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| = Overview = | | = Overview = |
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| Yuna is a unique character that excels with disjoints attacks at mid range. | | Yuna is a unique character that excels with disjointed attacks at close and mid range. With each attack, Yuna summons an aeon to attack in her stead. These range from quick pokes to long-range projectiles, but the most prominent aspect lies in the aeons themselves; They extend beyond Yuna's reach while not moving her forward or having any '''[https://glossary.infil.net/?t=Hurtbox hurtbox]''' of their own. This is great for poking and '''[https://glossary.infil.net/?t=Whiff whiff]''' punishment purposes, but also for hitting through higher priority Ranged attacks where others would struggle. She has a handful of attacks for most distances, which help her apply pressure regardless of where the opponent is. |
| By mid range, i mean about one-two backstep away from her
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| She has a simple variety of attack to choose from but every attack serve a purpose to make her able to be the director of the match.
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| All of her attack use her summon which means she stays out of the fight while her summon is doing the damage. Her bravery attack can be categorized under three type of attack "get of me, i need my space" "you are at mid range, time for damage" and "you re too far, i ll make you come towards me".
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| Most attacks have very usefull animation to use an assist an convert into HP.
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| Unfortunately she does not have HP links into her bravery, there are some very strict timing to get some combo. You will rely on assist a lot to confirm your HP attacks, fortunately, she has very good option to whiff to charge her meter. Most build might use Kuja as an assist as it brings both high damage and assit Chase to consistently confirm on most of your bravery attacks. Most notably, heavenly strike can ground rush in many situation offering an opportunity for Kuja Ground assist which offers a large window for combo while still giving the opportunity to assist chase.
| | With this varied arsenal, Yuna can also build '''[[Assist_(Dissidia_012)|assist]]''' gauge safely by whiffing braveries, most notably Heavenly Strike which is a fast '''[[Attack_Priority_(Dissidia_012)#Low|Ranged Low]]''' priority move. Many of her HPs aren't as high commitment compared to other characters and they are effective in '''[https://glossary.infil.net/?t=Neutral neutral]''' for punishing poor movement or controlling space. |
| Yuna gameplan is very different on the ground and in the air. Ground is for space control, when being on the ground you want to create distance by throwing your opponent far from you. Meteor Strike, Aerospark and Hellfire are your main tools. Ifrit attacks can be compared to shoryukens in terms of utility, there are relatively fast options, good anti air that will send your foe away and making them understand "don't come near me, i need my space". Aerospark has various application that will be explained later, to make it simple, use it as a damaging gap closer, and avoid chasing unless you want EX force.
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| Ground to Ground combat should be avoided, fleeing with Yuna is a valid option, i recommand having a guick access to Multi Air Slide (even +) for maneuvering more easily.
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| As a rule of thumb, your opponent best position is slightly above you at mid range
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| In the air Yuna has a very safe pressure with the Shiva attacks. Heavenly strike is a very unique move which will not stagger you if it gets parried, it is your fastest move and allow for good control and assist calls, you can whiff this often to maintain or generate meter, but don't be too predictable as yuna dodge is punishable. Diamond dust is a fast HP attack that can be used as a mixup to break guard if you see the opponent trying to block the heavenly strike. Other HP attacks are very commital, thor hammer and Mega Flare can be assist punished by Kuja so throwing those attacks out randomly might be more damaging for you than for your opponent. Hellfire can wall opponents off and is your fastest High Physical attack. Finally Sonic wings is a very useful attack, with good damage, EX generation and range. I would not recommend chasing, but simply dodging forward after sending the opponent ot pickup the ex you generated.
| | Like many other characters, Yuna relies on assist and reads with '''[https://glossary.infil.net/?t=Raw raw]''' HPs to deal HP damage. Although most of her HP attacks are lower commitment on average, she lacks practical ways to combo into them; Her only solo HP combo requires EX Mode, which is situational. Fortunately Yuna builds an above average amount of '''[[EX_(Dissidia_012)#Overview|EX Force]]''' with almost all of her attacks, so given enough hits, she gets a chance to capitalize on her distinct '''[[EX_(Dissidia_012)#EX_Mode|EX Mode]]'''. Her EX Mode adds extra hits to all her braveries, increasing damage significantly and becoming better at catching dodges. However it also adds melee priority hits to Heavenly Strike, which becomes vulnerable to being staggered. |
| Yuna EX generation is very good, you can safely assume you will be able to get EX mode in a match. If you don t want to assist call on Sonic Wings, you can finish the attack and dodge into the EX force cloud that got generated. Hellfire can generate up to 150 EX force depending on how much your opponent bounces on the flame pillars. Thanks to Spira's Hope, her signature weapon, she gets a really good EX force absorb range. | |
| Her EX mode is very flashy but changes her drastically, it s almost as she becomes a different character at this point. All of her bravery gets about 50% more damage, sometimes more. The double edge is that some attacks gets different effects which changes the way you should use them. | |
| Most notably, heavnly strike becomes physical and thus can be parried, Sonic Wings wall rushes, aerospark makes you airborne (which unlocks a combo btw). Her Ex burst is quite easy to do, it might be a bit different with lag but it's perfectly manageable. 25% of the EX burst damage is done on the screen transition, which makes those 25% not reducable by the EX burst bonus defense mechanic.
