
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -
    • Yukiko summons her Persona to send a large and powerful wave of fire on both sides of Yukiko. C version shoots them away, while D version shoots them towards her instead. This move combines both offense and defense and can be used in a variety of different ways.


    2G.) Mortal Blow
    Flower Flame Turbulence [乱れ華焔] (222CD)
    +
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -
    • Beautiful.
    • 398 hits. If you read it using Goroawase (語呂合わせ) it mostly likely reads as "Sakuya".
    Last edited by arbitraryasian; 11-09-2012 at 02:23 AM. Reason: adding frame data from DL wiki

  3. #3
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    Basics
    • Agi can be held to delay activation. This is important for setting up her pressure.
    • Increasing the Fire Level makes Agi-based attacks do more damage while having the Fire Break activated makes the next Agi-based attack unblockable.

    Gauge
    • Fire Boost increases the Fire Level by one. SB Fire Boost increases the Fire Level by two instead. In either case, each boost costs blue health to use.
    • Fire Break makes the next fire attack unblockable. Any fire attacks already on screen will not have the unblockable property (a stored Agi before you activated Fire Break will not have the unblockable property as an example). Use this to setup unblockable situations. When in Awakening you gain access to Maragidyne which also benefits from Fire Break!

    Management
    • Constantly assessing whether you can afford a Fire Level increase (which costs blue health) or if a Fire Break is more beneficial in certain situations is key.
    Last edited by gli3; 07-28-2012 at 07:46 PM.

  4. #4
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    Combo Theory
    • Ideally you want to end combos with Agi or a knockdown so you can setup some okizeme.


    BnB's
    • 5AAAAA (autocombo) or 5AAA > 236A > 236236C (same as autocombo) [50SP]
    • (2A) > 5AA > 5B > 2A+B
    • 5AA > 5B > 5C > 2C > 236B
    • 5C > 2C > 236A > 236236C [50SP]
    • 214214C > 214214D > 236236D [150SP]


    Pressure, Oki, and Mix-up
    Simple Agi ender mix-up (corner)
    starter > 5C > 2C > A Agi (hold A to delay the Agi activation)
    • jump-in > release Agi > j.A (hi mix-up)
    • jump-in > release Agi > empty jump > land > 2A (low mix-up)
    • jump-in > release Agi > empty jump > land > throw (throw mix-up)

    2D unblockable setup (corner)
    starter > 5C > 2C > A Agi (hold A to delay the Agi activation) > meaty 2C (opponent guards) > 2D (release Agi)
    • dash-in > 2A (low mix-up or possibly unblockable if timed with the 2D overhead hit)
    • dash-in > throw (throw mix-up)
    • video demonstration
    Last edited by gli3; 08-10-2012 at 12:27 AM.

  5. #5
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    4A.) Normal Gatlings

    5AA, 2A
    5B, 2B
    5C, 2C
    5D, 2D
    Yes
    Yes
    Jump, Special
    5AAA
    5B, 2B
    5C, 2C
    5D, 2D
    Yes
    Yes
    Jump, Special
    -
    -
    -
    -
    -
    Yes
    Jump*, Special
    5A, 2A†
    2B
    5C, 2C
    5D, 2D
    Yes
    Yes
    Special
    -
    5BB, 2B‡,
    5C‡, 2C‡
    5D, 2D
    Yes
    Yes
    Jump*, Special
    -
    2B‡
    5C‡, 2C‡
    5D, 2D
    Yes
    Yes
    Jump*, Special
    -
    2B‡
    5C‡, 2C‡
    5D, 2D
    Yes
    Yes
    Jump, Special
    +
    -
    -
    -
    -
    -
    -
    Jump*, Special
    j.A†
    j.B
    j.C
    j.D
    -
    -
    Jump, Special
    -
    -
    j.C
    j.D
    -
    -
    Jump, Special
    * Only on hit.
    † Available on whiff.
    ‡ Once per string.


    4B.) Persona Gatlings


    -
    A
    B
    C
    D
    CANCELS
    -
    5B‡, 2B‡
    2C‡
    5D, 2D
    Jump*, Special
    -
    -
    -
    -
    -
    -
    5B‡, 2B‡
    5C‡
    5D, 2D
    Jump*, Special
    -
    -
    -
    -
    -
    -
    -
    -
    j.D
    Jump, Special
    -
    -
    -
    -
    -
    * Only on hit.
    ‡ Once per string.




    4C.) Manual Turnaround Fan Throwing

    jump > j.A+C > backwards IAD > j.A+C~1B/2B/3B

    Quirky air fan throwing. You can throw fans while being really low to the ground.

    Last edited by gli3; 08-10-2012 at 04:59 AM.

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