Yuka (SVG): Difference between revisions

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(Created page with "{{Template:CiteAuthor|needs=afroshouji and can be found in full at https://www.gamefaqs.com/snes/564301-super-vg-variable-geo/faqs/71160}} ( Personal Information ) -------...")
 
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     type attack earlier if she is close to the opponent; beginning on frame 13
     type attack earlier if she is close to the opponent; beginning on frame 13
     rather than frame 24.
     rather than frame 24.
{| class="wikitable" style="text-align: center; margin: auto; width:600px;"
|+[[Image:SVG_Cart_JP.png|link=Super_Variable_Geo]]
!colspan="5"|[[Super V.G.]]
|-
|[[Yuka (SVG)|Yuka]]
|[[Jun (SVG)|Jun]]
|[[Chiho (SVG)|Chiho]]
|[[Manami (SVG)|Manami]]
|-
|[[Satomi (SVG)|Satomi]]
|[[Ayako (SVG)|Ayako]]
|[[Erina (SVG)|Erina]]
|[[Kaori (SVG)|Kaori]]
|[[Reimi (SVG)|Reimi]]
|-
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[[Category:List of Fighting Games]][[Category:SuperVG]]

Revision as of 20:44, 30 November 2017

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( 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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