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| Yuna has some neat tech to use in a fight, she can hit glitch heavenly strike off Impulse, you have a tight window to guarantee a brv hit chase on aerospark, there are loops to do with her EX mode. Overall there are lots of knowledge you can acquire to create unexpected situation that could turn the tide in your favor. | | Yuna works with a variety of builds, including '''[[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Balanced_/_Hybrid|hybrid builds]]''' emphasizing EX gain. Her exclusive (LV100) weapon has a very valuable +3m '''[[EX_(Dissidia_012)#EX_Intake_Range|EX Intake Range]]''' effect, but due to her attacks' disjoints she can struggle to accumulate EX effectively without it. Yuna has average assist conversion capability with most competitive assists and doesn't rely on walls for combos, though they can still help. Yuna's large mid-range attacks can also let her capitalize on additional movement abilities such as Multi Air Slide. |
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| Unfortanely, yuna is slow and floaty. with adamant being on of her very good sets, you don t need a lot of jumps on her and equip multi air slide quite easily for movement. However contesting EX core or replacing yourself far from a wall tends to be difficult if your are in maps that dont favor you. Your small amount of jumps makes the use of the terrain very important to gain speed, precision jumps and quick jumps are staples to gain height quickly. Once in the air, dodges maintain your height, and try to come down with descend speed boost when you need too
| | As for weaknesses, there are plenty. Low base stats and low base damage on braveries affect Yuna's damage output across the board, while also taking slightly more damage herself. Her aerial tools are also more vulnerable to disjointed or high priority melee attacks as a result of being more projectile based despite being faster on average. While she has long range projectiles, they're quite simple and easily dispatched with universal defensive options. Combined with her slow movement, bringing a defensive opponent to Yuna's optimal range can be difficult. |
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| She excels on small and average size maps. Top Floor, Prima vista are as such that heavenly strike will always ground rush, helping you to combo. | | In addition, her other fall speed attributes negatively impact her safety against '''[[Dodge_(Dissidia_012)#Dodge_punishment|dodge punishes]]'''; Yuna’s air dodges are often more vulnerable than most characters as a result of average fall speed, slow acceleration and lack of effective defensive options for guarding melee priority attacks or clashing with them. Her fastest midair cancels being Ranged priority is usually a blessing, but detrimental in this context. '''[[Special_Effects_(Dissidia_012)#Adamant_Chains|Adamant Chains]]''' set makes her air dodges safer, but also takes away from other aspects of her build, which is not ideal in Yuna's case. |
| She deals fine on world of darkness but she needs to control center stage, you might want to use the rails and Air dash (yes the quickmove one) with air dash boost for better space control. Orders and Sky Fortress are very matchup dependent. If you need to chase the opponent down, avoid those.
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| | Yuna has been typically ranked in mid tier or low tier in competitive play. She excels in small and average sized stages (e.g. M.S. Prima Vista, Top Floor) with good disjoints, EX generation and HP attacks that control more space in them. Even though she benefits from stage elements, they’re not a requirement for playing to her key strengths. While she works really well just outside of opponent’s poking range, her below average damage output, mixed dodge punishment strengths and modest conversion ability limit her potential. Despite this, Yuna has enough utility to stand out in the roster and compete in a variety of matchups. |
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| {{ProConTable | | {{ProConTable |
| |pros=* '''Mid range beast''' | | |pros=* '''Mid-range''' |
| Her variety of attack allow her to attack at a safe distance against most fighters, she deal well against zoners.
| | Variety of attacks that can poke and apply mixups outside of opponent's poking range or through lingering projectiles. |
| * '''User friendly''' | | |
| Straight forward kit making her a great first character to start the game and understand how everything else works.
| | * '''Flexibility''' |
| * '''Great progression curve'''
| | Yuna's well-rounded and reliable attacks give her the ability to run a large amount of different builds to suit the matchup. |
| Lots of techs, lots of builds, bit by bit knowledge make her very interesting to play
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| * '''Meter Generation''' | | * '''Meter Generation''' |
| Very EX good generation, at least one EX per match, Heavenly strike can be whiffed for Assist
| | Assist building tools are good. EX is above average and very consistently accessible from all her moves with EX Intake Range bonuses. |
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| * '''Abnormal attacks''' | | * '''Abnormal attacks''' |
| Very unique attack pattern and interactions, which make her difficult to play against
| | Yuna has access to a fast Ranged Low bravery and very fast anti-approach HP attacks. |
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| | * '''User-friendly''' |
| | Atypical, yet relatively straightforward kit and offense make her a decent pick for new players. |
| |cons= | | |cons= |
| * '''Slow and Floaty''' | | * '''Anti-Zoning''' |
| She struggles against faster characters, landing is hard, fleeing is hard, rushing is hard
| | Yuna's options are fairly limited and she cannot easily force opponents into her effective range. |
| * '''Heavily rely on assist'''
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| No HP link in her kit and commital HP makes that you will need assist to land HP.
| | * '''Mobility''' |
| * '''Weird EX Mode''' | | Slow dash speed can make chasing a fleeing opponent or grabbing EX cores difficult. Yuna's air dodges are also riskier due to slow fall speed, fastest air attacks being ranged, and not having a very fast ground attack. |
| She is a whole new character in EX which, you need to switch mindset entering EX mode
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| * '''Commital HP'''
| | * '''Low base stats''' |
| Because she stay still during most attacks, she is vulnerable to assist counterattack
| | Yuna's below average base power, dependency on EX Intake Range boosting weapons, and slightly below average base stats often lead to her damage being a bit lower relative to the rest of the cast. |
| * '''Low stats''' | |
| Average attack and low def make her very vulnerable against some high stats characters.
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| }} | | }} |
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| = Bravery Attacks = | | = Bravery Attacks = |
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| Attack data within brackets indicate Double Summons. | | Yuna bravery attacks uses summons. Yuna is stationnary as she is "casting" the summon. The summon is a disjointed attack that cover a good range in front of her |
| | During EX mode, double summons adds another summon to the attack, improving damage and changing effects. |
| | Attack data within brackets indicate Double Summons during EX Mode. |
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| == Ground == | | == Ground == |
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| |type1=Physical | | |type1=Physical |
| |priority1=Melee Low | | |priority1=Melee Low |
| |ex1=30 | | |ex1=30 (30, 0) |
| |effect1=Wall Rush | | |effect1=Wall Rush |
| |cp1=30 (15) | | |cp1=30 (15) |
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| |cp2=- | | |cp2=- |
| }} | | }} |
| ''[Close] Summon Ifrit. Sends foe flying.''
