Advanced V.G. 2/Yuka: Difference between revisions

From SuperCombo Wiki
No edit summary
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
[[File:avg2_yuka.jpg|right|the face of someone who just realised they don't have to be in any h-scenes this time around]]
{{AVG2 Character Intro|char=yuka|short=yka|content=


= Introduction =
== Introduction ==
''After winning the last VG tournament, Yuka took some time to herself in order to train and reflect. She still hasn't figured out what martial arts has to do with running a maid cafe.''
''After winning the last VG tournament, Yuka took some time to herself in order to train and reflect. She still hasn't figured out what martial arts has to do with running a maid cafe.''


The protagonist of the previous V.G. titles, Yuka is a straightforward shoto archetype who will feel familiar to just about anyone with experience in the genre. Along with the sacred trio of a fireball, reversal uppercut and rushing kick move, Yuka makes herself known for a fearsome offense, sporting a strong aerial presence (including one of the game's few four-hit aerial chains), high combo damage and powerful corner lockdown. These strengths are held in check, however, by a middling set of grounded anti-airs, preventing her from being able to utilise the classic fireball traps that her archetype would normally be inclined to use. A larger than average aerial hurtbox also makes one of her greatest strengths something of a weakpoint as well, meaning Yuka will have to pay careful attention to both the spacing and timing of her most important tools in order to be effective.
The protagonist of previous V.G. titles, Yuka is a straightforward shoto archetype who will feel familiar to just about anyone with experience in the genre. Along with the sacred trio of a fireball, reversal uppercut and rushing kick move, Yuka makes herself known for a fearsome offense, sporting a strong aerial presence (including one of the game's few four-hit aerial chains), high combo damage and powerful corner lockdown. These strengths are held in check, however, by a middling set of grounded anti-airs, preventing her from being able to utilise the classic fireball traps that her archetype normally excels at, as well as a slightly larger aerial hurtbox that puts her at a disadvantage in some air-to-air exchanges. If you're looking for an aggressive shoto with flashy combos, Yuka just might be your gal.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro =  
| intro = [[File:avg2 yuka mini.png|20px]] '''Yuka''' is an aggressive shoto character who excels at locking opponents down and converting frame traps into powerful juggle combos.
| pros =
| pros =
* Strong aerial presence
* '''Strong Aerial Options:''' With fantastic air normals and one of the game's few four-hit air chains, Yuka has great options for scrapping and controlling space in the air.
* Powerful combos
* '''Powerful Lockdown:''' Yuka's aerial options, combined with her {{Tooltip|text=Kikoudan|hovertext=236P}} fireball and {{Tooltip|text=Souryugeki|hovertext=623P}} uppercut, give her fearsome capacity to push opponents to the corner and keep them there.
* Good corner lockdown
* '''Consistent Damage:''' Yuka is able to pretty consistently score fairly high damage juggle combos, giving her high reward for landing hits, even without meter.
| cons =
| cons =
* Lacking in strong normal anti-airs
* '''Weak Anti-Airs:''' You'd think that the shoto would have a suite of strong anti-airs, but aside from Souryugeki, Yuka is surprisingly lacking in this department, meaning that aside from uppercut, her most consistent way to punish aerial approaches is by taking to the skies herself.
* Large aerial hurtbox makes her more susceptible to anti-airs and certain juggle combos
* '''Large Aerial Hurtbox:''' Despite her four-hit aerial chain and strong air normals, Yuka does take on a bit of extra risk when jumping compared to other characters, as her large hurtbox while airborne means that she is more susceptible to her opponent's anti-airs, and can potentially more easily lose out in airborne scramble situations.
}}
}}


