Line 174: | Line 174: | ||
|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= | |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. | ||
}} | }} | ||
}} | }} | ||
Line 255: | Line 271: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 319: | Line 335: | ||
|recovery=- | |recovery=- | ||
|frameAdv=--15 | |frameAdv=--15 | ||
|description= | |description= Barely any difference in frame data or projectile speed. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 330: | Line 346: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 347: | Line 363: | ||
|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 | ||
Line 358: | Line 374: | ||
|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 | ||
Line 369: | Line 385: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 397: | Line 413: | ||
|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 | ||
Line 408: | Line 424: | ||
|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
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 |
|
|
Movelist
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. |
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. |
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. |
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 |
---|---|---|---|---|---|
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. |
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. |
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. |
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 | - | - | - |
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. |
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. |
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 |
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
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
28 | Mid | 6 | - | - | --4 |
Literally Yuka's clHP but done outside of proximity normal range. |
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 | - | - | - |
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
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