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Yukari Yakumo, the violet sleepy mistress and a boundary youkai who can manipulate all boundaries. One of the oldest youkai beings in Gensokyo, Yukari is whimsically antagonizing and overbearingly dubious in personality when she's not busy sleeping, though her nine tailed fox Shikigami named Ran Yakumo often acts in her stead.
Advantages: Yukari has superb chip damage which combines well with spellcard canceling to produce a momentum based offense that tends to wear down opponents. Excellent ground-to-air options and solid defensive counters provide frequent opportunities to break opponent pressure or prevent it from starting. With arguably the best pushing power in the game Yukari is highly effective at putting the opponents in the corner. Her superb projectiles are excellent in firefights and help her draw cards quickly. Finally her above average reach in physical attacks helps keep her opponent’s honest during pressure.
Disadvantages: Yukari has arguably the worst aerial melee in the game. Her large hitboxes in many condition combined with low speed combine to form a large vulnerability. A high consumption on spirit to generate pressure combined with difficulty in reaching high altitudes due to inefficient flying also tends to leave Yukari drained of spirit frequently. Finally without any airtight pressure and a lack of reliability in high damage combos Yukari also has difficulty in converting many opportunities into high damage returns.
Temporary section to mark notable changes.
Uniques: Yukari's unique properties still exist.
Melee: All of Yukari's melee section moves have the same damage/proration/limit. j.5A is now much more difficult to connect to standing 5A. 2A now does .33 spirit orbs on wrongblock, was .5, is now again .5 as of 1.02. New move, 4A. Frame changes: 5A: -1f startup, +1f recovery. j.5a +2f active. 66C: -2f startup, +2f active.
Bullets: Yukari's normal bullets have the same damage/proration/limit. Frames uncertain. B bullets now do reduced spirit damage on block. Was .1 per kunai, is now .075 per kunai. All of Yukari's aerial C bullet attacks leave her in a state of input blackout for a period of time that ignores all buffering. The cause of this is uncertain.
Specials: New moves: Boundary Between Mind and Foot, Gazing Eye of Transformation, Chimera's Wing. Open, Lamented Box of Urashima: The tombstone now appears higher, levels increase the falling speed. Bewitching Bait: Is now air usable. Ghostly Butterfly Hidden in Zen Temple (B version): The opponent can no longer air tech after being hit by this move. Illusion Manji Parasol: No longer has the 'Point Blank' attack/protection while holding this move. Universe of Matter and Antimatter (C version): Now places the boundary about 3-4 character lengths in front of Yukari.
Spells: Boundary "Quadruple Barrier": No longer has early invulnerability. Shikigami "Ran" now does .05 spirit orbs per hit on block, down from .1. Boundary "Objective Border" more powerful due to new stage scaling, now lasts less than 40% as long as it did in SWR, and now depletes .2 spirit orbs on block, down from .45, constituting one of Yukari's largest adjustments. New Spell: Demon Eyes "Laplace's Demon"
Combos: Yukari's midscreen bread and butter (5AAA 5B 2C hjc.# j.5B j.6D j.5A 5AAAA) is now only doable with hjc.8 and is much harder to link j.5A to 5AAAA. New comboability with 3A 5B 236B (Open, Lamented Box of Urashima) due to increased height of appearance.
Hisoutensoku 1.10 Changes
This is a temporary section to put version note changes before amending them into the primary wiki areas. As of right now this list is probably 90-95% complete, most information is confirmed in frame display and/or using a memory reader.
Yukari now has a continuous dash.
j.6a: Recovery time reduced on a miss.
66C: No longer grazes on the first frame of startup. No longer grazes during the late attack frames, only during the initial frames when the signs can hit low. 5 additional frames of recovery added which make the move much more punishable if rightblocked.
j.C (All versions): Input blackout removed, recovery reduced substantially back to SWR levels.
Open, Lamented Box of Urashima: At level 3 or higher it now produces a shockwave when it lands.
Bound to the Green Mountains' Graves: Now fires the gravemarkers at level 2, gains size/range with levels.
Bewitching Bait: Gains the fourth laser one level earlier.
Ghostly Butterfly Hidden in Zen Temple: Now has recovery after 623C. At level 3 623B turns black and gains an additional hit. Hitbox seems to increase some with levels. Further testing shows that the recovery at all levels is punishable by the entire cast.
Illusion Manji Parasol: Is now air usable at all levels.
