MOVESET

NORMALS

5A

Fast startup, one of her normals for pressure usually to set up tick throw situations or stagger. Also used in optimal combos in conjunction with J.[C] loops

5B

A decent anti-air option, however it can be difficult to anti-air opponents who are slightly behind Yuuki or directly above her head.

5C

Long reaching normal that covers directly in front of her and slightly above her, the go to button in neutral.

2A

Hits low and can chain into itself 3 times making it one of the best normals to set up staggers, tick throw situations and cheeky overheads.

2B

It is used mainly as a combo tool, pressure and an anti-air

2C

Functions similar to Asuna’s 2C as a low two hitting normal, but has further reach than Asuna’s 2C.

j.A

Yuuki’s quickest air is normal makes it decent for air to air situations as it covers the entire area in front of her and below, however due to its downward hitbox it's much better suited as a jump in.

j.B

This move is a great air-to-air due to its horizontal range and relatively quick startup, it also works as a decent jump-in

j.C/j.[C]

One of Yuuki’s go-to jump-ins, it works extremely well in air-to-air situations due to quick startup and can potentially hit confirm into j.[C] routes for some big damage.

The charged version is Yuuki’s monster button and her go to jump in. The hitbox is identical to jC but has a ground bounce property on hit. This normal is difficult to anti-air due to its small hurtbox and can be abused in neutral, however poor uses of this normal can also cost you the match. Outside of neutral and pressure it is Yuuki’s main combo tool to increase her damage and go into hard knockdown routes. Unlike Shizuo’s J.[C] it is much harder to challenge due to its faster startup, making it useful for frame traps when jump canceled. However J.[C] into J.[C] still has a gap that the opponent can intercept to punish the second J.[C] attempt.

SPECIAL MOVES

Vertical Square (236X/236[X])

Similar to Kirito’s 236X “Horizontal Square” only in name, it’s a multi-hit move that can also be charged by holding the same attack button before the last hit connects. It’s a staple in combos that allows for meterless hard knockdowns in and outside of Trump state, and is also great for pressure during trump state.

The charged version on hit causes Yuuki to appear on the other side of her opponent while giving enough time for a followup 236EX or Climax Arts. This is useful for controlling which side of the screen you want to be on. On block it becomes jump cancelable allowing Yuuki to jump cancel to safety. The move can be half charged to allow for hard knockdown outside of Trump or jump cancelled before the last hit during Trump.

A Version

This version has the fastest startup but also the least horizontal movement. Largely combo filler off air to ground conversions unless utilized in Trump Mode for blockstrings.

B Version

B version has slower start-up than A but more horizontal movement. Largely combo filler in Trump Mode routes unless utilized in Trump Mode for blockstrings.

C Version

236C has the slowest start-up of the three button strengths but has the most horizontal movement and raw damage. This is your go-to for combos starting from 5C or 2C. Again though, it is largely combo fodder unless utilized in Trump Mode for blockstrings.

EX Version

This is the main ender to get hard knockdown in a combo. The move is exclusively combo fodder but it is worth noting that it is the most damaging EX move Yuuki has due to minimum damage scaling rules on EX hits. Therefore, you can use multiple 236EX in a resource dump combo from a midcombo Trump Card cancel or Combo Blast extension before ending with Climax Art to close a round.

Blast Slash (214X/214[X])

A leaping attack that is minus but safe on block. It has guard point armor frames, does not hit overhead, is used in pressure for frame traps, to beat pushblock and some specific combos. This generally isn’t used too often unless in trump state.

The charged version functions the same as 214X with slightly different benefits. It now hits overhead and the guard point armor is active for longer and the move becomes jump cancelable on block. Used in frame traps, pressure and specific combos. Note: When you use this move be wary of opponent's resources as they can Ranbu or Trump to punish you since the armor is no longer active near the end of its duration. If you do not jump cancel 214[X], the frame advantage is identical to the non-charged version.

A Version

214A has the fastest start-up but also the least horizontal movement. Has one guard point. Used in tandem with 214B to punish failed Reflect Guard attempts on staggered blockstrings. -2 on block.

B Version

214B has slower start-up than A but more horizontal movement. Has two separate guard points throughout its duration, meaning it can be used to punish certain types of 214X counterplay provided you have the knowledge and resources. -2 on block.

C Version

214C has the slowest start-up of the three button strengths but has the most horizontal movement. 214C also has two separate guard points on slightly different frame timings as opposed to B. Get creative with what solutions can be solved with these moves. -3 on block.

EX Version

Functions the same as 214x, however it has much faster startup and it leaves you at +2 to reset pressure when blocked. Note that 214EX has two hits and there is a gap in-between them the opponent can punish on block. It is also used in many of her combos for extra damage.

Vorpal Strike (j.236X/j.236[X])

Yuuki lunges forward and strikes with her sword. It is a single hit move that is very punishable on block. Only used in combos, for meterless hard knockdowns, during trump state for pressure or specific situations. Generally should avoid using outside of combos or in trump state, since it is quite risky to use without any resources to make yourself safe.

The charged versions have the same properties as j.236X however it is now jump cancelable allowing for some unique pressure strings even outside of trump state. When jump canceled it leaves Yuuki at +16 making unique frame traps possible for example j.[C], airdash j.C, airdash j.A/B, airdash low or throw etc.

The differences between each version are start-up, distance traveled, and frame advantage (all versions are unsafe without a cancel). You can find creative uses for each version based on the spacings in certain situations but these are largely gimmicks and should not be depended on.

EX Version

The first hit has the same properties as j.236X except it is generally safer on block. However, depending on spacing, it can actually be punished due to its frame advantage of -6 up close. In general it is only used as combo fodder.

UNIVERSAL MECHANICS

Sword Rush (5AB)

Muti-hitting rushing attack that can be canceled at any point in time. It's mainly used for combo fodder or side switch combos if you have no meter or to build meter. Should be avoided as a wake up option at all costs as this move can whiff if not canceled early enough on block with Trump.

Banishing Strike (2AB)

A two-hit move that does two giant sword slashes upward and functions similar to Kirito's 2AB. However, it is a lot better due to its recovery, hitbox, and jump cancelable property on hit in trump state. Finally, its special ability allows Yuuki to nullify projectiles. 2AB is a decent meterless wake-up option and a great anti-air if an opponent has used their double jump. It is also used in most of her damaging Trump Card install routes.

Impact Skill (4AB)


Equip Black Wing (5AC)

One of the best install trumps in the game giving Yuuki the ability to jump cancel all special block/hit as well as impact skills on hit, gives access to triple jump. Be aware that the start-up has enough recovery that Yuuki can be thrown out of its activation.

CLIMAX ARTS

OSS Mother’s Rosario (41236BC)

An extremely quick animation of Yuuki's 5C, one of the fastest Climax arts in the game being 9 frames.

Absolute Unrivaled Sword (63214BC)

Standard fully invincible running super also know as “Ranbu".

CHARACTER POTENTIAL

While in Trump state use 41236BC to recover a quarter of your Trump Card Gauge. Can be activated once a round.

FRAME DATA

DFCI Frame Data