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''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, come from 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. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = | | intro = | ||
| pros = | | pros = | ||
* | * Strong aerial presence | ||
* | * Powerful combos | ||
* | * Good corner lockdown | ||
| cons = | | cons = | ||
* | * Lacking in strong normal anti-airs | ||
* | * Large aerial hurtbox makes her more susceptible to anti-airs and certain juggle combos | ||
}} | }} | ||
Revision as of 07:16, 21 April 2022
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 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, come from 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.
Pros | Cons |
|
|
Movelist
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
9 | Mid | 3 | - | - | -+2 |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
13 | Mid | 8 | - | - | --6 |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
28 | Mid | 6 | - | - | --3 |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
32 | Mid | 7 | - | - | --16 |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
9 | Low | 3 | - | - | -+4 |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
13 | Low | 6 | - | - | -0 |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
28 | Mid | -5 | - | --3 |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
32 | Low | 6/32 | - | - | --5 |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
9 | High | 4 | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
13 | High | 6 | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
28 | High | 6 | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
32 | High | 6 | - | - | - |
Command Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
28 | High | 6 | - | - | --4 |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
32 | High | 6 | - | - | --10 |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
30 | High | 6 | - | - | - |
Target Combos
st.LP > (st.HP > st.HK)/(st.HK > st.HP)
st.LP > st.LK > (st.HP > st.HK)/(st.HK > st.HP)
cl.HP/b+HP > st.HK/cr.HK
cr.HP > cr.HK
(j.LP > j.LK)/(j.LK > j.LP) > (j.HP > j.HK)/(j.HK > j.HP)
j.HP > j.HK
j.HK > j.HP
j.d+HK > j.HP
Guard Cancels
LP:
LK:
HP:
HK:
Special Moves
Super Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
20 (21x) | Mid | 0 | - | - | --32 |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
28, 20, 20 (8x) | Mid | 1 | - | - | --49 |
Combos
Basic Combos
Throw Combos
Misc. Combos