Boundary Between Mind and Foot: At level 3 3 lasers appear, widening the hitbox. At level 4 5 lasers appear, further widening the hitbox.
Stone as Pillow, River as Rinse: Increased # of released bullets per # of absorbed equal to level of skill+1 (?). Can use B version in air at level 1. Drastic size increase at level 2.
Universe Between Matter and Antimatter: You can now charge this move to place the gaps at greater distance.
Observer of Transformation: C version now places a red eyegap. This gap fires if the enemy blocks.
Illusional Delusional Rift: No change?
Flesh Dismantler: B version now drops into the stage allowing Yukari to move before attacking directly above. C version now teleports underneath the enemy and attacks. Does weird things with the camera. B version hits low, C version hits mid.
Chimera's Wing: Maximum of 3 portals open at any time, retains old growth rate.
Boundary Sign "Boundary Between 2-D and 3-D": No change.
Shikigami "Chen": Depletes .25 spirit orbs on block, down from .5.
Aerial Bait "Venomous Lace": Air useable. Depletes .3 spirit orbs on block up from .2. Is biased to appear on the opponent.
Boundary Sign "Quadruple Border": No change.
Shikigami "Ran Yakumo": No change.
Border "Objective Border": Takes MUCH longer to activate making comboing or pressuring into it much less effective. Duration increased, spirit damage on block reduced to .15 (?).
Fantasy Nest "Nest of Fireflies": Start up invulnerability is completely gone.
Border "Charming Quadruple Border": No change.
Demon's Eyes "Laplace's Demon": Getting hit no longer causes the Eyes to vanish.
Obsolete Line "Trip to the Abandoned Station": No change.
Hoverdash: Yukari’s ground dash (D6) hovers slightly above the ground. This allows her to dash over some low physical attacks. However Yukari’s hitbox is turned horizontal during the dash which makes her extra vulnerable to wide physical attacks, such as Alice’s 6A. The only other character with a hoverdash is Iku.
Non-continuous dash: Yukari’s ground dash (D6) is non-continuous. At the end of her dash she will cease to graze. This makes grazing through some situations much more difficult, such as royal flare or some spellcards in story mode. The only other characters without a continuous dash are Youmu and Suwako.
Wallport or Walldashing: Yukari is able to press 44 or D4 with her back against the corner to teleport to the other side of the screen. The teleport has startup invulnerability but is a lengthy move with significant recovery when landing on the other side. Regardless this ability can be incredibly powerful and trivialize some attacks such as Suika’s Missing Purple Power. No other character can do this.
Wake-up Teleport/Roll: When knocked down Yukari will fade into the ground before reappearing at the selected wake-up location. This reduces the ability of your opponent to set up proper okizeme. Suwako has a similar technique.
|Close 5A||Yukari strikes the opponent with a fan in a half-jab, half-chop motion.||200||980||Middle||0||Begins dial A combo.|
|5AAA||Yukari slashes with her hand opening a boundary which rips into the opponent for the third hit of the dial A combo.||450||920||High||0|
|5AAAA||‘Dial A Combo’ Two close 5A’s followed by a boundary slash and a parasol slam.||800||800||High||40||Wallslams when opponent is near the corner.|
|Far 5A||Yukari sweeps her foot along the ground kicking up a wave of black miasma.||550||920||Low||0||Can be very difficult to see on some stages/weather making the range deceptive. Drains one spirit orb on wrong block.|
|2A||Yukari performs a crouching backhand with an open fan.||200||980||Low||0||Has deceptive range. Drains .5 spirit orbs on wrongblock.|
|3A||Yukari reclines in a boundary while kicking up traffic signs. Yukari’s own hitbox is greatly reduced in height while performing this move.||850||850||Low||40||Launches the opponent. On counter-hit the opponent is sent flying. Drains one spirit orb on wrongblock.|
|6A||Yukari lances the opponent with her parasol. Exactly the same as the fourth hit of dial A excluding 2 frames less startup.||800||800||High||40||Wallslams when opponent is near the corner. Drains one spirit orb on wrongblock.|
|6[A]||Yukari gathers her strength briefly then lances the opponent with her parasol. Opponent will be knocked very far back and usually wallslammed with or without counter-hit.||900||800||High||40||Guardcrushes when blocked low.|
|j.5A||Yukari does a twisting roll that ends in a roundhouse kick.||450||920||High||0||A weaker and slower version of 66B. Drains one spirit orb on wrongblock.|
|j.6a||Yukari twirls in the air and kicks while gliding forward, slashing open a boundary with her foot. Yukari will maintain some of her momentum while this move starts up, causing her to ‘sink’ in some cases. Once the move is performed all momentum is canceled for most of the recovery.||800||850||High||40||Wallslams when near corner, especially on counter-hit. Drains one spirit orb on wrongblock.|
