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|image=AVG2_Yuka_crHK.jpg | |image=AVG2_Yuka_crHK.jpg | ||
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|name= | |name={{Motion|2}}{{Icon-Capcom|HK}} | ||
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{{AttackData-AVG2 | {{AttackData-AVG2 |
Revision as of 21:27, 24 March 2023
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. |