|
|
(19 intermediate revisions by the same user not shown) |
Line 83: |
Line 83: |
| |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) |
Line 104: |
Line 104: |
| |type=Physical | | |type=Physical |
| |priority=Melee Low | | |priority=Melee Low |
| |ex=30 | | |ex=30 (30, 0) |
| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
Line 145: |
Line 145: |
| |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) |
Line 166: |
Line 166: |
| |type=Physical (strike) > Magical (projectiles) | | |type=Physical (strike) > Magical (projectiles) |
| |priority=Melee Mid (strike) > Ranged Low (projectiles) | | |priority=Melee Mid (strike) > Ranged Low (projectiles) |
| |ex=90 | | |ex=90 (36, 53~54) |
| |effect=Chase | | |effect=Chase |
| |cp=30 (15) | | |cp=30 (15) |
Line 179: |
Line 179: |
| 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. | | 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. |
|
| |
|
| 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 or anti-air poking and area denial while the enemy is slightly above ground. | | 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. |
|
| |
|
| 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. | | 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. |
Line 202: |
Line 202: |
| }} | | }} |
|
| |
|
| EX mode Aerospark puts Yuna in the air. 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. | | EX mode Aerospark puts Yuna in the air. In adds more hits and extends the input window for a maximum amount of disc projectiles. |
| | |
| | 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. |
|
| |
|
| }} | | }} |
Line 265: |
Line 267: |
| }} | | }} |
|
| |
|
| EX Energy Blast adds a fast melee low priority Ifrit swipe that can beat dash attempts, but is otherwise not particularly 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. | | 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. |
|
| |
|
| }} | | }} |
Line 279: |
Line 281: |
| |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) |
Line 300: |
Line 302: |
| |type=Physical | | |type=Physical |
| |priority=Melee Low | | |priority=Melee Low |
| |ex=90 | | |ex=90 (30, 60) |
| |effect=Chase | | |effect=Chase |
| |cp=30 (15) | | |cp=30 (15) |
Line 316: |
Line 318: |
| {{!}}-{{!}}EX Mode= | | {{!}}-{{!}}EX Mode= |
| {{AbilityInfo | | {{AbilityInfo |
| |image= | | |image=https://dissidia.wiki/images/a/a6/Brv_yuna_sonic_wings_ex.jpeg |
| |imgpos= | | |imgpos= |
| |damage=5 x 4, [2 x 4, 10], 10 (48) | | |damage=5 x 4, [2 x 4, 10], 10 (48) |
Line 343: |
Line 345: |
| |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) |
Line 364: |
Line 366: |
| |type=Magical | | |type=Magical |
| |priority=Ranged Low | | |priority=Ranged Low |
| |ex=30 | | |ex=30 (15, 15) |
| |effect=Wall Rush | | |effect=Wall Rush |
| |cp=30 (15) | | |cp=30 (15) |
Line 453: |
Line 455: |
| {{!}}-{{!}}EX Mode= | | {{!}}-{{!}}EX Mode= |
| {{AbilityInfo | | {{AbilityInfo |
| |image= | | |image=https://dissidia.wiki/images/e/e8/Brv_yuna_impulse_ex.jpeg |
| |imgpos= | | |imgpos=40% |
| |damage=10 / [10] each 5 | | |damage=10 / [10] each 5 |
| |startup=39F | | |startup=39F |
Line 469: |
Line 471: |
| |gametext= | | |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. |
|
| |
|
| }} | | }} |
Line 649: |
Line 653: |
|
| |
|
| = 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 670: |
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 |
Line 684: |
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". |
| | }} |
| | }} |
| | |
| | == 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. |
|
| |
|
| Equip the Best Dresser extra ability for +100 base bravery.
| | '''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]]'''. |
|
| |
|
| |-|Build #2= | | |-|Build #2= |