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{{Template:CiteAuthor|authorname=afroshouji|origin=https://www.gamefaqs.com/snes/564301-super-vg-variable-geo/faqs/71160}}
{{Template:CiteAuthor|authorname=afroshouji|origin=[https://www.gamefaqs.com/snes/564301-super-vg-variable-geo/faqs/71160 GameFAQs].}}


(  Personal Information  )  ---------------------------------------------------
(  Personal Information  )  ---------------------------------------------------

Revision as of 02:16, 1 December 2017

  This page is directly from another document.

It will need to be modified to match standard formatting.
This information is used with permission from afroshouji and can be found in full at GameFAQs.


( Personal Information ) ---------------------------------------------------

Name Meaning   :  YUKA = "skilled/perfume"
                  TAKEUCHI = "warrior/within"
Origin         :  Toukyou/Tokyo (metropolitan area)
Restaurant     :  Hanna Miller`s
                  (Based off the Japanese restaurant "Anna Miller`s".)
Age            :  17 years
Fighting Skill :  Kyokushin Karate, Uchi Kei Ken (Kikou Ken no Isshu)
                  (Rising Sun God Karate, "Beheading From Within" Fist (Qiguon
                  Fist variety))

( Colors ) -----------------------------------------------------------------

X              :  Orange (apron, skirt, hair tie), white (shirt, pads), brown
                  (hair)
A              :  Fuchsia (apron, skirt, hair tie), white (shirt, pads), brown
                  (hair)

( Victory Poses ) ----------------------------------------------------------

Round 1 + 2    :  Removes hair ribbon and raises a fist in the air, "Yosh`!"
                  ("Alright!")

( Data Arsenal ) -----------------------------------------------------------

Forward Dash Duration                  :  14 frames
Backward Dash Duration                 :  13 frames (12 frames invulnerable)
Pre-jump Frames                        :  1 frame
Vertical and Jump Backward Duration    :  41 frames
Jump Forward Duration                  :  42 frames
Vertical Landing Frames                :  2 frames
Jump Backward Landing Frames           :  1 frame
Jump Forward Landing Frames            :  0 frames
----------------------+-----+--------+-----+------------+-----+-----+--------

| Command | Grd | Damage | Sta | Active | Rec | +Ht | Notes |

----------------------+-----+--------+-----+------------+-----+-----+--------
Standing LP           |  M  | 50     | 4   | 1          | 4   | +6  |
Standing HP           |  M  | 90     | 15  | 4          | 6   | +3  |
Standing LK           |  M  | 70     | 5   | 2          | 4   | +5  |
Standing HK           |  M  | 90     | 7   | 4          | 11  | -2  |
Crouching LP          |  M  | 50     | 4   | 1          | 7   | +5  |
Crouching HP          |  M  | 90     | 10  | 3          | 11  | -1  |
Crouching LK          |  L  | 50     | 6   | 2          | 6   | +3  |
Crouching HK          |  L  | 100    | 7   | 4          | 16  | ——  | KND
Jumping LP            |  H  | 70     | 7   | Ground     | ——  | ——  |
Jumping HP            |  H  | 90     | 8   | 4          | Gnd | ——  |
Jumping LK            |  H  | 70     | 7   | Ground     | ——  | ——  |
Jumping HK            |  H  | 90     | 13  | 16         | Gnd | ——  |
Jump Diagonal HP      |  H  | 90     | 8   | 16         | Gnd | ——  |
Jump Diagonal LK      |  H  | 70     | 8   | Ground     | ——  | ——  |
Jump Diagonal HK      |  H  | 90     | 13  | 11         | Gnd | ——  |
---+------------------+-----+--------+-----+------------+-----+-----+--------
1  | Ipponzeoi        | Thw | 260    | 1   | 1          | ——  | ——  | KND
2  | LP Ki Kou Dan    |  M  | 140    | 11  | ——         | 24  |  0  | PRJ
   | HP Ki Kou Dan    |  M  | 170    | 11  | ——         | 28  | -2  | PRJ
3  | LK Idaten Soku   |  M  | 40x3+  | 2/8 | 23(7)10    | 3   | ——  | KND
   |                  |     | 120    |     |            |     |     |
   | HK Idaten Soku   |  M  | 60x4+  | 2/8 | 35(7)10    | 3   | ——  | KND
   |                  |     | 140    |     |            |     |     |
4  | LP Souryuu Geki  |  M  | 220+80 | 5   | 16         | 19  | ——  | KND
   | HP Souryuu Geki  |  M  | 240+80 | 6   | 23         | 22  | ——  | KND
5  | (!) Kiryuu Idaten|  M  | 140+   | 11  | 1(12)31(7) | 18  | ——  | KND
   |  Geki            |     | 40x5+  |     | 4(6)22     |     |     |
   |                  |     | 120+240|     |            |     |     |
   |                  |     | +80    |     |            |     |     |
---+------------------+-----+--------+-----+------------+-----+-----+--------