= Movelist =
== Stats ==
{{MoveData
{{AVG2 Character Data
|image=AVG2_Yuka_stLP.jpg
| atk = C
|caption=
| def = C
|name=st.{{Icon-Capcom|LP}}
| djump = Yes
|data=
| dbrake = Yes
{{AttackData-AVG2
| bd = 28F (Throw Invul)
|damage=9
| wkup = 12F
|guard= Mid
|startup= 3
|active=-
|recovery=-
|frameAdv=-+2
|description= A gut check jab, chains into all other standing normals and into crLP as well. Links into itself and is special cancelable.
}}
}}
}}
----
{{MoveData
|image=AVG2_Yuka_stLK.jpg
|caption=
|name=st.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=13
|guard= Mid
|startup= 8
|active=-
|recovery=-
|frameAdv=--6
|description= Nowhere near as fast or as advantageous as stLP, but much better range, easily links into itself multiple times, is special cancelable, and ever so slightly moves Yuka forward.
}}
}}
----
{{MoveData
|image=AVG2_Yuka_stHP.jpg
|caption=
|name=st.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=28
|guard= Mid
|startup=6
|active=-
|recovery=-
|frameAdv=--3
|description= A strong punch, but one that has less range than stLK, no chains, and isnt special cancelable. Outside of the extra damage, this isnt worth much.
}}
}}
----
{{MoveData
|image=AVG2_Yuka_clHP.jpg
|caption=
|name=cl.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description=A step-in elbow, has a healthy proximity activation range, is special cancelable, and mini-floats the opponent which means a follow up like Kikoudan will give you a knockdown.
}}
}}
----
{{MoveData
|image=AVG2_Yuka_stHK.jpg
|caption=
|name=st.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=32
|guard= Mid
|startup= 7
|active=-
|recovery=-
|frameAdv=--16
|description= A high-angled roundhouse kick. Obviously much better at controlling vertical space than horizontal space. Is special cancelable.
}}
}}
----
{{MoveData
|image=AVG2_Yuka_crLP.jpg
|caption=
|name=cr.{{Icon-Capcom|LP}}
|data=
{{AttackData-AVG2
|damage=9
|guard= Mid
|startup= 3
|active=-
|recovery=-
|frameAdv=-+4
|description= Awesome frame data but awful range. Can link into itself again but gets pushed back after that and links into literally every other standing or crouching normal. Special cancelable.
}}
}}
----
{{MoveData
|image=AVG2_Yuka_crLK.jpg
|caption=
|name=cr.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=13
|guard= Low
|startup= 6
|active=-
|recovery=-
|frameAdv=-0
|description= A low kick with decent range, it can special cancel but no chains or links are available.
}}
}}
----
{{MoveData
|image=AVG2_Yuka_crHP.jpg
|caption=
|name=cr.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=28
|guard= Mid
|startup=
|active=-5
|recovery=-
|frameAdv=--3
|description= A squatty punch, not the greatest range (less than crLK) and chains into crHK but the pushback is so much that it's always going to whiff.
}}
}}
----
{{MoveData
|image=AVG2_Yuka_crHK.jpg
|caption=
|name=cr.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=32
|guard= Low
|startup= 6, 32
|active=-
|recovery=-
|frameAdv=--5
|description= A two-hit sweep. The second hit has much further range and both hits are special cancelable.
}}
}}
----
{{MoveData
|image=AVG2_Yuka_jLP.jpg
|caption=
|name=j.{{Icon-Capcom|LP}}
|data=
{{AttackData-AVG2
|damage=9
|guard=High
|startup= 4
|active=-
|recovery=-
|frameAdv=-
|description= A short downward jabz. Nothing too special in terms of range but it is active nearly the entirety of your jump arc. Awesome to have a hitbox just chilling in the air like that. Chains to all other jumping normals.
}}
}}
----
{{MoveData
|image=AVG2_Yuka_jLK.jpg
|caption=
|name=j.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=13
|guard= High
|startup= 6
|active=-
|recovery=-
|frameAdv=-
|description= A horzontal kick, active for a long time even if it's not as long as jLP. Despite the hitbox being great for air-to-air and space control, it doesn't extend far enough back towards Yuka for a cross-up. Chains into all other air normals.
}}
}}
----
{{MoveData
|image=AVG2_Yuka_jHP.jpg
|caption=
|name=j.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=28
|guard= High
|startup= 6
|active=-
|recovery=-
|frameAdv=-
|description= Practically the same move as jLP but deals more damage and is active a fraction of the time. Chains into jHK
}}
}}
----
{{MoveData
|image=AVG2_Yuka_jHK.jpg
|caption=
|name=j.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=32
|guard= High
|startup= 6
|active=-
|recovery=-
|frameAdv=-
|description= Classic downward angled jump kick, can't crossup or anything but the obvious choice for jump ins. Chains into jHP.
}}
}}
----
{{MoveData
|image=AVG2_Yuka_njHK.jpg
|caption=
|name=nj.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=
|guard= High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= An upward angled kick, A much needed utility for dealing with opponents higher than her. Chains into jHP.
}}
}}
----
'''Command Normals'''<br>
{{MoveData
|image=AVG2_Yuka_4HP.jpg
|caption=
|name={{Motion|4}}+{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=28
|guard= Mid
|startup= 6
|active=-
|recovery=-
|frameAdv=--4
|description= Literally Yuka's clHP but done outside of proximity normal range.
}}
}}
----
{{MoveData
|image=AVG2_Yuka_4HK.jpg
|caption=
|name={{Motion|4}}+{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=32
|guard= High
|startup= 6
|active=-
|recovery=-
|frameAdv=--10
|description= A slightly advancing knee, doesn't look like a whole lot but it is her command launcher. Says it starts up in 6f but feesl much more sluggish to actually use.
}}
}}
----
{{MoveData
|image=AVG2_Yuka_j2HK.jpg
|caption=
|name=j.{{Motion|2}}+{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=30
|guard= High
|startup= 6
|active=-
|recovery=-
|frameAdv=-
|description= Looks like her jHK but with a slightly more downward angle, however it's true strength is that it is air unblockable.
}}
}}
----
'''Target Combos'''<br>
st.LP > (st.HP > st.HK)/(st.HK > st.HP)<br>
st.LP > st.LK > (st.HP > st.HK)/(st.HK > st.HP)<br>
cl.HP/b+HP > st.HK/cr.HK<br>
cr.HP > cr.HK<br>
(j.LP > j.LK)/(j.LK > j.LP) > (j.HP > j.HK)/(j.HK > j.HP)<br>
j.HP > j.HK<br>
j.HK > j.HP<br>
j.d+HK > j.HP<br>
'''Guard Cancels'''<br>
LP: stHP<br>
LK: stHK<br>
HP: LP Soryugeki<br>
HK: LK Idatensoku<br>
If you are in range, the LP Guard Cancel will turn into clHP instead. The best option for defensive value is HP Guard Cancel, as LP Soryugeki is a DP with invincibility on it.


