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| 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 | | 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. | | During EX mode, double summons adds another summon to the attack, improving damage and changing effects. |
| Attack data within brackets indicate Double Summons. | | Attack data within brackets indicate Double Summons during EX Mode. |
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| == Ground == | | == Ground == |
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| |cp2=- | | |cp2=- |
| }} | | }} |
| Ifrit Claw Swipe, good vertical range, can catch an opponent trying to rush you from the air average Damage. | | |
| After the first claw swipe hit you can usually call an assist like Kuja or cecil. This can be parried and will stagger you if your opponent does so.
| | {{#tag:tabber |
| In EX it adds a Heavenly strike to the combo, making it a ground rush instead of a Wall Rush
| | |Normal= |
| ''[Close] Summon Ifrit. Sends foe flying.''
| | {{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 |
| | |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. |
| | |
| | {{!}}-{{!}}EX Mode= |
| | {{AbilityInfo |
| | |image= |
| | |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. |
| | }} |
| | |
| | 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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| |cp2=- | | |cp2=- |
| }} | | }} |
| Rush forward with Ixion, once the attack hits, Ixion Horn will glow twice, press O again on the second flash to trigger the Aerospark discs.
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| Once the disks hits you can chase. This is a Melee mid so it will stagger on block making it a safe tool for ground to ground or anti air situation while the enemy is slightly above ground. This attack is pretty fast for its range and is a really good burst option to change the pace you tend to put with Yuna.
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| On a very specific timing and spacing of chase can the 3rd disks hit during the chase, giving you a free chase bravery opportunity, you might need to test this as it very situational.
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| A very specific tech can be done on terrain with small obstacle, you can block yuna in the obstacle while having ixion still go forward, this allow you to use the unicorn as mid-long range projectile. Be careful not to stick ixion in the obstacle as well.
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| In EX mode Aerospark puts you in the air, this allow you to dodge cancel into heavenly strike for quite a good amount of damage.
| | {{#tag:tabber |
| ''[Mid] Summon Ixion. Delay combo to boost hit times.''
| | |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 |
| | |effect=Chase |
| | |cp=30 (15) |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext=[Mid] Summon Ixion. Delay combo to boost hit times. |
| | }} |
| | |
| | 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 or 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. |
| | |
| | {{!}}-{{!}}EX Mode= |
| | {{AbilityInfo |
| | |image= |
| | |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= |
| | }} |
| | |
| | EX mode Aerospark puts Yuna in the air. The followup projectiles have enough hit stun that allow Yuna to dodge cancel into Heavenly Strike or Diamond Dust for additional damage near walls or ceilings. This is the only way to combo into her own HP by herself, which improves Aerospark's damage potential considerably. |
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| | }} |
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| |-|Energy Blast= | | |-|Energy Blast= |
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| |cp2=- | | |cp2=- |
| }} | | }} |
| Multi projectile in a cone shape, pretty bad at long range. This is ranged low so it can be dashed through. It can be useful to combo of some assist like Kuja's ground at close range while still being able to assist chase. You can remove this for bonus AP though.
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| EX Energy Blast adds an ifrit swipe which makes it parryable, it s basically Energy Blast + Meteor Strike, not really useful either.
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| ''[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. |
| | }} |
| | |
| | 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. |
| | |
| | {{!}}-{{!}}EX Mode= |
| | {{AbilityInfo |
| | |image= |
| | |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= |
| | }} |
| | |
| | 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. |
| | |
| | }} |
| </tabber> | | </tabber> |
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| |cp2=30 (15) | | |cp2=30 (15) |
| }} | | }} |
| Yuna calls valefor who spins on the enemy, if it hits, yuna can press O again to send the enemy away, initiating chase
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| The butter move for Yuna also known as "VALEFOR !", its melee low which can be parried and will stagger you, but this move's range is HUGE.
| | {{#tag:tabber |
| This move is your best tool at mid range to poke at your enemy. After the first hit you can call an assist like kuja to combo into HP, but you lose on damage and EX gen.