( Movelist ) ---------------------------------------------------------------

1  Ipponzeoi                       When close, b / f + HP
2  Ki Kou Dan                      qcf + P
3  Idaten Soku                     qcb + K
4  Souryuu Geki                    f,d,df + P
5  (!) Kiryuu Idaten Geki          When 1/3 life, qcf,qcb + PK

( Notes ) ------------------------------------------------------------------

1  Unblockable.
2  1 durability point.
 - Characters who can crouch to avoid the Ki Kou Dan: Kaori, Manami, Satomi.
3  Has a faster startup when done at point-blank range than it does further
   away. The additional 6f kicks in when Yuka is further than a character
   distance away from her opponent. All the other properties of the attack
   remain the same.
4  Frames 1-20 invincible for LP; frames 1-28 invincible for HP.
 - The hitbox of the second hit is a bit high and awkward, and will not hit
   most characters. This can be a problem since it is the one that causes the
   KNOCKDOWN. If it misses, Yuka`s left at a significant disadvantage. Below
   is a list of characters who will suffer BOTH hits either out in the open,
   or in the corner (when Yuka is at point-blank range):
 ------------------+------------------+------------------+------------------
  LP Souryuu Geki  | LP Souryuu Geki  | HP Souryuu Geki  | HP Souryuu Geki
        OPEN       |      CORNER      |       OPEN       |      CORNER
 ------------------+------------------+------------------+------------------
  n/a                Reimi              Ayako              Ayako
                                        Chiho (1P only)    Chiho (1P/2P 55%)
                                        Eleanor            Eleanor
                                        Jun (1P 40%)       Jun (1P only)
                                        Kaori              Kaori
                                        Reimi              Reimi
                                        Satomi             Satomi
 - As the chart shows, no one will get hit by both hits of the LP-version out
   in the open. Only Reimi gets hit by it in the corner. With that being said,
   the LP-version seems only useful for knocking someone out the air so Yuka
   recovers faster.
 - For whatever reason, both Chiho and Jun have odd hurtboxes when it comes to
   this attack. They can only be hit with the HP-version when either of them
   is on the 1P/left side of the screen. If on the right——with the exception
   of Chiho in the corner——both hits will -never- connect. Chiho will get hit
   by both hits on 1P-corner all the time, but 2P-corner has only about a 55%
   chance. The same with Jun on 1P-open: it`s possible about 40% of the time,
   but you`re taking a gamble. Whereas in 1P-corner, Jun suffers both hits all
   the time. Very strange on why this happens.
5  1 durability point (Ki Kou Dan).
 - Frames 72-94 invincible.
 - Much like how it behaves if used normally, Yuka will begin the Idaten Soku-
   type attack earlier if she is close to the opponent; beginning on frame 13
   rather than frame 24.


Super V.G.
Yuka Jun Chiho Manami
Satomi Ayako Erina Kaori Reimi
List of Fighting Games Super V.G. Pages
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