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Yuka Takeuchi (武内 優香 Takeuchi Yuka) is a practitioner of karate who resides in Tokyo. After her parents died when she was young, her grandfather took her in and trained her in the martial arts, including Karate and the manipulation of ki energy. She enters the VG tournaments simply for the purpose of furthering her training and testing herself against strong opponents. Her virtuous, outgoing personality wins her many friends among the other fighters, among whom are Chiho Masuda, Jun Kubota, and Satomi Yajima, the latter of whom she has been best friends with for years.
Gameplay
Yuka is Super V.G's Shoto-clone character, so she's easy to pick up and abuse out the box. Where she shines is her pressure which rivals that of Kaori and Reimi. Yuka is focused around getting in the opponent's face and forcing them to find a way to counter. She possesses the fastest projectile in the game on execution at 11F. Idaten Soku (basically her Tatsu) is her main rushing attack that also doubles as a good anti-air; it also has nigh-instant recovery and gives her advantage on guard. This is what Yuka will typically abuse during her offensive drives, and her best combo ender. Once Yuka is in range she can be difficult to deal with.
Pros:
Overall strong and easy move-set.
Very good pressure. Solid normals and specials keep her on the offensive.
Invincible uppercut.
Strongest Super Art in the game.
Cons:
One of the weakest throws.
Sōryū Geki not reliable versus grounded opponents; its odd hitbox can leave Yuka open.
Colors
Victory Poses
Round 1 & 2: Yuka removes her hair ribbon and raises a fist in the air, "Yosh'!" ("Alright!")
Data Arsenal
Forward Dash Duration
Backward Dash Duration
Pre-jump Frames
Jump Duration
Landing Frames
Knockdown Recovery
16 frames
14 frames (12 frames invulnerable)
1 frame
Vertical/Backward: 42 frames Forward: 43 frames
1 frame
19 frames
Move List
Normal Attacks
Standing Light Punch
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
50
4
1
3
+7
Forward jab punch.
+ Links easily into . Can even link into since it reaches further.
– Very limited range makes it difficult to chain into itself.
Standing Heavy Punch
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
90
15
4
5
+4
Forward cross punch.
+ Yuka's furthest reaching normal.
– Slowest attack in her entire movelist.
Standing Light Kick
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
70
5
2
3
+6
Forward sidekick.
+ Solid range and her main poking attack.
+ Great for hit confirms.
Standing Heavy Kick
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
90
7
4
10
-1
Spinning roundhouse kick.
+ Decently fast heavy with slightly more range than .
+ Not her best anti-air, but viable at the right range.
Crouching Light Punch
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
50
4
1
4
+6
Forward jab punch.
– Very limited range.
Crouching Heavy Punch
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
90
10
3
10
0
Low-angle strong punch.
Crouching Light Kick
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
50
6
2
5
+4
Low forward kick.
+ Nearly as good as . Use to hit confirm into .
Crouching Heavy Kick
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
100
7
4
15
Low sweep.
+ Lowers her hurtbox some, can be used to go underneath most projectiles.
Jumping Light Punch
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
70
7
Ground
——
Varies
Aerial jab punch.
Jumping Heavy Punch
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
90
8
4
X+Ground
Varies
Aerial strong punch.
– Same as .
Jumping Light Kick
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
70
7
Ground
——
Varies
Aerial forward kick.
+ Very long reaching attack.
Jumping Heavy Kick
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
90
13
16
X+Ground
Varies
Aerial high-angle kick.
+ Surprisingly large horizontal hitbox; great to counter air-to-air.
J-Diagonal Heavy Punch
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
90
8
16
X+Ground
Varies
Aerial strong punch.
J-Diagonal Light Kick
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
70
8
Ground
——
Varies
Aerial downward kick.
+ Good jump-in with reach and full aerial active period.
– Tends to trade with many attacks that may attempt to counter it.
J-Diagonal Heavy Kick
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
90
13
11
X+Ground
Varies
Aerial strong downward kick.
+ Best jump-in if getting a guaranteed ground combo.
+ Same as with similar hitbox.
Throws
Ipponzeoi 「一本背負い」 or +
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
260
1
1
——
Shoulder throw.
Throws opponent across screen.
Special Attacks
Ki Kō Dan 「気吼弾」 +
Version
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
140
11
——
23
+1
Full-screen fireball.