|j.8a||Yukari reclines in midair and kicks upward with her foot, opening a boundary.||850||850||High||40||Will launch the opponent on counter-hit. Drains one spirit orb on wrongblock.|
|j.2a||Yukari turns sideways and opens her parasol, rolling and descending slowly towards the opponent. This move has the unusual property that it can not be bullet canceled but be special canceled or spell canceled.||700||900||High||40||Induces reeling on counter-hit. Drains one spirit orb on wrongblock.|
|66A||Yukari dashes forward before sliding to her back while kicking upwards, which slashes open a boundary.||600||850||High||0||Causes the opponent to reel when struck as a counter-hit. Drains one spirit orb on wrongblock.|
|66B||Yukari dashes forward then leaps into a twisting roll that ends in a roundhouse kick. Yukari is slightly above ground level for the duration of this move, enabling her to jump over some low attacks.||550||900||High||0||Groundslams when countering opponents from the air. Drains one spirit orb on wrongblock.|
|66C||Yukari dashes forward then slides into a boundary and kicks up traffic signs. Is slower, does more damage, and has more recovery than Yukari’s normal 3A. The opponent is also launched more horizontally than vertically.||950||900||Low||40||Grazes. Guaranteed wallslam on counter-hit. Drains one spirit orb on wrongblock.|
B Bullets: All B bullet attacks use the same projectile. Stats given on a per kunai basis.
Hitbox: The bladed portion of the kunai.
C Bullets: All C bullet attacks use the same projectile. Stats given on a per laser orb basis.
Hitbox: A square surrounding the orbs, the trail is harmless
|Move||Description||Max Damage||Proration||# of Projectiles||Limit||Notes|
|5B||Yukari opens her fan and fires 15 kunai in a wide arc. The center of the arc will moderately track the opponent. Looks deceptively similar to 5A.||100 per||960 per||15||2||Each kunai depletes .075 spirit orbs on block. Kunai will be destroyed by grazing.|
|5[B]||Yukari opens her fan and fires 25 kunai in a wide arc. The center of the arc will moderately track the opponent.||100 per||960 per||25||2||Each kunai depletes .075 spirit orbs on block. Kunai will be destroyed by grazing.|
|2B||Yukari recedes into a boundary and fires 15 kunai upwards in an anti-air fashion. Yukari’s hitbox is reduced during this time.||100 per||960 per||15||2||Each kunai depletes .075 spirit orbs on block. Kunai will be destroyed by grazing.|
|j.5B||Yukari opens her fan and fires 15 kunai in a wide arc. The center of the arc will moderately track the opponent.||100 per||960 per||15||2||Each kunai depletes .075 spirit orbs on block. Kunai will be destroyed by grazing.|
|j.5[B]||Yukari opens her fan and fires 25 kunai in a wide arc. The center of the arc will moderately track the opponent.||100 per||960 per||25||2||Each kunai depletes .075 spirit orbs on block. Kunai will be destroyed by grazing.|
|j.2B||Yukari recedes into a boundary and fires 15 kunai in a downwards arc. Yukari’s hitbox is reduced during this time.||100 per||960 per||15||2||Each kunai depletes .075 spirit orbs on block. Kunai will be destroyed by grazing.|
|5C||Yukari swings her parasol and fires 5 laser orbs in a flying V formation in a straight horizontal line.||300||920||5||10||Each orb will deplete .25 spirit orbs when blocked. Laser orbs will not be destroyed by grazing.|
|6C||Yukari swings her parasol and fires 6 laser orbs in a pattern that will weave in front of her before diverging upwards and downwards||300||920||6||10||Each orb will deplete .25 spirit orbs when blocked. Laser orbs will not be destroyed by grazing.|
|2C||Yukari sweeps her parasol across the ground and fires 5 laser orbs which travel a short distance forward before taking off vertically in a staggered pattern.||300||920||5||10||Each orb will deplete .25 spirit orbs when blocked. Laser orbs will not be destroyed by grazing.|
|j.5C||Yukari swings her parasol and fires 5 laser orbs in a flying V formation in a straight horizontal line. Yukari will recoil backwards performing this move.||300||920||5||10||Each orb will deplete .25 spirit orbs when blocked. Laser orbs will not be destroyed by grazing.|
|j.6C||Yukari swings her parasol and fires 6 laser orbs in a pattern that will weave in front of her before diverging upwards and downwards. Yukari will recoil backwards performing this move.||300||920||6||10||Each orb will deplete .25 spirit orbs when blocked. Laser orbs will not be destroyed by grazing.|
|j.2C||Yukari swings her parasol and fires 5 laser orbs in a flying V formation in a straight diagonal line downwards and forwards. Yukari will recoil back and up while performing this move.||300||920||5||10||Each orb will deplete .25 spirit orbs when blocked. Laser orbs will not be destroyed by grazing.|
NOTE: All damages are listed as if the cards were level 0. It is impossible to use alternate skills at level 0, thus most will do at minimum 10% more damage than is listed, due to the earliest possible level being one. Defaults are always listed first in each category.
