papermarkis Posted August 20, 2013 Posted August 20, 2013 Copied and pasted from this pastebin: http://pastebin.com/j6eJnPxh "Yukiko: New *New move Dancing fireļ¼214 A or B) persona swings her wing out to attack, startup is fast on hit, knocks the opponent away a far distance with fire. SB version available, what it does is currently unknown *New Super, Vermillion bird, 214214 A or B requires level 6 or above fire. Sakuya rushes forward while on fire in a bird shape, normal version might not be on fire, but video showed one that was (might be SB only based on these notes? unclear) "SB version blows through opponents projectiles, fire attack" *SB Agidyne Two Agidynes come out *SB Maragidyne the two Maragidynes happen at the same time. *5AA animation changed, vacuum effect Buffs +5 Persona Cards +Agi and Agi SB speed has been increased +6B speed up, super fast +5C, 2C hop cancelable +5C, 2C dash cancelable +SB boost gives 3 levels of firebreak Nerfs -Can't jump cancel on blocked 2B -C maragi is slower"
Ryd' Posted August 20, 2013 Posted August 20, 2013 Fire levels go up to 9. Maragi is now hold/release instead of tap again to detonate.
NeonCrusader Posted August 20, 2013 Posted August 20, 2013 Quick thing; I'm not too good at Japanese but I'm pretty sure that the original post by stunedge said that C Maragi moved slower, not that the startup was slower. If that's the case, it'd be a buff, no? Don't think it'd screw up any combo routes and probably would offer better screen control. Also, another change: jB is forced into fatal counter state during its recovery frames
Ryd' Posted August 20, 2013 Posted August 20, 2013 C Maragi being slower actually might screw up Maragi combos where you're having opponents drop into the wave to auto-ignite the pillar. While they require more precision, they hurt more, so it's something of a nerf.
Chosenninja Posted August 21, 2013 Posted August 21, 2013 ^ I always use D Maragi when doing Maragi loops with the exception of the corner. Its a matter of timing really. I feel its more of a buff because you can use it more like Chun-Li's projectile and also being easier to loop in the corner because lol corner wall.
papermarkis Posted August 21, 2013 Author Posted August 21, 2013 Yeah I always used D Maragi for loops as well. But is that change for j.B being fatal counter state during recovery real? That's honestly a really dumb nerf.
Zealous5000 Posted August 22, 2013 Posted August 22, 2013 the only maragi loop that might get hurt would be the loop in fire break sweep 236a, but even that might stay in tact
Venussail91 Posted August 24, 2013 Posted August 24, 2013 Is Dancing Fire supposed to be a "get off me" type move, almost like a ghetto DP? Or is it more suited to being a combo ender?
Wild Candy Posted September 28, 2013 Posted September 28, 2013 It looks like Yukiko got hit a little hard during the second loketest, particularly anything involving her Agi special (I'm pretty sure this really hurts her Oki and Combo options mid screen)... Ouch...
