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| Line 72: |
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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 == |
| Line 94: |
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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. |
| | |
| | }} |
|
| |
|
| |-|Aerospark= | | |-|Aerospark= |
| Line 116: |
Line 156: |
| |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.
| |
| 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.
| |
| 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.
| |
| 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.
| |
|
| |
|
| 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. |
| | |
| | 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. |
| | |
| | }} |
|
| |
|
| |-|Energy Blast= | | |-|Energy Blast= |
| Line 141: |
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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.
| |
| EX Energy Blast adds an ifrit swipe which makes it parryable, it s basically Energy Blast + Meteor Strike, not really useful either.
| |
| ''[Long] Summon Valefor. Fire five lasers in wave pattern.''
| |
|
| |
|
| | {{#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
| |
|
| |
|
| 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. |
|
| |
|
| 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= |
| | }} |
|
| |
|
| ''[Mid] Summon Valefor. Great for attacking from below.''
| | The EX version’s final hit trades chase for wall rush. |
| | |
| | }} |
|
| |
|
| |-|Heavenly Strike= | | |-|Heavenly Strike= |
| Line 194: |
Line 354: |
| |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.
| |
|
| |
|
| 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. |
|
| |
|
| 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. |
|
| |
|
| 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
| |
|
| |
|
| ''[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. |
| | |
| | }} |
|
| |
|
| |-|Impulse= | | |-|Impulse= |
| Line 225: |
Line 424: |
| |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.
| |
| This tool is a way to force your opponent to approach. Be careful as the projectile do not affect dashing ennemies.
| |
| 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.
| |
| 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.
| |
|
| |
|
| 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. |
| | }} |
|
| |
|
| 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. |
|
| |
|
| ''[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. |
|
| |
|
| | 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= |
| | |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> |
|
| |
|
Overview
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 hurtbox of their own. This is great for poking and 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.
With this varied arsenal, Yuna can also build assist gauge safely by whiffing braveries, most notably Heavenly Strike which is a fast Ranged Low priority move. Many of her HPs aren't as high commitment compared to other characters and they are effective in neutral for punishing poor movement or controlling space.
Like many other characters, Yuna relies on assist and reads with 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 Force with almost all of her attacks, so given enough hits, she gets a chance to capitalize on her distinct 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 works with a variety of builds, including hybrid builds emphasizing EX gain. Her exclusive (LV100) weapon has a very valuable +3m 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.
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.
In addition, her other fall speed attributes negatively impact her safety against 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. 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.
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.
| Strengths |
Weaknesses
|
|
Variety of attacks that can poke and apply mixups outside of opponent's poking range or through lingering projectiles.
Yuna's well-rounded and reliable attacks give her the ability to run a large amount of different builds to suit the matchup.
Assist building tools are good. EX is above average and very consistently accessible from all her moves with EX Intake Range bonuses.
Yuna has access to a fast Ranged Low bravery and very fast anti-approach HP attacks.
Atypical, yet relatively straightforward kit and offense make her a decent pick for new players.
|
Yuna's options are fairly limited and she cannot easily force opponents into her effective range.
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.
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.
|
Bravery Attacks
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.
Ground
| Version |
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force |
Effects |
CP (Mastered)
|
| Normal
|
10, 20 (30) |
19F |
Physical |
Melee Low |
30 |
Wall Rush |
30 (15)
|
| EX Mode
|
10, [5, 10], 20 (45) |
19F |
Physical [Magical] |
Melee Low [Ranged Low] |
30 |
Wall Rush |
-
|
|
| Base Damage
|
10, 20 (30)
|
| Startup Frame
|
19F
|
| Damage Type
|
Physical
|
| Priority
|
Melee Low
|
| EX Force
|
30
|
| Effects
|
Wall Rush
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Close] Summon Ifrit. Sends foe flying. |
Unlocked at level |
Mastered at AP
|
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 Kuja with a generous input window. Slow startup for a melee low priority makes it poor defensively and somewhat vulnerable to blocks.
|
| Base Damage
|
10, [5, 10], 20 (45)
|
| Startup Frame
|
19F
|
| Damage Type
|
Physical [Magical]
|
| Priority
|
Melee Low [Ranged Low]
|
| EX Force
|
30
|
| Effects
|
Wall Rush
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
| [Close] Summon Ifrit. Sends foe flying. |
Unlocked at level |
Mastered at AP
|
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.
