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

From SuperCombo Wiki
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  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |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.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |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.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= Practically the same move as jLP but deals more damage and is active a fraction of the time. Chains into jHK
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |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.
  }}
  }}
}}
}}
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  {{AttackData-AVG2
  {{AttackData-AVG2
  |damage=28
  |damage=28
  |guard= High
  |guard= Mid
  |startup= 6
  |startup= 6
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |frameAdv=--4
  |frameAdv=--4
  |description=  
  |description= Literally Yuka's clHP but done outside of proximity normal range.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=--10
  |frameAdv=--10
  |description=  
  |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.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= Looks like her jHK but with a slightly more downward angle, however it's true strength is that it is air unblockable.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=--15
  |frameAdv=--15
  |description=
  |description= Barely any difference in frame data or projectile speed.
  }}
  }}
  {{AttackData-AVG2
  {{AttackData-AVG2
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  |recovery=-
  |recovery=-
  |frameAdv=--7
  |frameAdv=--7
  |description=
  |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.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=--36
  |frameAdv=--36
  |description=Legally mandated shoto uppercut. Probably the best meterless DP in the game.
  |description=Legally mandated shoto uppercut. Probably the best meterless DP in the game, the LP version is invincibly until active.
  }}
  }}
  {{AttackData-AVG2
  {{AttackData-AVG2
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  |recovery=-
  |recovery=-
  |frameAdv=--43
  |frameAdv=--43
  |description=
  |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
  {{AttackData-AVG2
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  |recovery=-
  |recovery=-
  |frameAdv=--37
  |frameAdv=--37
  |description=
  |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.
  }}
  }}
}}
}}
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  |recovery=-
  |recovery=-
  |frameAdv=--18
  |frameAdv=--18
  |description=
  |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
  {{AttackData-AVG2
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  |recovery=-
  |recovery=-
  |frameAdv=--18
  |frameAdv=--18
  |description=
  |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.
  }}
  }}
}}
}}

Revision as of 10:05, 24 April 2022

the face of someone who just realised they don't have to be in any h-scenes this time around

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, 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.

Pros Cons
  • Strong aerial presence
  • Powerful combos
  • Good corner lockdown
  • Lacking in strong normal anti-airs
  • Large aerial hurtbox makes her more susceptible to anti-airs and certain juggle combos



Movelist

st.Lp.png
AVG2 Yuka stLP.jpg
Damage Guard Startup Active Recovery FrameAdv
9 Mid 3 - - -+2

A gut check jab, chains into all other standing normals and into crLP as well. Links into itself and is special cancelable.


st.Lk.png
AVG2 Yuka stLK.jpg
Damage Guard Startup Active Recovery FrameAdv
13 Mid 8 - - --6

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.


st.Hp.png
AVG2 Yuka stHP.jpg
Damage Guard Startup Active Recovery FrameAdv
28 Mid 6 - - --3

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.


Damage Guard Startup Active Recovery FrameAdv
Mid - - -

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.


st.Hk.png
AVG2 Yuka stHK.jpg
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.


cr.Lp.png
AVG2 Yuka crLP.jpg
Damage Guard Startup Active Recovery FrameAdv
9 Mid 3 - - -+4

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.


cr.Lk.png
AVG2 Yuka crLK.jpg
Damage Guard Startup Active Recovery FrameAdv
13 Low 6 - - -0

A low kick with decent range, it can special cancel but no chains or links are available.


cr.Hp.png
AVG2 Yuka crHP.jpg
Damage Guard Startup Active Recovery FrameAdv
28 Mid -5 - --3

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.


cr.Hk.png
AVG2 Yuka crHK.jpg
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.


j.Lp.png
AVG2 Yuka jLP.jpg
Damage Guard Startup Active Recovery FrameAdv
9 High 4 - - -

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.


j.Lk.png
AVG2 Yuka jLK.jpg
Damage Guard Startup Active Recovery FrameAdv
13 High 6 - - -

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.


j.Hp.png
AVG2 Yuka jHP.jpg
Damage Guard Startup Active Recovery FrameAdv
28 High 6 - - -

Practically the same move as jLP but deals more damage and is active a fraction of the time. Chains into jHK


j.Hk.png
AVG2 Yuka jHK.jpg
Damage Guard Startup Active Recovery FrameAdv
32 High 6 - - -

Classic downward angled jump kick, can't crossup or anything but the obvious choice for jump ins. Chains into jHP.


Damage Guard Startup Active Recovery FrameAdv
High - - -

An upward angled kick, A much needed utility for dealing with opponents higher than her. Chains into jHP.


Command Normals

B.png+Hp.png
AVG2 Yuka 4HP.jpg
Damage Guard Startup Active Recovery FrameAdv
28 Mid 6 - - --4

Literally Yuka's clHP but done outside of proximity normal range.


B.png+Hk.png
AVG2 Yuka 4HK.jpg
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.


j.D.png+Hk.png
AVG2 Yuka j2HK.jpg
Damage Guard Startup Active Recovery FrameAdv
30 High 6 - - -

Looks like her jHK but with a slightly more downward angle, however it's true strength is that it is air unblockable.


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: stHP
LK: stHK
HP: LP Soryugeki
HK: LK Idatensoku

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

Kikoudan
AVG2 Yuka Kikoudan.jpg
Qcf.png + P.png
Version Damage Guard Startup Active Recovery FrameAdv
Lp.png 26 Mid 12 - - --11

Legally mandated shoto fireball. Incredibly solid.

Hp.png 28 Mid 14 - - --15

Barely any difference in frame data or projectile speed.

Lp.png + Hp.png 41 (3x) Mid 1 - - --7

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.


Soryugeki
AVG2 Yuka Soryugeki.jpg
Dp.png + P.png
Version Damage Guard Startup Active Recovery FrameAdv
Lp.png 28 Mid 4 - - --36

Legally mandated shoto uppercut. Probably the best meterless DP in the game, the LP version is invincibly until active.

Hp.png 32 (2x) Mid 4 - - --43

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.

Lp.png + Hp.png 30 (8x) Mid 0 - - --37

0f Unblockable startup, invincibility until active, and awesome damage. Make sure you have a meter stocked for this as it will come in handy.


Idatensoku
AVG2 Yuka Idatensoku.jpg
Qcb.png + K.png
Version Damage Guard Startup Active Recovery FrameAdv
Lk.png 28 Mid 12 - - --21

Legally mandated Diet Tatsu attack. Yuka quickly dashes forward with her standing Heavy Kick when she gets in range.

Hk.png 37 Mid 12 - - --18

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.

Lk.png + Hk.png 71 Mid 1 - - --18

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

Kyukyoku Kikoudan
AVG2 Yuka Kyukyoku Kikoudan.jpg
F.pngHcf.png + P.png
Damage Guard Startup Active Recovery FrameAdv
20 (21x) Mid 0 - - --32

Kiryu Idatengeki
AVG2 Yuka Kiryu Idatengeki.jpg
F.pngHcf.png + K.png
Damage Guard Startup Active Recovery FrameAdv
28, 20, 20 (8x) Mid 1 - - --49

Combos

Basic Combos

Throw Combos

Misc. Combos

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