1 durability point. Crouch to avoid: Kaori, Manami, Satomi.
+ Fastest projectile in the game on startup.
– If Yuka is right next to the opponent, her arm may pass through them and the projectile will be thrown behind.
Version
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
170
11
——
29
-1
Full-screen fireball (travels faster than ).
1 durability point. Crouch to avoid: Kaori, Manami, Satomi.
– If Yuka is right next to the opponent, her arm may pass through them and the projectile will be thrown behind.
Idaten Soku 「韋駄天足」 +
Version
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
40(x3)+120
2/8*
23(7)10
2
Advancing multi-hit rush with roundhouse kick ender.
+ Startup frames note: Has a 2F startup when Yuka is at point-close range; anything outside of her Standing range will cause it to have an 8F startup instead. All the other properties remain the same.
Version
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
60(x4)+140
2/8*
35(7)10
2
Advancing multi-hit rush with roundhouse kick ender.
+ Startup frames note: Has a 2F startup when Yuka is at point-close range; anything outside of her Standing range will cause it to have an 8F startup instead. All the other properties remain the same.
Sōryū Geki 「蒼龍撃」 +
Version
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
220+80
5
16
18
on 2nd hit -18 if Sōryū Geki hits once
Rising uppercut.
+ Frames 1–20 invincible (the entire startup and active).
– The hitbox of the second hit is strangely awkward, and will not hit most grounded opponents. This ends up being a problem since the second hit is the one that causes the knockdown. If it misses, Yuka's left at a significant disadvantage. Below is the list of characters who will suffer both hits of the version either out in the open, or in the corner (when Yuka is at point-blank range against a grounded opponent):
- OPEN: n/a
- CORNER: Reimi
– No one gets hit by both hits of the in the open, and only Reimi suffers both hits in the corner (possibly due to a slightly larger hurtbox). With that being said is still Yuka's best anti-air, but may not cause knockdown unless you catch the opponent high; the opponent just air recovers.
Version
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
240+80
6
23
21
on 2nd hit -27 if Sōryū Geki hits once
Rising uppercut (ascends higher than ).
+ Frames 1–28 invincible (the entire startup and active).
– The hitbox of the 's second hit is slightly better than its counterpart, but only against certain characters. There is an increased chance to score a knockdown. Yuka ascension is practically 90º so there is still a high chance of it missing and Yuka left open. Below is the list of characters who will suffer both hits of the version either out in the open, or in the corner (when Yuka is at point-blank range against a grounded opponent):
– Both Chiho and Jun have odd hurtboxes when it comes to being hit with the version. They can only be hit by both hits when they are in the corner, but even that seems random. Chiho has an average of being hit with both hits about 30% of the time, regardless of corner. Jun gets hit about 40% when she's in the 1P corner; yet it's about 80% in the 2P corner.
All special attacks combined into one combo: Ki Kō Dan, followed by Idaten Soku, followed by Sōryū Geki.
1 durability point (the Ki Kō Dan part).
+ Frames 72–94 invincible (the Sōryū Geki part).
+ Active frames note: Like how the Idaten Soku behaves normally, Yuka will begin that portion of the Super faster if she's at very close range to the opponent; beginning on 13F rather than 24F. However, the attack does an additional +40 damage if Yuka is a character's distance away as the Idaten Soku hits an additional time.
– The Sōryū Geki is somewhat identical to her , but with slightly better hitboxes. Below is the list of characters who will suffer both hits of the Sōryū Geki-ender either out in the open, or in the corner:
+ The good news is that everyone takes the entire Super if they're in the corner. Chiho, Jun, Manami, and Yuki (the same four who don't get hit by both hits of the ) are all who avoid getting hit with the second hit of the Sōryū Geki-ender, leaving Yuka at disadvantage.
+ The most damaging Super Art in the game at 820 damage! Even if the last hit misses it's still the highest. (If the Idaten Soku only hits 5x, then total damage is 780.)
Link Combos
Midscreen
(Combos work anywhere)
> xx (6hit - 460 damage)
1-frame link.
> xx (6hit - 460 damage)
> xx (3hit - 290 damage)
> > (3hit - 190 damage)
> > (3hit - 170 damage)
Corner
(Only works in corner)
> > xx (13hit - 1030 damage; requires Super)
1-frame link. Works midscreen, but the last hit of Super may not connect against some characters.