| Version |
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force |
Effects |
CP (Mastered)
|
| Normal
|
3 x 4, 5 x 6 (42) |
27F |
Physical (strike) > Magical (projectiles) |
Melee Mid (strike) > Ranged Low (projectiles) |
90 |
Chase |
30 (15)
|
| EX Mode
|
3 x 4, [10, 10], 5 x 6 (62) |
27F |
Physical (strike) > Magical (projectiles) |
Melee Mid (strike) > Ranged Low (projectiles) |
90 |
Chase |
-
|
|
| Base Damage
|
3 x 4, 5 x 6 (42)
|
| Startup Frame
|
27F
|
| Damage Type
|
Physical (strike) > Magical (projectiles)
|
| Priority
|
Melee Mid (strike) > Ranged Low (projectiles)
|
| EX Force
|
90
|
| Effects
|
Chase
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Mid] Summon Ixion. Delay combo to boost hit times. |
Unlocked at level |
Mastered at AP
|
Rush forward with Ixion. On launching opponent, Ixion’s horn will glow twice. Pressing Circle (![]()
) 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 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.
|
| Base Damage
|
3 x 4, [10, 10], 5 x 6 (62)
|
| Startup Frame
|
27F
|
| Damage Type
|
Physical (strike) > Magical (projectiles)
|
| Priority
|
Melee Mid (strike) > Ranged Low (projectiles)
|
| EX Force
|
90
|
| Effects
|
Chase
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
|
| |
Unlocked at level |
Mastered at AP
|
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.
| Version |
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force |
Effects |
CP (Mastered)
|
| Normal
|
each 7 |
39F |
Magical |
Ranged Low |
0 |
- |
30 (15)
|
| EX Mode
|
[20], 7 each (27+) |
45F [15F] |
Magical [Physical] |
Ranged Low [Melee Low] |
0 |
- |
-
|
|
| Base Damage
|
each 7
|
| Startup Frame
|
39F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
0
|
| Effects
|
-
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Long] Summon Valefor. Fire five lasers in wave pattern. |
Unlocked at level |
Mastered at AP
|
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.
|
| Base Damage
|
[20], 7 each (27+)
|
| Startup Frame
|
45F [15F]
|
| Damage Type
|
Magical [Physical]
|
| Priority
|
Ranged Low [Melee Low]
|
| EX Force
|
0
|
| Effects
|
-
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
| |
Unlocked at level |
Mastered at AP
|
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.
Aerial
| Version |
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force |
Effects |
CP (Mastered)
|
| Normal
|
5 x 4, 15 (35) |
27F |
Physical |
Melee Low |
90 |
Chase |
30 (15)
|
| EX Mode
|
5 x 4, [2 x 4, 10], 10 (48) |
27F |
Physical |
Melee Low |
30 |
Wall Rush |
30 (15)
|
|
| Base Damage
|
5 x 4, 15 (35)
|
| Startup Frame
|
27F
|
| Damage Type
|
Physical
|
| Priority
|
Melee Low
|
| EX Force
|
90
|
| Effects
|
Chase
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Mid] Summon Valefor. Great for attacking from below. |
Unlocked at level |
Mastered at AP
|
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 The Emperor’s Flares and Ultimecia’s charged Knight’s Lances, making it a very good tool in those matchups.
|
| Base Damage
|
5 x 4, [2 x 4, 10], 10 (48)
|
| Startup Frame
|
27F
|
| Damage Type
|
Physical
|
| Priority
|
Melee Low
|
| EX Force
|
30
|
| Effects
|
Wall Rush
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
The EX version’s final hit trades chase for wall rush.
| Version |
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force |
Effects |
CP (Mastered)
|
| Normal
|
4, 6, 12 (22) |
11F |
Magical |
Ranged Low |
30 |
Wall Rush |
30 (15)
|
| EX Mode
|
4, [4], 6, [4, 4], 12 (34) |
11F [19F] |
Magical [Physical] |
Ranged Low [Melee Low] |
30 |
Wall Rush |
-
|
|
| Base Damage
|
4, 6, 12 (22)
|
| Startup Frame
|
11F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
30
|
| Effects
|
Wall Rush
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Close] Summon Shiva. Short range, quick strike. |
Unlocked at level |
Mastered at AP
|
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.