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| | {{#tag:tabber |
| | |Normal= |
| | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/f/f3/Brv_yuna_meteor_strike.jpeg |
| | |imgpos= |
| | |damage=10, 20 (30) |
| | |startup=19F |
| | |type=Physical |
| | |priority=Melee Low |
| | |ex=30 (30, 0) |
| | |effect=Wall Rush |
| | |cp=30 (15) |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext=[Close] Summon Ifrit. Sends foe flying. |
| | }} |
| | Ifrit claw swipe. Good vertical tracking with a large hitbox, average damage and slightly poor knockback. The first claw swipe can be confirmed into an assist like {{012kuja}} with a generous input window. Slow startup for a melee low priority makes it poor defensively and somewhat vulnerable to blocks. |
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| | {{!}}-{{!}}EX Mode= |
| | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/8/81/Brv_yuna_meteor_strike_ex.jpeg |
| | |imgpos= |
| | |damage=10, [5, 10], 20 (45) |
| | |startup=19F |
| | |type=Physical [Magical] |
| | |priority=Melee Low [Ranged Low] |
| | |ex=30 |
| | |effect=Wall Rush |
| | |cp=- |
| | |cancels=Dodge |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext=[Close] Summon Ifrit. Sends foe flying. |
| | }} |
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| | EX Mode adds two Shiva hits in between the claw swipes while keeping the lengthy input window intact. The first one comes out during the first part of the attack, and pressing circle will cause Shiva to slam the opponent into the second Ifrit claw attack. As such, the overall behavior remains very similar to the normal version, but the addition of Shiva attacks could make it easier for a player to react with a follow-up. |
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| | }} |
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| |-|Aerospark= | | |-|Aerospark= |
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| |type1=Physical (strike) > Magical (projectiles) | | |type1=Physical (strike) > Magical (projectiles) |
| |priority1=Melee Mid (strike) > Ranged Low (projectiles) | | |priority1=Melee Mid (strike) > Ranged Low (projectiles) |
| |ex1=90 | | |ex1=90 (36, 53~54) |
| |effect1=Chase | | |effect1=Chase |
| |cp1=30 (15) | | |cp1=30 (15) |
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| |cp2=- | | |cp2=- |
| }} | | }} |
| ''[Mid] Summon Ixion. Delay combo to boost hit times.''
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| | {{#tag:tabber |
| | |Normal= |
| | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/0/09/Brv_yuna_aerospark.jpeg |
| | |imgpos= |
| | |damage=3 x 4, 5 x 6 (42) |
| | |startup=27F |
| | |type=Physical (strike) > Magical (projectiles) |
| | |priority=Melee Mid (strike) > Ranged Low (projectiles) |
| | |ex=90 (36, 53~54) |
| | |effect=Chase |
| | |cp=30 (15) |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext=[Mid] Summon Ixion. Delay combo to boost hit times. |
| | }} |
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| | Rush forward with Ixion. On launching opponent, Ixion’s horn will glow twice. Pressing Circle ({{pspcir}}) again will fire discs, and pressing as late as possible on the second flash will fire the maximum amount of 6 discs. The max amount of discs provide a safe empty chase against recovery attack and is one of the handful of attacks in the game to do so. |
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| | This is a '''[[Attack_Priority_(Dissidia_012)#Mid|Melee Mid]]''' so it will stagger regular blocks, making it a relatively safe tool for ground-to-ground, anti-air poking and area denial while the enemy is slightly above ground. |
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| | This attack is pretty fast on both startup and recovery for its range. As a niche technique, Ixion can spawn on the opposite side of thin obstacles that Yuna is pressed against as an extra-safe poking option. |
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| | {{!}}-{{!}}EX Mode= |
| | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/6/6e/Brv_yuna_aerospark_ex.jpeg |
| | |imgpos= |
| | |damage=3 x 4, [10, 10], 5 x 6 (62) |
| | |startup=27F |
| | |type=Physical (strike) > Magical (projectiles) |
| | |priority=Melee Mid (strike) > Ranged Low (projectiles) |
| | |ex=90 |
| | |effect=Chase |
| | |cp= |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext= |
| | }} |
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| | EX mode Aerospark puts Yuna in the air. In adds more hits and extends the input window for a maximum amount of disc projectiles. |
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| | The hit stun from the projectiles remains largely the same. But because Yuna is now airborne, she can dodge cancel towards her opponent and link EX mode Heavenly Strike without walls or even Diamond Dust when done near a wall. This is the only way to combo into her own HP by herself, which improves Aerospark's damage potential considerably, even though it is difficult to do. |
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| | }} |
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| |-|Energy Blast= | | |-|Energy Blast= |
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| |cp2=- | | |cp2=- |
| }} | | }} |
| ''[Long] Summon Valefor. Fire five lasers in wave pattern.''
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| | {{#tag:tabber |
| | |Normal= |
| | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/5/5b/Brv_yuna_energy_blast.jpeg |
| | |imgpos= |
| | |damage=each 7 |
| | |startup=39F |
| | |type=Magical |
| | |priority=Ranged Low |
| | |ex=0 |
| | |effect=- |
| | |cp=30 (15) |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext=[Long] Summon Valefor. Fire five lasers in wave pattern. |
| | }} |
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| | Multiple projectiles fired in a cone shape formation. Low commitment and low reward, it can be easily countered with universal defensive options. Energy Blast can rarely be used for filler hits during ground assists, but it is not essential for Yuna to have. |
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| | {{!}}-{{!}}EX Mode= |
| | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/2/2b/Brv_yuna_energy_blast_ex.jpeg |
| | |imgpos= |
| | |damage=[20], 7 each (27+) |
| | |startup=45F [15F] |
| | |type=Magical [Physical] |
| | |priority=Ranged Low [Melee Low] |
| | |ex=0 |
| | |effect=- |
| | |cp=- |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext= |
| | }} |
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| | EX Energy Blast adds a fast melee low priority Ifrit swipe that can beat dash attempts, but is otherwise not outstanding. Being able to combo into projectiles with Ifrit is nice, but the reward on hit remains similiarly underwhelming for the requirements and risk associated with it. |
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| | }} |
| </tabber> | | </tabber> |
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| |type1=Physical | | |type1=Physical |
| |priority1=Melee Low | | |priority1=Melee Low |
| |ex1=90 | | |ex1=90 (30, 60) |
| |effect1=Chase | | |effect1=Chase |
| |cp1=30 (15) | | |cp1=30 (15) |
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| |cp2=30 (15) | | |cp2=30 (15) |
| }} | | }} |
| ''[Mid] Summon Valefor. Great for attacking from below.''
