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Yukina himeragi11/19/2023 ![]() This combo does 2849 Damage and uses 2 meter.ĥA > 5B > jA > jB > jC > 5A > 5B > 5C > 236C > C > Combo Blast > jB > jC > double jump > jB > jC > j236AB > 5S > jB > jC > double jump > jB > jC > j41236BC.You can use EX j.236 for a hard knockdown after the j.236A if you have the meterĭokuro-Chan 5A > 5B > 5C > 5AB > 236AB > 5S > jB > jC > j41236BCĤAB > B > jB > jC > j236AB > 5A > 236Ab > 5S > jB > jC > j41236BCĥA > 5B > 5C > 214AB > 5S > jB > jC > j236AB.If you can kill, go for it, but the scaling is pretty badĤA+B Starter 4AB > C > j.B > j.C > jc > j.B > j.C > jc > j.C > j.236A.Best used to activate potential or trump.Standard follow-up after combo blast, if need be.Uses two to four bars, depending on if you choose to Climax Art or not.Same premise, but without the second jump cancel.You have to delay the second j.A slightly to get this combo to work.Can go into EX and Climax Art after Wild Strike Note: (2A >) simply indicates that if you do start 2A, follow-up with 5A afterwards.Note: You can always trump after any of the 214/j.236EXs to either do extra damage and/or activate the trump+potential combo.Adds 20% to Burst meter on execution, regardless of hit/block/whiff.Yukina runs forward after a quick incantation, if she hits the opponent she follows up with a series of strikes that knocks the opponent airborne ![]() L = Low, H = High, A = Air JC = Jump Cancel, SC = Support Cancel, EX = EX Cancel ISC = Impact Skill Cancel, TCC = Trump Card Cancel, CAC = Climax Art Cancel If behind in rounds won, increases damage dealt by 20% instead.Ĭharacter Potential: Use 2 EX Special Attacks to disable the opponent's use of Reflection Guard (while the pushback effect is negated, it is still possible for the opponent to use Reflection Guard to avoid air unblockable attacks) for 20 seconds. Universal Potential: Increases damage dealt by 10% for 20 seconds when health falls under 30%. 6S sets out four cats that serve as both ample tick throw and high-low set-ups as well as checks against the opponent’s movement and pokes as you close in. 5S unleashes a murder of baumkuchen that fiendishly roll forward, serving as a projectile to front your approach or as a combo extender. Mashiro - Mashiro serves as both a potent neutral tool and potentially terrifying setplay. This is perfect for catching jump-outs on your offense, and clipping jump-happy opponents on your defense. 5S is DFCI's greatest anti-air, covering the entire vertical space two character lengths in front of you. 6S is a giant anti-air bike that hits twice to afford you two opportunities to run cross-ups or tick throws.ĭokuro - Dokuro-chan is both a powerful neutral tool and a damaging combo extender. For Yukina, it also provides an extra threat behind her 236X > X string. It's great for scrambles, mid-screen stand-offs, and quick punishes into hard knockdown. 5S is a giant hitbox in front of you that zooms across the screen with only 10 frame start-up. Can appear underwhelming without Potential activeĬelty - Celty is part neutral tool and part setplay staple.Special moves are overall mediocre without the threat of resources (Meter, Blast, Assist call).Can struggle against zoners as well as fast rushdown characters.Run speed and frame data are on the slower side.Unique air-enabled Climax Art makes every stray air conversion a potentially devastating confirm.Extremely powerful Potential ability that eliminates the opponent’s strongest defensive option.Relatively reliable anti-air with 2C, checking how opponents approach past her lance.Excels at mid-range with her far-reaching ground normals, forcing most foes to take to the air to approach her, where she has parity or greater.In this state, Yukina can comfortably play in close quarters and frustrate the opponent. Yukina's most unique ability is her Potential, which eliminates the pushblock effects of Reflection Guard for 20 seconds when active. Her air normals, combined with three available jumps and a Climax Art Super that can be activated in mid-air, give her commendable command of the air. In exchange, the start-up of her moves trend toward the slower end. Yukina is a lance wielder with impressive range and control of mid-range combat. Originally from the light novel series Strike the Blood. She wields a lance called Sekkarou that can destroy even an elder vampire. Sword Shaman and classmate of Kojou sent to observe the Fourth Progenitor.
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