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Posted

This list is insane if I'm reading this right.  Having less recovery on some of her moves is a big help as far as I'm concerned, but the changes to Feather Flip take the cake.  Invul on startup and it goes through the opponent?  Flip/Shot, Flip/Shot, Flip/Shot?!   Keepaway just got a little better and I'm still new but it seems like Yukari just got a bit more annoying to fight against.

Posted

Alright, let's try this again, now that Xie has translated things, this is what we're going to run off of:

 

System Changes:

 

Shadow Type:

  • Reversal Burst Added
  • HP changed for some characters
  • Attack power increased
  • SP gain rate adjusted
  • Can no longer carry SP between rounds

 

Shadow Berserk:

  • Shadow Berserk uses Burst Gage instead of SP Gauge to activate
  • SP Gauge usage during Shadow Berserk adjusted
  • Opponents cannot burst during Shadow Berserk
  • When Shadow Berserk is activated with 100 SP, it recovers the Persona Gauge

 

S-Hold System:

  • Only usable in Single Player Mode
  • Changed the S-Hold Location
  • Charged does not get interrupted when you take damage
  • Removed the Auto Combo attribute from the S-Hold Skills
  • Increased the S-Hold Gauge charge speed
  • Decreased lag time between letting button go and skill coming out
  • Decreased time for holding button between gauge disappearing

 

Auto Combo:

  • 3rd attack no longer provides auto combo bonus
  • 4th hit Skill Attack provides auto bonus combo on hit

 

All Out Attack (AOA):

  • On air-hit, it is now air tech-able
  • Increased push back when blocked, but not in the corner.
  • the follow-up can be performed by holding a button

 

Ground Throw:

  • On hit, can be canceled into SP Skills

 

Freeze:

  • Can also be dispelled via button inputs

 

Bad Statuses:

  • Now shows a message for each one

 

Confusion:

  • Can block by holding directional inputs in either direction

 

Spin State Damage:

  • Guard only time frame removed from spin state

 

Persona Break:

  • Changed location of indicator to better indicate who is Persona Broken

 

Damage:

  • Damage adjusted, a number of SP Skills have their damage lowered
  • Ground throws adjusted to deal around the same damage
  • SP Skill guaranteed damage adjusted, a number of them reduced.

 

Damage Proration:

  • Changed the amount of Damage reduced as proration increases
  • Adjusted the proration amount of several moves
  • A number of multi-hitting attacks now only apply to proration once
  • Adjusted the Character Combo rate for a number of characters

 

Various Persona Attacks:

  • Persona is invulnerable from appearance until just before the attack frame window
  • When clashing, now acts like a normal clash.

 

Reversal Burst:

  • Non burst-able attribute added

 

One More Burst:

  • When used in the corner, no longer pushes you away from the corner

 

SB Skills:

  • Changed so that it uses SP the moment it comes out

 

Item and Various objects:

  • Now have a fixed 1P and 2P color

 

Character Select:

  • Remembers If you picked Normal or Shadow Type last

 

Stage Select:

  • Can only select stages during Event Mode

 

Score Attack Mode:

  • Changed the courses

 

Golden Arena Mode:

  • New courses and new skills added

 

Dan Ranking:

  • Dan Ranking is individual to each character now.

 

:ballYUK: 2.0 Changes:

 

5A:

  • Reduced Attack Active Frames

 

5AAA:

  • Can be canceled into All Out Attack (A+B) and Sweep (2A+B).
  • Can only be canceled into All out Attack after the last hit.
  • Decreased Recovery on block and whiff

 

5B:

  • Decreased Start-up Speed.
  • Decreased Time needed for full charge

 

All D Attacks:

  • Decreased hitstop when blocked
  • Attack hitbox now disappears if Persona disappears
  • Added 6D which places Persona farther away from Yukari

 

j.B/j.2B:

  • Decreased Start-up time

 

j.C:

  • Increased non tech-able time on Counter Hit
  • Can no longer increase non tech-able time due to ground bounce