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| | {{#tag:tabber |
| | |Normal= |
| | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/8/8e/Brv_yuna_sonic_wings.jpeg |
| | |imgpos= |
| | |damage=5 x 4, 15 (35) |
| | |startup=27F |
| | |type=Physical |
| | |priority=Melee Low |
| | |ex=90 (30, 60) |
| | |effect=Chase |
| | |cp=30 (15) |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext=[Mid] Summon Valefor. Great for attacking from below. |
| | }} |
| | Yuna calls Valefor who spins at the enemy. If it hits, Yuna can press circle again to send the enemy away, initiating chase. |
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| | Sonic Wings is Yuna’s primary melee priority poke. Huge hitbox, strong straight-vertical tracking and entirely disjointed, but also slower startup, and thus somewhat vulnerable to reactionary blocks at certain ranges. After the first hits, Yuna can call an assist like Kuja to combo. Valefor being so displaced from Yuna’s position means that if she doesn’t have Spira’s Hope (her exclusive weapon) or doesn’t chase, the opponent will get most of the EX Force instead via Glutton. Its disjoint can be used to go through some higher priority projectiles, mainly {{012emp}}’s Flares and {{012ulti}}’s charged Knight’s Lances, making it a very good tool in those matchups. |
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| | {{!}}-{{!}}EX Mode= |
| | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/a/a6/Brv_yuna_sonic_wings_ex.jpeg |
| | |imgpos= |
| | |damage=5 x 4, [2 x 4, 10], 10 (48) |
| | |startup=27F |
| | |type=Physical |
| | |priority=Melee Low |
| | |ex=30 |
| | |effect=Wall Rush |
| | |cp=30 (15) |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext= |
| | }} |
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| | The EX version’s final hit trades chase for wall rush. |
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| | }} |
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| |-|Heavenly Strike= | | |-|Heavenly Strike= |
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| |type1=Magical | | |type1=Magical |
| |priority1=Ranged Low | | |priority1=Ranged Low |
| |ex1=30 | | |ex1=30 (15, 15) |
| |effect1=Wall Rush | | |effect1=Wall Rush |
| |cp1=30 (15) | | |cp1=30 (15) |
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| |cp2=- | | |cp2=- |
| }} | | }} |
| ''[Close] Summon Shiva. Short range, quick strike.''
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| | {{#tag:tabber |
| | |Normal= |
| | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/6/68/Brv_yuna_heavenly_strike.jpeg |
| | |imgpos= |
| | |damage=4, 6, 12 (22) |
| | |startup=11F |
| | |type=Magical |
| | |priority=Ranged Low |
| | |ex=30 (15, 15) |
| | |effect=Wall Rush |
| | |cp=30 (15) |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext=[Close] Summon Shiva. Short range, quick strike. |
| | }} |
| | Slightly remote icicle strike attack. This is Yuna’s defining air poke for building assist meter and poking in general. If it hits, press circle to add another hit, press circle again to slam your opponent to the ground for a wall rush. Each hit has a long confirm window if they hit the opponent. |
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| | Heavenly Strike will spawn on top of the opponent when possible; It has deceptively long upwards and forwards range, but also slight backwards and downwards range. The hit spawning directly on the opponent can allow this move to hit opponents through attacks it would otherwise lose to through priority. The high hit stun on the strikes can sometimes allow it to trade-combo. 11 frame startup ties for the fastest speed bracket of pokes. |
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| | The knockback distance is a bit on the lower side at about 2/5th the height of Order’s Sanctuary. If Yuna is positioned too high, confirming an assist combo off of the second hit is still possible. |
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| | Being Ranged Low priority offers Heavenly Strike a lot of unique advantages and disadvantages. Perhaps the biggest upside is that Yuna does not stagger when this move is blocked, which allows her to avoid damage in most situations against blocking HP attacks. On the flipside however, Heavenly Strike completely loses to dash, which can allow the opponent to use certain option selects with it; Sonic Wings is comparatively slow and Heavenly Strike loses cleanly to Melee Low attacks. This can prevent Yuna from defending herself by clashing in situations where she is at frame disadvantage, such as after air dodges. |
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| | {{!}}-{{!}}EX Mode= |
| | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/3/3f/Ex_mode_yuna_heavenly_strike.jpeg |
| | |imgpos= |
| | |damage=4, [4], 6, [4, 4], 12 (34) |
| | |startup=11F [19F] |
| | |type=Magical [Physical] |
| | |priority=Ranged Low [Melee Low] |
| | |ex=30 |
| | |effect=Wall Rush |
| | |cp=- |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext= |
| | }} |
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| | EX Heavenly Strike adds Ixion melee hits between the Shiva ice strikes. This adds a vulnerability to blocks, but offers Yuna extra attack range and a better option against dash option selects when whiffing Diamond Dust is dangerous. |
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| | }} |
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| |-|Impulse= | | |-|Impulse= |
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| |cp2=- | | |cp2=- |
| }} | | }} |
| ''[Long] Summon Bahamut. Charge to change strength.''
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| | {{#tag:tabber |
| | |Normal= |
| | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/c/cd/Brv_yuna_impulse_%28normal%29.jpeg |
| | |imgpos= |
| | |damage=10 (uncharged) / each 5 (charged) |
| | |startup=39F |
| | |type=Magical |
| | |priority=Ranged Low |
| | |ex=0 |
| | |effect=- |
| | |cp=30 (15) |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext=[Long] Summon Bahamut. Charge to change strength. |
| | }} |
| | |
| | Long-range fireball attack, can be charged to fire 4 smaller fireballs in a slight spread. Low reward on hit, easily dispatched by dash or block. The moderate startup, semi-decent vertical tracking and surprisingly fast projectile travel speed can make the single shot an effective poke for fishing for '''[[Assist_(Dissidia_012)#Assist_Charge|Assist Charge]]''' '''[https://glossary.infil.net/?t=Counter%20Hit counter hits]'''. The maximum range is a little lacking, however. The low reward on hit, along with it being Yuna’s only attacking option at its range reduces its usefulness, especially in bringing the opponent back into Yuna’s effective range. |
| | |
| | Charged Impulse is unfortunately worse than the normal version for the most part. The charge time is quite long, and the max range is slightly shorter. The projectile spread isn’t quite enough to make a big difference in catching the opponent and if only one of the projectiles connect, it actually does less damage. Charging Impulse is also very telegraphed to the opponent and easily assist punished as Yuna cannot usually turn around fast enough to hit the assist before getting hit herself. |
| | |
| | However, if Yuna connects multiple projectiles with the charged version, the hits can trigger a '''[[Glitch_(Dissidia_012)#Hit_Glitch|hit glitch]]''' and combo into Heavenly Strike follow-ups for a potential confirm into assist or knockdown. |
| | |
| | {{!}}-{{!}}EX Mode= |
| | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/e/e8/Brv_yuna_impulse_ex.jpeg |
| | |imgpos=40% |
| | |damage=10 / [10] each 5 |
| | |startup=39F |
| | |type=Magical |
| | |priority=Ranged Low |
| | |ex=0 |
| | |effect=- |
| | |cp=- |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext= |
| | }} |
| | |
| | EX Impulse adds a low priority Valefor projectile, but practically offers no notable utility. In addition to the EX mode requirement, Impulse must be charged for this version of the attack to come out. |
| | |
| | }} |
| </tabber> | | </tabber> |
|
| |
|
Line 212: |
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|
| |
|
| |-|Hellfire= | | |-|Hellfire= |
| The amount of EX force generated depends on how many flame pillars hit.