== Special Moves ==
== Color Options ==
{{MoveData
{{ColorGallery | filePrefix=AVG2_Yuka_Color_| imageWidths=187| colors=
|image=AVG2_Yuka_Kikoudan.jpg
  {{ColorGallery/Color|Circletext=Circle (Default) }}
|caption= {{Motion|236}} + {{Icon-Capcom|P}}
  {{ColorGallery/Color|Triangletext=Triangle }}
|name=Kikoudan
  {{ColorGallery/Color|Squaretext=Square }}
|data=
  {{ColorGallery/Color|R1text=R1 }}
  {{AttackData-AVG2
  {{ColorGallery/Color|R2text=R2 }}
|version={{Icon-Capcom|LP}}
  {{ColorGallery/Color|Starttext=Start (Hidden) }}
|damage=26
|guard= Mid
  |startup= 12
|active=-
|recovery=-
|frameAdv=--11
|description=Legally mandated shoto fireball. Incredibly solid.
}}
  {{AttackData-AVG2
|header=no
|version={{Icon-Capcom|HP}}
|damage=28
|guard= Mid
|startup= 14
|active=-
|recovery=-
|frameAdv=--15
  |description= Barely any difference in frame data or projectile speed.
}}
  {{AttackData-AVG2
|header=no
|version={{Icon-Capcom|LP}} + {{Icon-Capcom|HP}}
|damage=41 (3x)
|guard= Mid
|startup= 1
|active=-
|recovery=-
|frameAdv=--7
  |description= Lightning fast startup for three larger projectiles. Good enough on its own, but it can blow up chicken blocking as this EX is air unblockable.
}}
}}
----
{{MoveData
|image=AVG2_Yuka_Soryugeki.jpg
|caption= {{Motion|623}} + {{Icon-Capcom|P}}
|name=Soryugeki
|data=
{{AttackData-AVG2
  |version={{Icon-Capcom|LP}}
|damage=28
|guard= Mid
|startup= 4
|active=-
|recovery=-
|frameAdv=--36
  |description=Legally mandated shoto uppercut. Probably the best meterless DP in the game, the LP version is invincibly until active.
}}
  {{AttackData-AVG2
|header=no
|version={{Icon-Capcom|HP}}
  |damage=32 (2x)
|guard= Mid
|startup= 4
|active=-
|recovery=-
|frameAdv=--43
|description= Invincible from the knee up until active, and then it becomes maybe the only meterless DP in the game that retains some invincibility once active. This is a massive boon for Yuka as she alone holds the ability to disrespect oki and pressure more than any other character.
}}
  {{AttackData-AVG2
|header=no
|version={{Icon-Capcom|LP}} + {{Icon-Capcom|HP}}
  |damage=30 (8x)
|guard= Mid
|startup= 0
|active=-
|recovery=-
|frameAdv=--37
|description= 0f Unblockable startup, invincibility until active, and awesome damage. Make sure you have a meter stocked for this as it will come in handy.
}}
}}
}}
----
{{MoveData
|image=AVG2_Yuka_Idatensoku.jpg
|caption= {{Motion|214}} + {{Icon-Capcom|K}}
|name=Idatensoku
|data=
{{AttackData-AVG2
|version={{Icon-Capcom|LK}}
|damage=28
|guard= Mid
|startup= 12
|active=-
|recovery=-
|frameAdv=--21
|description=Legally mandated Diet Tatsu attack. Yuka quickly dashes forward with her standing Heavy Kick when she gets in range.
}}
{{AttackData-AVG2
|header=no
|version={{Icon-Capcom|HK}}
|damage=37
|guard= Mid
|startup= 12
|active=-
|recovery=-
|frameAdv=--18
|description= Overall a better version due to the damage. It doesn't matter that its less disadvantage on block, you're still getting punished at -18.
}}
{{AttackData-AVG2
|header=no
|version={{Icon-Capcom|LK}} + {{Icon-Capcom|HK}}
|damage=71
|guard= Mid
|startup= 1
|active=-
|recovery=-
|frameAdv=--18
|description= A short range but nearly instant startup kick. The damage isn't anything to write home about and you have one of the best DPs in the game so don't expect to use this.
}}
}}
----