 

Sweep (2A+B):

  • Can no longer be canceled into 5D
  • Can now be canceled into 6D and 2D

 

All Out Attack (A+B):

  • Invincibility time now occurs later
  • Increased recovery Time

 

Ground Throw (C+D):

  • Increased Recovery

 

Feather☆Slasher (B+D):

  • First hit can no longer hit Personas
  • Can pass Through opponents while invincible

 

Feather☆Arrow (All Versions):

  • Adjusted blowback on air hit, increased non tech-able time
  • Causes Spin State on ground hit, does not push back as far
  • Increased Arrow speed on Ground versions; changed trajectory
  • Removed air limitations from Air A and B Feather Arrow

 

A Feather☆Arrow:

  • Increased Recovery Time

 

A Feather☆Arrow (Air):

  • Bounces Higher after usage
  • Falls slower after usage.

 

B Feather☆Arrow:

  • Decreased Recovery Time

 

B Feather Arrow (Air):

  • Bounces lower after usage
  • Falls Faster after usage

 

Feather☆Bomb (All Versions):

  • Timing to cancel into other attacks is sooner

 

Feather☆Flip (All Versions):

  • can use each button individually until landing

 

SB Feather☆Flip:

  • Increased movement speed

 

Feather☆Shot (All Versions):

  • Decreased Start-up time
  • No usage Limit during Shadow Beserk

 

SB Feather☆Shot:

  • Decreased Recovery Time

 

Magaru (All Versions):

  • No longer disappears when hit by feather arrow

 

D Magaru:

  • Changed Trajectory of ground versions, now farther and lower
  • Time until it disappears is longer
  • Increased Persona recovery time, can no longer perform persona attacks.

 

SB Magaru:

  • Changed Trajectory of Ground Versions, now farther and lower.

 

Hyper Feather Shot (All Versions):

  • Removed Fatal Recovery State

 

Persona Invincible Properties:

  • Persona is now invincible when appearing until active frames:
    • 5C
    • 2C
    • j.C
    • All versions of Magaru

This is the adjusted and corrected change list. A bunch of things are still the same but there is more info and clarification on things. Thanks Xie for the translation!

Posted (edited)

LOL get all my hopes up and then crush them

C/D/SBFlip>Shot x3 still works, but it doesn't go through the opponent. Honestly, that would have been too ridiculous so I'm okay with not being in the game. She's still really strong. Edited by dive-slam
Posted

C/D/SBFlip>Shot x3 still works, but it doesn't go through the opponent. Honestly, that would have been too ridiculous so I'm okay with not being in the game. She's still really strong.

 

You are definitely right that it would have been ridiculous.  Flip being faster is still a plus and the B Feather Arrow and 5B buff sound pretty good still.  The only thing that sucks is that I don't know if (or how) it will affect combos, because I'm still trying to adjust myself to her current ones.

 

I still stand by saying that she just got a lot harder to fight against though.

Posted

Combo timing is reportedly a good bit different, which makes sense. I don't expect it to be too difficult, though.

Posted

Combo timing is reportedly a good bit different, which makes sense. I don't expect it to be too difficult, though.

 

This could be a good/bad thing, but only for me.  I selfishly enjoy how technical she is, but there's nothing wrong with some easier confirms.  From what little I've seen so far, there doesn't seem to be a huge difference, but it is apparent.  Should be fun to find new routes.

Posted

This could be a good/bad thing, but only for me.  I selfishly enjoy how technical she is, but there's nothing wrong with some easier confirms.  From what little I've seen so far, there doesn't seem to be a huge difference, but it is apparent.  Should be fun to find new routes.

I agree that it's a good thing. I haven't seen a single Yukari outside of the US that never drops their combos (myself included). Even Tahichi drops stuff occasionally. Obviously this is true for a lot of characters, but Yukari's timing is so precise that it's really hard to get it 100% consistent. So easier confirms are definitely a welcome thing.