Razzel48 Posted September 29, 2013 Posted September 29, 2013 Copied from the new update list from the second loketest found here: https://docs.google.com/document/d/1P3-fyaHUzfgguGgELgt-Cw0QapJ2ZhvZZV8o2kL0BUg/mobilebasic?pli=1#h.vub4o0y8cj4v New Content ⢠SB Agi now places an agi at A agi and B agi locations ⢠New fire move: Dancing flames. 214A/B iirc. Yukikoās new fire move damage with fire boost applied: 1ā¦1.1 3ā¦1.3 5ā¦1.55 7ā¦1.85 9ā¦2.3!!! Dancing FLames will ALWAYS happen where Sakuya was positioned last ⢠New fire move: Vermillion bird. Only available at level 6 fire boost or above. Buffs ⢠SB Maharagidyne hits the lower half of entire screen at the same time, hype ⢠B agi likely more useful as an anti air now (as it controls air space) but the untech time is probably the same ā¢C Maharagi works perfectly as a counter to Shabrysā 2C (former 8C) (dyne? no?) Nerfs ⢠D normals have much bigger recovery ⢠Cannot jump cancel 2B on block ⢠SB Boost is back to 2 levels, recovery is around the same as current version. Fire break and Fire Boost do not take blue health anymore. ⢠Sakuya will ALWAYS do Agi at Yukikoās location ⢠A agi untech time reducedćlow alltitude A agi combo is not possible There is now an effect for where an agi is placed while it is still held down Combo info asdf ⢠can probably combo Maharagidyne > BB > SB Agi, A release > New bird special > B release, and whatnot ⢠If youāre close, you can probably do the usual combos SB Agi (not in corner however) ⢠5AAA>Hop > Jb did not combo? (poster not sure) ⢠Tipper 5C>2C>B agi did not combo ⢠J.D on hit may have changed ⢠Fullscreen 5C2C Agi does not combo because Sakuya comes back to where Yukiko is for the Agi ⢠Fullscreen combo -> Dancing flame (new move) should knock the opponent to Yukiko still. Far away 5C > 2C > Dancing flame > D Maharagidyne possible. ⢠Low altitude agi definitely doesnāt work due to new untech time, but if youāre quick * 5AA>5C>2B>low air agi > 5AAA works, but B agi wonāt hit OTG, dancing flame will not hit Sweep > SB Dancing FLame > Far Away 5C comboed ā¢B dancing flame combos off of C series on crouch ā¢Mid air FC hit > B > SB Agi missed, might have been user error ā¢3D > Persona is behind opponent, surprise B Dancing Flame > 5BB comboed, SB agi combo possible? ā¢åŗę¬ēć«ä»ä½ć³ć³ćć®ććÆAčć§ē©ŗäøå°ćććŖćBč>Ačćč£ę£ä½ć£ć¦ććBč>2C>AčćØććAčć®ććØå³Bć¢ć®ć§ććęćć«čØē½®ć§ćććDććć©ć®>5BB>5C>Bč>2C>5C>Ačć§3200ćććć
Razzel48 Posted September 29, 2013 Posted September 29, 2013 If her C maragi is staying slower, then I think that's actually more of a buff then a nerf, because it was to fast to unblockable setup with before. Perhaps now that it's slower we can use 2D or all out to make unblockable fancy things.
Wild Candy Posted September 29, 2013 Posted September 29, 2013 But the increased recovery is going to hurt anyform of 2D Oki if it whiffs, and it's going to make 4/5/6 D very risky if it doesn't land a fatal counter.
NeonCrusader Posted October 1, 2013 Posted October 1, 2013 To clarify, what exactly does it mean when it says "D normals have much bigger recovery"? Does that mean that Yukiko herself take longer to move after initially hitting the button to use the move, or that the Persona is on cooldown for a longer time after its active frames pass?
Razzel48 Posted October 2, 2013 Posted October 2, 2013 This was translated from a Japanese player's description, so I'm not quite sure, but I'd lay money that it means Yukiko herself takes longer to move once the active frames are through. Recovery frames generally refer to the period of vulnerability to the character him/herself, so that's my guess.
papermarkis Posted November 14, 2013 Author Posted November 14, 2013 If most of these 3rd loketest changes are final I'm dropping this character. Who on earth thought she needed fatal recovery on like half her moveset? Damn near everything she does is already super risky. https://docs.google.com/document/d/1AC9gYVzyUaFDZFsf-LXIGGoyZnG1Wws4Gp96Tdgk58w/edit?pli=1#
papermarkis Posted November 28, 2013 Author Posted November 28, 2013 Final game came out today. I've only seen Yukiko once during one of the streams. Dancing flame looks like a REALLY good move right now. However I'm not 100% sure but it looks like 5C may not fatal anymore?
744Dante Posted November 28, 2013 Posted November 28, 2013 New combo routes from her new 214 move Midscreen 5AAA > 5C 5AA > 214AB > 2C 214 A > 5C 214A 5AA > 214 AB > 2C,5C into 214A ender
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