== Super Moves ==
{{MoveData
|image=AVG2_Yuka_Kiryu_Idatengeki.jpg
|caption={{Motion|6}}{{Motion|41236}} + {{Icon-Capcom|P}}
|name=Kyukyoku Kikoudan
|data=
{{AttackData-AVG2
|damage=20 (21x)
|guard= Mid
|startup=0
|active=-
|recovery=-
|frameAdv=--32
|description=Do you want to win a fireball war for the price of 2 meter? with 0f unblockable startup and legit full screen range this will beat any and all zoning attempts against you. Useful for chipping out as well due to the amount of times it hits.
}}
}}
----
{{MoveData
|image=AVG2_Yuka_Kyukyoku_Kikoudan.jpg
|caption={{Motion|6}}{{Motion|41236}} + {{Icon-Capcom|K}}
|name=Kiryu Idatengeki
|data=
{{AttackData-AVG2
|damage=28, 20, 20 (8x)
|guard= Mid
|startup=1
|active=-
|recovery=-
|frameAdv=--49
|description= While not full full screen like her other super, Kyukyoku Kikoudan can still hit from a far distance and combo. This psuedo-ranbu will connect all hits on an aerial opponent so keep that in mind for combos and conversions.
}}
}}
}}
----
= Combos =
'''Basic Combos'''<br>
'''Throw Combos'''<br>
'''Misc. Combos'''<br>


{{Navbox-AVG2}}
{{Navbox-AVG2}}


[[Category:Advanced V.G. 2]]
[[Category:Advanced V.G. 2]]

Latest revision as of 11:13, 10 February 2024

Introduction

After winning the last VG tournament, Yuka took some time to herself in order to train and reflect. She still hasn't figured out what martial arts has to do with running a maid cafe.

The protagonist of previous V.G. titles, Yuka is a straightforward shoto archetype who will feel familiar to just about anyone with experience in the genre. Along with the sacred trio of a fireball, reversal uppercut and rushing kick move, Yuka makes herself known for a fearsome offense, sporting a strong aerial presence (including one of the game's few four-hit aerial chains), high combo damage and powerful corner lockdown. These strengths are held in check, however, by a middling set of grounded anti-airs, preventing her from being able to utilise the classic fireball traps that her archetype normally excels at, as well as a slightly larger aerial hurtbox that puts her at a disadvantage in some air-to-air exchanges. If you're looking for an aggressive shoto with flashy combos, Yuka just might be your gal.

Avg2 yuka mini.png Yuka is an aggressive shoto character who excels at locking opponents down and converting frame traps into powerful juggle combos.
Pros Cons
  • Strong Aerial Options: With fantastic air normals and one of the game's few four-hit air chains, Yuka has great options for scrapping and controlling space in the air.
  • Powerful Lockdown: Yuka's aerial options, combined with her Kikoudan fireball and Souryugeki uppercut, give her fearsome capacity to push opponents to the corner and keep them there.
  • Consistent Damage: Yuka is able to pretty consistently score fairly high damage juggle combos, giving her high reward for landing hits, even without meter.
  • Weak Anti-Airs: You'd think that the shoto would have a suite of strong anti-airs, but aside from Souryugeki, Yuka is surprisingly lacking in this department, meaning that aside from uppercut, her most consistent way to punish aerial approaches is by taking to the skies herself.
  • Large Aerial Hurtbox: Despite her four-hit aerial chain and strong air normals, Yuka does take on a bit of extra risk when jumping compared to other characters, as her large hurtbox while airborne means that she is more susceptible to her opponent's anti-airs, and can potentially more easily lose out in airborne scramble situations.



Stats

Attack Defense Dash Jump Dash Brake Backdash Wakeup Speed
C C Yes Yes 28F (Throw Invul) 12F

Color Options

Circle (Default)
Triangle
Square
R1
R2
Start (Hidden)
Avg2 yuka.jpg


Game Navigation

General
Controls
HUD
System
Advanced Mechanics
FAQ
Characters
Kyoko
Chiho
Tamao
Yuka
Satomi
Manami
Saki
Ayako
Elirin
Jun
Kaori
Reimi
Boss Characters
Material
Miranda