| |
|
| |
|
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/c/ce/Hp_yuna_hellfire.jpeg |
| | |imgpos=30% |
| |damage=10 | | |damage=10 |
| |startup=37F | | |startup=37F |
Line 222: |
Line 495: |
| |effect=- | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext=[Close] Summon Ifrit. Short range, good vertical range. |
| }} | | }} |
| ''[Close] Summon Ifrit. Short range, good vertical range.''
| | |
| | Massively active, tall and wide anti-approach fire pillar attack. Use this when the opponent is trying to approach Yuna from the air or ground. It does not hit opponents directly above Yuna, however. |
| | |
| | Hellfire is a very fast HP attack for its power with great anti-air capabilities. Great horizontal tracking around Yuna when she casts it. Combined with extremely high active frames on the pillars, Hellfire is very good at catching dodges near Yuna. The opponent can get hit by multiple flame pillars, which generates a lot of EX Force and multiple meter depletion and Side by Side triggers. |
| | |
| | Ifrit’s claw is melee high priority, and Yuna’s fastest and safest at that; It is her go-to option for reflecting ranged high attacks when necessary. Do note that Ifrit’s claw does not cover Yuna’s body. |
| | |
| | The pillars can be used as a 1-hit HP if the opponent is sitting with a full EX gauge. The knockback from the pillar can be converted into a combo by precisely timing Kuja assist. Fire pillars remain on the field if the claw clashes partially through the attack, which can lead to favorable trades with opponent’s short-range melee high attacks. |
|
| |
|
| |-|Energy Ray= | | |-|Energy Ray= |
| | |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/7/7d/Ddff_yuna_hp_energy_ray_%286%29.jpeg |
| | |imgpos=45% |
| |damage=- | | |damage=- |
| |startup=59F | | |startup=59F |
Line 234: |
Line 523: |
| |effect=- | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext=[Long] Summon Valefor. Invokes vertically long columns of fire. |
| }} | | }} |
| ''[Long] Summon Valefor. Invokes vertically long columns of fire.''
| | Yuna’s long-range HP attack. Valefor draws a glowing line on the ground that explodes straight upwards after a short delay. Valefor has a slight curving tracking when casting the ray. This is just enough to force slower walking characters to dodge to the side, but not enough to actually catch dodges most of the time. |
|
| |
|
| | Energy Ray is one of the longest ranged attacks Yuna has, and one that reaches the end of its travel distance very quickly. It can be useful to force a side dodge when backed by assist or to punish a long whiffed animation. The explosion also has surprisingly high vertical reach. This attack is super vulnerable to assist punishes on reaction, but sometimes difficult to punish in close range. Use with caution. |
|
| |
|
| </tabber> | | </tabber> |
Line 244: |
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| <tabber> | | <tabber> |
| |-|Thor's Hammer= | | |-|Thor's Hammer= |
| | |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/6/63/Hp_Yuna_thor_hammer.jpeg |
| | |imgpos=30% |
| |damage=2 x 5 (10) | | |damage=2 x 5 (10) |
| |startup=49F | | |startup=49F |
Line 252: |
Line 551: |
| |effect=Absorb | | |effect=Absorb |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext=[Mid] Summon Ixion. Effective against any height. |
| }} | | }} |
| ''[Mid] Summon Ixion. Effective against any height.''
| | |
| | Yuna summons Ixion to create a vacuuming lightning orb at mid range after a short delay. Ixion can place the orb almost anywhere within a 360-degree range, but the maximum distance from Yuna and the orb’s size are a little lacking. The main application of this move is to be used at semi-close range when the opponent is in big frame disadvantage and will probably dodge in any one direction. |
| | |
| | Thor’s Hammer leaves Yuna wide open where she is not attacking, making it vulnerable to assist punishes and fast mid-range attacks. This move builds decent EX Force on hit, but due to its distance from Yuna, the opponent will often get more of it with Glutton {{accsp}}. Diamond Dust is generally safer and more reliable check to blocks in neutral. |
|
| |
|
| |-|Diamond Dust= | | |-|Diamond Dust= |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/9/99/Ddff_yuna_hp_diamond_dust_%282%29.jpeg |
| | |imgpos= |
| |damage=2 x 5 (10) | | |damage=2 x 5 (10) |
| |startup=21F | | |startup=21F |
Line 264: |
Line 574: |
| |effect=- | | |effect=- |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext=[Close] Summon Shiva. Short range, quick execution. |
| }} | | }} |
| ''[Close] Summon Shiva. Short range, quick execution.''
| | Yuna summons Shiva to create a lingering ice cloud in one spot, that deals small bravery damage and an HP hit when touched. Very potent and a fast anti-approach and mixup move, especially against advancing melee attacks. |
| | |
| | This move has surprisingly strong vertical tracking, even allowing it to combo off of EX Mode Aerospark. The final hit will launch the opponent straight up, allowing for easy conversions into assists. Diamond Dust stays active for a while; If the opponent triggers the hits near the end of active frames, Yuna will be actionable before hit stun ends. This allows a true combo off of Diamond Dust into different attacks depending on the amount of frame advantage, with Heavenly Strike being most practical. |
|
| |
|
| |-|Mega Flare= | | |-|Mega Flare= |
| | |
| {{AbilityInfo | | {{AbilityInfo |
| | |image=https://dissidia.wiki/images/1/1e/Hp_yuna_mega_flare.jpeg |
| | |imgpos=40% |
| |damage=2 x 8 (16) | | |damage=2 x 8 (16) |
| |startup=63F | | |startup=63F |
Line 276: |
Line 597: |
| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext=[Long] Summon Bahamut. Very accurate and powerful. |
| }} | | }} |
| ''[Long] Summon Bahamut. Very accurate and powerful.''