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.
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.
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.
|
| Base Damage
|
4, [4], 6, [4, 4], 12 (34)
|
| Startup Frame
|
11F [19F]
|
| Damage Type
|
Magical [Physical]
|
| Priority
|
Ranged Low [Melee Low]
|
| EX Force
|
30
|
| Effects
|
Wall Rush
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
| |
Unlocked at level |
Mastered at AP
|
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.Charge time 58 frames. Projectile comes out 11 frames after button release.
| Version |
Damage multiplier |
Startup frame |
Type |
Priority |
EX Force |
Effects |
CP (Mastered)
|
| Normal
|
10 (uncharged) / each 5 (charged) |
39F |
Magical |
Ranged Low |
0 |
- |
30 (15)
|
| EX Mode
|
10 / [10] each 5 |
39F |
Magical |
Ranged Low |
0 |
- |
-
|
|
| Base Damage
|
10 (uncharged) / each 5 (charged)
|
| Startup Frame
|
39F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
0
|
| Effects
|
-
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Long] Summon Bahamut. Charge to change strength. |
Unlocked at level |
Mastered at AP
|
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 Charge 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 hit glitch and combo into Heavenly Strike follow-ups for a potential confirm into assist or knockdown.
|
| Base Damage
|
10 / [10] each 5
|
| Startup Frame
|
39F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
0
|
| Effects
|
-
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
| |
Unlocked at level |
Mastered at AP
|
HP Attacks
Ground
The amount of EX force generated depends on how many flame pillars hit.
In Street Figther words : this is a shoryuken. Use this when your opponent is trying to approach you from the air. Does not work directly above Yuna.
A relatively fast move for its power with great anti air capabilities. Great tracking around Yuna when she casts it, it s very good at catching side dodges
Each flame pillar has its own hitbox and HP damaging abilities. Your opponent can bounce back between flame pillars generating a lot of EX force from this.
If you want to get some distance, or have your opponent go away from you do this move, they have to respect it.
This is your fastest melee high so this is your go to option to reflect Emperor's flare. Be careful that only the ifrit claw is Melee.
Pillars are ranged high.
Pillars can be used as 1 hit HP if your opponent is sitting at full EX.
The knockback from the pillar is quite high and can be chained with a kuja assist, allowing for an assist chase with 100% crit due to the bravery recovery mechanic or simply to continue to apply bravery pressure.
|
| Base Damage
|
10
|
| Startup Frame
|
37F
|
| Damage Type
|
Physical
|
| Priority
|
Melee High (claw), Ranged High (pillars)
|
| EX Force
|
60~150
|
| Effects
|
-
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
[Close] Summon Ifrit. Short range, good vertical range.
|
| Base Damage
|
-
|
| Startup Frame
|
59F
|
| Damage Type
|
-
|
| Priority
|
Ranged High
|
| EX Force
|
60
|
| Effects
|
-
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
Yuna's one hit HP, Valefor draws a line on the ground that explodes after a short delay.
Each circle on the ground is a Ranged high projectile inflicting HP damage. Valefor has a small tracking when casting the ray, but it s really poor.
One of the long ranged attack Yuna has, useful to force to approach or to punish long casting animation.
This move is super vulnerable to assist punishes.
[Long] Summon Valefor. Invokes vertically long columns of fire.
Aerial
|
| Base Damage
|
2 x 5 (10)
|
| Startup Frame
|
49F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged High
|
| EX Force
|
90
|
| Effects
|
Absorb
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
Yuna delays a bit and summon Ixion to do a vortex attack at mid range. Slight absorption effect.
This move has average horizontal range but very good vertical tracking, Ixion has a very good adaptability to where he can put the vortex attack.
This is useful to deny any attack from directly above/below.
One of the use case is to cover from an assist swap against opponent with the ability to attack verticaly (Cloud, FC, Golbez) The whole attack is considered Ranged High so it will go through any projectile and deny most approach.
This attack leaves Yuna wide open from where she does not attack, making it very vulnerable to assist punishes and neutral rush down.
This should be used sparingly as it is really reactable and punishable.