| | |Normal= |
| The finisher holds the strike that generates lots of EX Force, if you do not want to chase for Ex absorb, simply dodge forward where Valefor used to be, Spira's hope (the weapon) will make you absorb everything. Despite being a Melee hit, it goes through some traps mainly Emperor's Flares and Ultimecia Knight Lances making it a very good tool in those matchups.
| | {{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 |
| | |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. |
| | |
| | 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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| The EX version does not gain a lot of damage (about 37% increase compared to the usual 50%) and trade chase for Wall rush. With assist you will need to remember that this attack wall rushes to get a good combo
| | {{!}}-{{!}}EX Mode= |
| | {{AbilityInfo |
| | |image= |
| | |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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| ''[Mid] Summon Valefor. Great for attacking from below.''
| | 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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| |cp2=- | | |cp2=- |
| }} | | }} |
| The bread move for Yuna also knwon as '''SHIVA !''', this move is a single ranged low strike. If it hits, press O to add another hit, press O again to slam your opponent to the ground. The slam distance is about half the heigth of Order's sanctuary height. It will always ground rush on Top floor - Pandaemonium.
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| You need to understand the tracking hitbox of this move. Shiva can spawn close to you but the reach of the attack is much more wide above yuna than under her, i usually figure a cone pointing downwards with yuna into it. This allow you to catch opponent in many many situations.
| | {{#tag:tabber |
| If you are too high, you can usually assist combo of the two first hits. If you are close to the ground, you can slam your opponent for wall rush. | | |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 |
| | |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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| This move cannot be parried, making it one of the best move to whiff in the game, this is good for pressure and building meter.
| | 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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| EX Heavenly strike adds Ixion hits to the shiva ice strikes adding a Melee low to the first strike. Yes, EX shiva can be parried when non EX cannot.
| | 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. |
| Ex shiva has really good damage though
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| ''[Close] Summon Shiva. Short range, quick strike.''
| | 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. |
| | |
| | {{!}}-{{!}}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= |
| | }} |
| | |
| | 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=- |
| }} | | }} |
| Can be hold to charge, on immediate release fires a single projectile, after a few frames, bahamut maw will glow, indicating the attack can be thrown, launching 4 projectiles at once.
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| This tool is a way to force your opponent to approach. Be careful as the projectile do not affect dashing ennemies.
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| Single impulse is more useful than it seems as the projectile is straightforward and comes out pretty fast, it is a good way to poke fast at long range.
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| yuna gameplan revolving mostly at close/mid range, you can surprise your opponent with an impulse at long range, be careful not to be too predicable.
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| Charge impulse is super reactable but has one very good use in enabling one of yuna's most powerful combo: impuse to Heavenly strike.
| | {{#tag:tabber |
| To do so Charge impulse, and try to do a heavenly strike when impulse hits.
| | |Normal= |
| Due to hit glitch properties, Impulse can trigger heavenly strike follow up, creating this threat of a long range ground slam attack.
| | {{AbilityInfo |
| This is more than situation and very flashy but the damage you get of this is quite huge.
| | |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. |
| | }} |
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| TLDR: projectile is bad, you can surprise your opponent with it, charge for hit glitch flashy combos but don't fish for it.
| | 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. |
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| ''[Long] Summon Bahamut. Charge to change strength.''
| | 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. |
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| | 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. |
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| | {{!}}-{{!}}EX Mode= |
| | {{AbilityInfo |
| | |image= |
| | |imgpos= |
| | |damage=10 / [10] each 5 |
| | |startup=39F |
| | |type=Magical |
| | |priority=Ranged Low |
| | |ex=0 |
| | |effect=- |
| | |cp=- |
| | |cancels= |
| | |astatk= |
| | |asthit= |
| | |level= |
| | |ap= |
| | |gametext= |
| | }} |
| | |
| | }} |
| </tabber> | | </tabber> |
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