| | Yuna summons Bahamut under her, who fires a big laser at mid range. The laser deals a good amount of damage and it is Yuna’s only HP attack that can wall rush. Before firing the laser, Bahamut has excellent horizontal tracking on the opponent. During the attack, it also has decent downwards tracking and serviceable sideways tracking during the attack. All this makes Mega Flare good for catching most dodges close, if not directly below Yuna. |
|
| |
|
| | The laser is Yuna’s only aerial melee high attack. But similar to Hellfire, it does not cover Yuna’s body well. Same as Thor’s Hammer, Mega Flare leaves Yuna completely exposed to punishes, even moreso because of its longer duration. This move is generally used in a couple other ways as well; A very strong '''[https://glossary.infil.net/?t=Okizeme okizeme]''' option near or on the ground, often near a wall to restrict opponent’s mobility further. It also works as a last resort for reflecting opponent’s ranged high projectiles. |
|
| |
|
| </tabber> | | </tabber> |
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|
| |
|
| == Double Summons == | | == Double Summons == |
| | <img src="https://dissidia.wiki/images/3/3f/Ex_mode_yuna_heavenly_strike.jpeg" style="object-fit: none; object-position: 0% 0%; border:3px solid RGB(105,86,160);"></img> |
| | <div style="clear: both"></div> |
| | |
| ''[Always active while in EX Mode] | | ''[Always active while in EX Mode] |
| Two Aeons are simultaneously summoned with one BRV attack.'' | | Two Aeons are simultaneously summoned with one BRV attack.'' |
| | |
| | Double Summons alters properties of Yuna's braveries. All braveries get additional hits with their own base damage, increasing overall damage of an attack. In addition, the braveries get: |
| | |
| | * Meteor Strike gets additional hits with Shiva, while retaining lenient input window for follow-up. |
| | * Aerospark makes Yuna airborne and has more hit stun that enables a dodge cancel > Diamond Dust combo. |
| | * Energy Blast adds a melee low priority hitbox that precedes the projectiles. |
| | * Heavenly Strike becomes melee low priority, which can stagger Yuna when blocked. |
| | * Sonic Wings causes wall rush instead of chase. |
| | * Impulse gets an additional Valefor projectile, which only activates when the move is used at max charge. |
| | |
| | This is generally speaking a power increase for Yuna, but players have to be mindful about getting Heavenly Strike blocked and adjusting their assist timing to accomodate the additional hits or wall rush in Sonic Wings' case. |
| | |
| | Please refer to the bravery attack section for a more in-depth look at how Double Summons affects Yuna. |
|
| |
|
| == EX Burst: To the Farplane == | | == EX Burst: To the Farplane == |
| ''Sends foe to another dimension after attacking with the summoned Aeon. Enter the commands that apppear to summon another Aeon.'' | | <img src="https://dissidia.wiki/images/0/06/Ex_burst_yuna.jpeg" style="object-fit: none; object-position: 0% 0%; border:3px solid RGB(105,86,160);"></img> |
| | <div style="clear: both"></div> |
| | |
| | ''Sends foe to another dimension after attacking with the summoned Aeon. Enter the commands that appear to summon another Aeon.'' |
|
| |
|
| {{burst | | {{burst |
Line 300: |
Line 647: |
| |type=?? | | |type=?? |
| }} | | }} |
| | |
| | The player must press a button in time with an enclosing white circle multiple times in a row to complete this EX Burst perfectly. Press the button that is shown on the screen when the white circle overlaps with the button icon's white outline. Repeat the process until the EX Burst ends. |
| | |
| | To the Farplane is typically on the above average spectrum in terms of EX Burst damage, partly due to the initial hits that are not affected by player's EX defense. A solid EX Burst with good damage and relatively low execution barrier. |
|
| |
|
| = Combos = | | = Combos = |
| | |
| | ''Main article: '''[[Yuna_(Dissidia_012)/Combos|Yuna (Combos)]]''''' |
|
| |
|
| == Solo == | | == Solo == |
| | |
| | Yuna has a handful of solo combos. Most of them are situational, if not impractical. But they are good for Yuna when they ''do'' hit. |
| | |
| | {{Combo-012 |
| | | data = |
| | {{Combo-012Data |
| | |combo='''Impulse (Charged)''' > Impulse HIT > Heavenly Strike |
| | |condition=Long range, no wall required. |
| | |requirement='''[[Glitch_(Dissidia_012)#Hit_Glitch|Hit Glitch]]''' only. |
| | |characters= |
| | |damage=23~38 + WR |
| | |damagehits=5~20 > 6, 12 + WR |
| | |ex=15 |
| | |exhits=0 > 15 |
| | |meteropp= |
| | |video=https://www.youtube.com/watch?v=PlnIpb7acwk&t=5s |
| | |notes=This utilizes the hit glitch, which requires Yuna doing Heavenly Strike when the charged Impulse hits the opponent. Because Yuna cannot cancel Impulse into Heavenly Strike, the projectiles must hit much later than when they were first shot. That limits the practicality of this combo, but it still provides Yuna a long range wall rush conversion into assist if it hits. |
| | }} |
| | {{Combo-012Data |
| | |combo='''EX Aerospark''' > DC (forward) > Diamond Dust |
| | |condition=Ground only, near wall / corner / ceiling. |
| | |requirement=EX mode only. |
| | |characters= |
| | |damage=62~72 |
| | |damagehits='''Minimum:''' 3x4, 10, 5x6 (52) > 2x5 (10). '''Highest:''' 3x4, [10, 10], 5x6 > 2x5 (62) |
| | |ex=180 |
| | |exhits=90 + 90 |
| | |meteropp= |
| | |video=https://www.youtube.com/watch?v=PlnIpb7acwk&t=72s |