[Mid] Summon Ixion. Effective against any height.
|
| Base Damage
|
2 x 5 (10)
|
| Startup Frame
|
21F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged High
|
| EX Force
|
90
|
| Effects
|
-
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
Summon shiva who linger in one spot, if the enemy enters shiva's range, triggers a follow up with small BRV damage and a HP hit.
Very powerful move, useful to catch wandering opponents around you.
This move is the opposite of heavenly strike in the fact it is really good at catching character underneath you.
The followup will bump the opponent into the air. This move stays active for quite a while.
If the opponent triggers the followup in the end of the active frames, Yuna will be actionnable before the lag from the animation finishes, leading in a true combo of Diamond dust -> heavenly strike.
[Close] Summon Shiva. Short range, quick execution.
|
| Base Damage
|
2 x 8 (16)
|
| Startup Frame
|
63F
|
| Damage Type
|
Magical
|
| Priority
|
Melee High
|
| EX Force
|
24
|
| Effects
|
Wall Rush
|
| Cancels
|
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| |
Unlocked at level |
Mastered at AP
|
Yuna summons Bahamut directly under her and it fires a big laser at mid range. The laser deals quite a good amount of damage and it is the only HP attack with Wall Rush capabilities.
Before firing the laser Bahamut has excellent tracking of your opponent, making this move able to catch any dodge around Yuna.
The laser is Melee High so it can be clashed and it will stagger Yuna (same with jecht's block). It can reflect Emp's Flares.
Same as Thor's Hammer, the move leaves Yuna very vulnerable to assist punish, throwing this out in neutral is a free assist opportunity for your opponent.
This move is generally used to safely punish a missed close range opportunity, or to put pressure on your opponent if they don't have assist.
[Long] Summon Bahamut. Very accurate and powerful.
EX Mode: Grand Summon!
Effects:
- Regen
- Critical Boost
- Double Summons
Double Summons
[Always active while in EX Mode]
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
Sends foe to another dimension after attacking with the summoned Aeon. Enter the commands that apppear to summon another Aeon.
| Damage multiplier (initial) |
Damage multiplier (rest) |
Type
|
| 3, 4, 5, 6, 7 (25) |
5, 10, 7, 9, 4, 12, 6, 11, 3, 8 (75) (100 total) |
??
|
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
Solo
Assist
Builds
Builds here.
Assist
Yuna's assist data
| Type |
Attack |
Startup |
Position |
Spawn |
Damage multiplier |
Effects
|
| BRV |
Meteor Strike |
19F |
Ground |
Opponent |
10, 20 (30) |
Wall Rush
|
| BRV |
Heavenly Strike |
11F |
Air |
Opponent |
4, 6, 12 (22) |
Wall Rush
|
| HP |
Hellfire |
39F |
Ground |
Opponent |
10 |
Chase
|
| HP |
Diamond Dust |
21F |
Air |
Opponent |
2 x 5 (10) |
Chase
|
Yuna works well with Tidus, Jecht, Kuja, Sephiroth.
References
Navigation
Wiki Roadmap (012 Yuna)
Please edit this page's roadmap template when relevant additions and changes are made.
| Page |
Completed |
In progress |
To-do |
Score
|
| General |
|
|
|
34 / 86
|
| Pros / Cons |
|
|
Pros and cons. |
? / ?
|
| Overview / Character Data |
|
Shorten overview, distribute it across Yuna's pages. |
|
1 / 2
|
| Bravery Attacks |
Ability info, overview, images |
|
|
5 / 5
|
| HP Attacks |
Ability info, overview, images |
|
|
5 / 5
|
| EX Mode |
Basic info, overview, image |
|
|
3 / 3
|
| Combos |
Solo combos, Kuja assist combos. |
|
Add solo and assist combos with video examples. |
6 / 7
|
| Builds |
1 build. |
|
Add more builds with the new templates. |
5 / 10
|
| Assist |
Assist data |
|
Common viable assists with overviews. |
1 / 3
|
| Matchups |
|
|
Create page. Matchup analysis and tips. |
0 / 32
|
| Frame Data |
|
|
Create page. |
0 / 1
|
| Starter Guide |
Done. |
|
Shorten the strategy paragraphs? |
8 / 8
|
| Strategy |
|
|
Create page. Strategies and counterplays. |
0 / 10
|