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 | - | - | - |
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: 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