| | |notes=This is Yuna's only solo combo into an HP attack. The requirements are high and situational, but the reward ''is'' noteworthy. Diamond Dust has less vertical reach than Heavenly Strike, so a wall etc. is needed to reduce the opponent's knockback. That will shorten the distance Yuna has to travel. Mapping Diamond Dust to up + square (↑+{{pspsqu}}) can make this combo easier to do. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Diamond Dust (late hit)''' > Heavenly Strike |
| | |condition=HP starter, no wall required. |
| | |requirement=Starter must hit late. |
| | |characters= |
| | |damage=24 |
| | |damagehits=2 > 4, 6, 12 |
| | |ex=93 |
| | |exhits= 63 + 30 |
| | |meteropp= |
| | |video=https://www.youtube.com/watch?v=PlnIpb7acwk&t=13s |
| | |notes=When Diamond Dust hits late, Yuna has enough frame advantage to go for a solo follow-up. Heavenly Strike's vertical reach is a consistent follow-up, and quite rewarding if it wall rushes for an assist combo. Using assist to set this up helps Yuna keep the opponent on the ground as well. |
| | }} |
| | }} |
|
| |
|
| == Assist == | | == Assist == |
| | |
| | === Kuja === |
| | |
| | {{Combo-012 |
| | | data = |
| | {{Combo-012Data |
| | |combo='''Sonic Wings (1)''' > Kuja > AC > Diamond Dust |
| | |condition=Midair, no wall |
| | |requirement= |
| | |characters= |
| | |damagehits='''Minimum:''' 5x3, 50, 10. '''Maximum:''' 5x4, 50, 10 |
| | |damage=75 - 80 |
| | |exhits=30 + 90 |
| | |ex=120 |
| | |meteropp= |
| | |video=https://www.youtube.com/watch?v=PlnIpb7acwk&t=128s |
| | |notes=Midair conversion, can be done at a distance. Since Yuna is already airborne, this can help reach the ceiling. Be wary of banish traps in Ultimecia's Castle and Orphan's Cradle, though. |
| | }} |
| | |
| | |
| | {{Combo-012Data |
| | |combo='''Heavenly Strike''' > WR > Kuja > AC > Diamond Dust |
| | |condition=Midair, Wall Rush (ground) |
| | |requirement= |
| | |characters= |
| | |damagehits=22 + WR, 47 (Kuja), 10 |
| | |damage=79 + BRV WR |
| | |exhits=15 + 15 + 90 |
| | |ex=120 |
| | |meteropp= |
| | |video=https://www.youtube.com/watch?v=PlnIpb7acwk&t=203s |
| | |notes=Basic air combo that leads to Kuja ground assist. Kuja provides a lot of time to reposition and add filler attacks. Many fillers work great here. |
| | }} |
| | |
| | |
| | {{Combo-012Data |
| | |combo='''Diamond Dust''' > Kuja > DC > AC > Diamond Dust |
| | |condition=Midair, no wall |
| | |requirement= |
| | |characters= |
| | |damagehits=10, 50, 10 |
| | |damage=70 |
| | |exhits=90 + 90 |
| | |ex=180 |
| | |meteropp= |
| | |video=https://www.youtube.com/watch?v=PlnIpb7acwk&t=297s |
| | |notes=Basic midair combo off of Yuna's fastest HP. Good EX gain, no wall needed. The dodge cancel (DC) is not necessary, unless the stage or aerial {{accboo}} booster require it. |
| | }} |
| | |
| | {{Combo-012Data |
| | |combo='''Mega Flare''' > WR > Kuja > DC > AC > Diamond Dust |
| | |condition=Wall Rush |
| | |requirement= |
| | |characters= |
| | |damagehits=16 + HP WR, 50, 10 |
| | |damage=76 + HP WR |
| | |exhits=24 + 90 |
| | |ex=114 |
| | |meteropp= |
| | |video=https://www.youtube.com/watch?v=PlnIpb7acwk&t=330s |
| | |notes=Basic wall rush conversion. If you catch the opponent dodging after Heavenly Strike, this is a good way to capitalize on that habit. Mega Flare is Yuna's only wall rush HP, so the payoff can be great. |
| | }} |
| | {{Combo-012Data |
| | |combo='''Energy Ray''' > Kuja > AC > Diamond Dust |
| | |condition=Ground (Yuna) |
| | |requirement= |
| | |characters= |
| | |damagehits=HP, 10 + HP |
| | |damage=10 + HP x2 |
| | |exhits=60 + 90 |
| | |ex=150 |
| | |meteropp= |
| | |video=https://www.youtube.com/watch?v=PlnIpb7acwk&t=344s |
| | |notes=Basic HP conversion. Energy Ray is pretty linear, but the generous hit stun rewards good reads. |
| | }} |
| | }} |
|
| |
|
| = Builds = | | = Builds = |
| Builds here.
| |
|
| |
|
| <tabber> | | <tabber> |
Line 323: |
Line 796: |
| |ast=Kuja | | |ast=Kuja |
| |wpn=Spira's Hope | | |wpn=Spira's Hope |
| |hand=Hero's Shield ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) | | |hand=Hero's Shield {{equip}} |
| |head=Royal Crown | | |head=Royal Crown |
| |armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) | | |armor=Maximillian {{equip}} |
| |acc1={{accbas}} Dismay Shock | | |acc1={{accbas}} Dismay Shock |
| |acc2={{accbas}} Battle Hammer | | |acc2={{accbas}} Battle Hammer |
| |acc3={{accboo}} BRV = 0 | | |acc3={{accboo}} Pre-EX Mode |
| |acc4={{accboo}} Pre-EX Revenge | | |acc4={{accboo}} Pre-EX Revenge |
| |acc5={{accsp}} Blue Gem | | |acc5={{accsp}} Blue Gem |
Line 337: |
Line 810: |
| |acc10={{accsp}} Miracle Shoes | | |acc10={{accsp}} Miracle Shoes |
| |summon=Rubicante | | |summon=Rubicante |
| | |dataBRV= |
| | {{Build-AttackData |
| | |brv1-g=Meteor Strike |
| | |branch-1gbrv= |
| | |branch-1ghp= |
| | |brv2-g=Aerospark |
| | |branch-2gbrv= |
| | |branch-2ghp= |
| | |brv3-g= |
| | |branch-3gbrv= |
| | |branch-3ghp= |
| | |brv1-a=Heavenly Strike |
| | |branch-1abrv= |
| | |branch-1ahp= |
| | |brv2-a=Sonic Wings |
| | |branch-2abrv= |
| | |branch-2ahp= |
| | |brv3-a=Impulse |
| | |branch-3abrv= |
| | |branch-3ahp= |
| | }} |
| | | dataHP = |
| | {{Build-AttackDataHP |
| | |hp1-g=Hellfire |
| | |hp2-g= |
| | |hp3-g= |
| | |hp1-a=Thor's Hammer |
| | |hp2-a=Diamond Dust |
| | |hp3-a=Mega Flare |
| | }}}} |
| | |
| | == Basic Abilities == |
| | |
| | {{Build-Ability |
| | |action= |
| | {{Build-AbilitySet |
| | |1=Ground Evasion}} |
| | {{Build-AbilitySet |
| | |1=Midair Evasion}} |
| | {{Build-AbilitySet |
| | |1=Ground Block}} |
| | {{Build-AbilitySet |
| | |1=Midair Block}} |
| | {{Build-AbilitySet |
| | |1=Aerial Recovery}} |
| | {{Build-AbilitySet |
| | |1=Recovery Attack}} |
| | {{Build-AbilitySet |