About new routes- the funny thing is, she does get new routes… and they lead to great damage. Despite lowering her combo rate she still averages 4k from what I've been reading on JP player Twitter accounts. She's definitely going to be strong.

We also have some footage now- there's a second Yukari with more than 850 PSR, apparently, and we just so happened to get video of them now. Here's an hour of Yukari vs Mad (Teddie):

https://www.youtube.com/watch?v=ua-dAMVWMP0

(I'll probably make a new video thread later)

  • 3 months later...
Posted

Thoughts on 2.0 Yukari

Alright, before I talk about what's new, I'll put things in perspective. In 1.1, Yukari focused heavily on setting hitboxes on the screen and using arrows primarily to snipe you in neutral. Pressure was pretty good with 5A being +1 giving her some strong frametraps. Her defense wasn't great but her DP was usable in most matchups. Damage was very strong but a couple things weren't able to be converted like midscreen f.5A. Meter gain was good because she used autocombo a lot and had charm. Overall, she was a string character that could compete with the whole cast but didn't win a ton of matchups.

HOWEVER, now Yukari is really amazing. She wins neutral at basically all times and can control the pace of the match even better now. Her most important change was definitely getting faster arrows- her zoning is really insane now, with her being able to do 2 arrows per jump she covers most of the screen and it basically looks like a bullet hell game. Her untech on j.B was supposed to be decreased but??? She can confirm it with no problem at fullscreen even when she's falling lol. Arrows are way better and they fire at machine-gun speed now so she can legitimately zone you out now and if she gets a hit that's 4k+corner carry so have fun fighting that lol. Feather arrow being super fast is amazing too (though Margaret can probably still kill it with spear, Liz with Zio maybe? I honestly haven't seen it enough to say)

One change everyone got hype about was that breaking her persona would remove orbs. However, she can still bait people into hitting the orb and whiff punish so this was never a /huge thing/. But what makes it funnier is that Magaru is way better now because she can throw D Magaru in your face now. The new D Magaru almost goes fullscreen and has Persona invul on startup (plus the persona disappears when the orb is active and you can't break it to remove the orb). 6D does this too sort of but it's weaker. Another thin is that Magaru orbs reflect multiple arrows now so she has several chances to snipe you. It's really good lol. SB Magaru is good as well as it covers more space than before even haha. Also sweep > 5D is gone but she didn't ever need it so it's ok

Persona invul is pretty good. Her pressure is stronger and 2C is a big safe button to use in neutral now. Also arrows being faster probably will give her more pressure options but I haven't seen that a lot yet tbh.

Magarula didn't get nerfed at all which is really funny lol.

DP… I'm honestly not sure what they did to her DP. It looks faster? It goes farther but it also seems to have a dead spot which is really weird??? It might be better but I can't say for sure.

Her damage was supposed to go down- combo rate went from 70% to 60%. HOWEVER fast arrows gave her a lot of new combo routes… and they do more damage than 1.1 lol. This character can get almost 4k off a corner meterless 5A. She can convert off more things more easily now, most importantly j.C and far 5A. She still can combo off air hit 5A, j.A, basically everything and for no meter. Her corner carry is just as good as before, and the fact that she gets a full combo off any 5A is huge. Meter gain is still good because she can combo off Bomb in combos into a full autocombo, plus she still has charm. (Confusion being gone kinda sucks but it's okay.) Also her combos probably can be optimized more than Japan has tested so we'll see how that turns out. (She might even get tight reset setups with bombs that beat all air techs when she's in the corner!!!)

Combos are easier now btw, though combo timing is a little different than before. Nothing huge.

So yeah, 2.0 Yukari controls most of the screen and does insane meterless damage. If you want to play Shadow you gain unburstable combos… although most of her stuff is unburstable anyway so it's not a huge change. Mostly a matter of preference, I'm playing both. This character is really a threat now whereas she was really just "solid" before in comparison. Yukari players should definitely be looking forward to 2.0~

  • 5 months later...

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