m (→Super Moves) |
|||
(5 intermediate revisions by 2 users not shown) | |||
Line 101: | Line 101: | ||
|frameAdv=-+4 | |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. | |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. | ||
'''Chains to:'''<br> | |||
st{{Icon-Capcom|LP}} > {{Icon-Capcom|HP}}/{{Icon-Capcom|LK}} > {{Icon-Capcom|HK}}/{{Icon-Capcom|HP}}<br> | |||
''' | |||
}} | }} | ||
}} | }} | ||
Line 107: | Line 110: | ||
|image=AVG2_Yuka_crLK.jpg | |image=AVG2_Yuka_crLK.jpg | ||
|caption= | |caption= | ||
|name= | |name={{Motion|2}}{{Icon-Capcom|LK}} | ||
|data= | |data= | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 116: | Line 119: | ||
|recovery=- | |recovery=- | ||
|frameAdv=-0 | |frameAdv=-0 | ||
|description= A low kick with decent range, it can special cancel but no chains | |description= A low kick with decent range, it can special cancel but no chains come from it. You can link into st{{Icon-Capcom|LP}} and get a confirm that way. | ||
}} | }} | ||
}} | }} | ||
Line 141: | Line 144: | ||
|image=AVG2_Yuka_crHK.jpg | |image=AVG2_Yuka_crHK.jpg | ||
|caption= | |caption= | ||
|name= | |name={{Motion|2}}{{Icon-Capcom|HK}} | ||
|data= | |data= | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 246: | Line 249: | ||
}} | }} | ||
---- | ---- | ||
=== Command Normals === | === Command Normals === | ||
{{MoveData | {{MoveData | ||
Line 314: | Line 318: | ||
|recovery=- | |recovery=- | ||
|frameAdv=--11 | |frameAdv=--11 | ||
|description=Legally mandated shoto fireball. Incredibly solid. | |description=Legally mandated shoto fireball. Incredibly solid. Can be performed by pressing '''SP1''', and can be performed out of a dash in this way. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 353: | Line 357: | ||
|recovery=- | |recovery=- | ||
|frameAdv=--36 | |frameAdv=--36 | ||
|description=Legally mandated shoto uppercut. Probably the best meterless DP in the game, the LP version is invincible until its active frames. | |description=Legally mandated shoto uppercut. Probably the best meterless DP in the game, the LP version is invincible until its active frames. Can be performed with '''SP2''', and can be performed out of a dash in this way. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 392: | Line 396: | ||
|recovery=- | |recovery=- | ||
|frameAdv=--21 | |frameAdv=--21 | ||
|description=Legally mandated Diet Tatsu attack. Yuka quickly dashes forward with her standing Heavy Kick when she gets in range. | |description=Legally mandated Diet Tatsu attack. Yuka quickly dashes forward with her standing Heavy Kick when she gets in range. All versions can naturally be performed out of a dash, greatly extending its already excellent range. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 513: | Line 517: | ||
|recovery=- | |recovery=- | ||
|frameAdv=--49 | |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. | |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. Can be performed with '''SP1''' + '''SP2'''. | ||
}} | }} | ||
}} | }} |
Latest revision as of 23:27, 10 February 2024
Move List
Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
13 | Mid | 8 | - | - | --6 |
Nowhere near as fast or as advantageous as 5LP, but much better range, easily links into itself multiple times, is special cancelable, and ever so slightly moves Yuka forward. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
28 | Mid | 6 | - | - | --3 |
A strong punch, but one that has less range than 5LK, no chains, and isnt special cancelable. Outside of the extra damage, this isnt worth much. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
32 | Mid | 7 | - | - | --16 |
A high-angled roundhouse kick. Obviously much better at controlling vertical space than horizontal space. Is special cancelable. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
32 | Low | 6, 32 | - | - | --5 |
A two-hit sweep. The second hit has much further range and both hits are special cancelable. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
9 | High | 4 | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
13 | High | 6 | - | - | - |
Command Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
32 | High | 6 | - | - | --10 |
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. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
30 | High | 6 | - | - | - |
Special Moves
Guard Cancels
Super Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
20 (21x) | Mid | 0 | - | - | --32 |
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. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
28, 20, 20 (8x) | Mid | 1 | - | - | --49 |
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. Can be performed with SP1 + SP2. |