| | |1=Controlled Recovery}} |
| | {{Build-AbilitySet |
| | |1=Wall Jump}} |
| | {{Build-AbilitySet |
| | |1=Air Dash}} |
| | {{Build-AbilitySet |
| | |1=Free Air Dash}} |
| | {{Build-AbilitySet |
| | |1=Omni Ground Dash}} |
| | {{Build-AbilitySet |
| | |1=Multi Air Slide}} |
| | {{Build-AbilitySet |
| | |1=Free Air Dash Boost}} |
| | {{Build-AbilitySet |
| | |1=Assist Gauge Up Dash}} |
| | {{Build-AbilitySet |
| | |1=Jump Times Boost+}} |
| | {{Build-AbilitySet |
| | |1=Ground Evasion Boost}} |
| | {{Build-AbilitySet |
| | |1=Midair Evasion Boost}} |
| | {{Build-AbilitySet |
| | |1=Evasion Boost}} |
| | {{Build-AbilitySet |
| | |1=Descent Speed Boost}} |
| | |
| | |support= |
| | {{Build-AbilitySet |
| | |1=Always Target Indicator}} |
| | {{Build-AbilitySet |
| | |1=EX Core Lock On}} |
| | {{Build-AbilitySet |
| | |1=Assist Lock On}} |
| | |
| | |extra= |
| | {{Build-AbilitySet |
| | |1=Precision Jump}} |
| | {{Build-AbilitySet |
| | |1=Assist Critical Boost}} |
| | {{Build-AbilitySet |
| | |1=Disable Counterattack}} |
| | {{Build-AbilitySet |
| | |1=EXP to HP}} |
| | {{Build-AbilitySet |
| | |1=Best Dresser}} |
| | |
| | |cp=425 / 450 |
| | }} |
| | |
| | == Build Overview == |
| | |
| | This is a general use all-rounder build. Constant EX absorption, long EX intake range with Yuna's exclusive weapon and high base bravery are key aspects of this build. |
| | |
| | The damage comes from the base bravery and the fact it recovers much faster with Royal Crown {{equhead}}and Great Gospel {{accsp}} equipped. If Yuna lands an HP attack by herself while at base bravery, Kuja assist usually provides enough time for it to recover. The Best Dresser extra ability is required for higher base bravery. The meter depletion is not high, but it is still good to have. |
| | |
| | == CP Allocation == |
| | |
| | 25 CP is available for Energy Blast, Energy Ray, the Counterattack extra ability and other basic abilities. |
| | |
| | == Substitutes == |
| | {{Build-Substitute |
| | |datasub= |
| | |
| | {{Build-SubstituteData |
| | |item={{accsp}} Blue Gem |
| | |substitute={{accsp}} First to Victory <br>{{accsp}} Winged Boots |
| | |notes=Blue Gem contributes to damage with higher base bravery. But if that is not important, First to Victory provides a small initial boost in meter and bravery. |
| | Winged Boots reduces bravery depletion from '''[[Bravery_(Dissidia_012)#Banish_Trap|banish traps]]''', but this is only relevant in stages that have them. |
| | }} |
| | {{Build-SubstituteData |
| | |item=Omni Ground Dash |
| | |substitute=Ground Dash <br>Reverse Ground Dash |
| | |notes=If lateral movement is not important, equipping one of these dashes will move Yuna in one direction while building assist gauge. |
| | }} |
| | {{Build-SubstituteData |
| | |item=Assist Critical Boost |
| | |substitute=Counterattack |
| | |notes=Counterattack activates whenever the opponent is hit out of their attack, which is good for Yuna's pokes. But it is also commonly nullified with "Disable Counterattack". |
| | }} |
| }} | | }} |
|
| |
|
| Equip the Best Dresser extra ability for +100 base bravery.
| | == Attacks (Staple) == |
| | |
| | These attacks are recommended regardless of matchup, stage or player preference. |
| | |
| | Yuna does not switch out attacks often. Her core moves remain largely the same. |
| | |
| | '''Meteor Strike (BRV)''': Occasional ground poke, defensive melee low priority |
| | |
| | '''Aerospark (BRV)''': Mid priority gap closer, occasional anti-air and ground threat |
| | |
| | '''Heavenly Strike (BRV)''': Main aerial poke, combo starter, assist gauge builder |
| | |
| | '''Sonic Wings (BRV)''': Yuna's aerial melee poke, ranged disjoint |
| | |
| | '''Hellfire (HP)''': Defensive single hit HP, anti-air |
| | |
| | '''Diamond Dust (HP)''': Very fast HP, good EX, consistent assist combo starter and combo ender |
| | |
| | '''Thor's Hammer (HP)''': Catch dodges around Yuna |
| | |
| | '''Mega Flare (HP)''': Yuna's only HP wall rush, reflect HP projectiles, grounded wake-up pressure |
| | |
| | == Attacks (Flexible) == |
| | |
| | These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference. |
| | |
| | '''Impulse (BRV)''': Occasional long range poke for assist gauge. Can hit glitch if charged |
| | |
| | '''Energy Ray (HP)''': Linear, but long range single hit HP for calling out whiffs and dodges. Can anti-air. |
| | |
| | == Attacks (Avoid) == |
| | |
| | Generally not recommended due to being outclassed by other attacks or having little to no distinct utility. |
| | |
| | '''Energy Blast (BRV)''': Low priority, low damage, mediocre space control. If the opponent's ground assist is slow, this can be safer to use without getting '''[[Glossary_(Dissidia_012)#Assist_punish|assist punished]]'''. |
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| |-|Build #2= | | |-|Build #2= |
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| }} | | }} |
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| Yuna works well with Tidus, Jecht, Kuja, Sephiroth.
| | == Assists == |
| | <tabber> |
| | |-|Kuja= |
| | Most builds use Kuja as the assist for both high damage and consistent confirms from most of her attacks. Heavenly Strike (with or without ground wall rush), Sonic Wings (1st part) and even Hellfire. |
| | |
| | Heavenly Strike can ground wall rush in many situations, which combos into Kuja ground assist for plenty of damage and time for followups. |
| | |
| | |-|Tidus= |
| | |
| | |-|Jecht= |
| | |
| | |-|Sephiroth= |
| | |
| | </tabber> |
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| = References = | | = References = |