Move List
Normals
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
9 | High | 4 | - | - | - |
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
13 | High | 6 | - | - | - |
Command Normals
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
30 | High | 6 | - | - | - |
Special Moves
Guard Cancels
Super Moves
Damage | Guard | Startup | Active | Recovery | Frame Adv |
---|---|---|---|---|---|
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 | Frame Adv |
---|---|---|---|---|---|
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. |