Open, Lamented Box of Urashima
Flavor Text: Opens a gap from the sky and drops debris from it to cause damage.
Yukari covers her mouth smirking as a tombstone drops on their opponents. B version is near Yukari and C version is midscreen distance more or less.
Bound to the Green Mountains' Graves
Flavor Text: Blasts out debris from a gap in a fan shape which spreads out. Becomes a diversion at medium range.
Yukari raises her hand and opens a boundary from which seven grave markers burst. B version Yukari executes move from current position, C version Yukari pauses for a moment and then steps forward before executing the move.
Flavor Text: Creates a birds-eye through which high-speed flying objects are released. Its position is fixed, but the projectiles' paths are random.
Yukari points a finger and a rotating square of energy appears. Thin blue lines materialize randomly, and shortly after that lasers will strike through the square. B version appears at chest level, in front of Yukari. C version appears much further in front of Yukari and 1-2 body lengths higher. Charging increases the number of lasers.
Ghostly Butterfly Hidden in Zen Temple
Flavor Text: A melee attack that attacks by whirling the umbrella. There is no invincible period, but its hitbox is wide.
Yukari encloses herself in her parasol then surrounds that with a spinning pinwheel of energy while moving upward with the B version and forward with the C version. Both versions hit up to four times at all levels, however against Yuyuko, Sanae or Cirno the C version will only hit 3 times against a grounded opponent. Arguably Yukari’s most powerful, and most signature move in SWR.
Illusion Manji Parasol
Flavor Text: Spirit power is converged into a manji on the umbrella, which is spun into a projectile. Its large hitbox makes it useful for zoning. Charging it delays its release, but it's harmless before it's fired.
Yukari covers herself in her parasol, spinning an energy pinwheel for as long as the button is depressed. When released the B version will unleash the pinwheel forwards, the C version will release it diagonally upwards and forwards. The projectiles will travel the entire screen while striking multiple times.
Boundary Between Mind and Foot
Flavor Text: Yukari runs straight along the border, pulls high-powered objects from it and unleashes them upon the enemy. This just proves that you can always split something even smaller.
Yukari enters a guarded pose before sweeping her hand in a horizontal arc. This causes a bright purple flash and a laser-like shockwave to explode across the stage, slicing through an opponent's midsection. The B version can be grazed and blocked. The C version can be grazed, but not blocked.
Flavor Text: (B) opens up a hole that sucks in projectiles. The sucked-in objects are stored, and can be shot out with force using (C) 'Fight the Ocean'
Meaning: "Living in seclusion. Usually consists of people in China that are hermits, wise men, strategists or celestials."
Yukari opens a gap in front of her. B version opens a dark gap which will intercept and absorb incoming bullets. The absorption does not work on beams and some other projectile types (e.g. Suika's mini-Suikas). C version opens a light gap which will release up to 13 homing orbs.
Universe of Matter and Antimatter
Flavor Text: Places a gap that has no effect whatsoever. When two of these gaps come in contact with each other, a reaction occurs, causing a huge distortion attack.
Yukari opens an inert boundary on the stage. When a second boundary is opened the two boundaries will approach in a straight line and react violently. Statistics are for the distortion that results on combination.
Eye of Changes
Because everything changes, anything can be seen.
Flavor Text: An eye from the gap targets the enemy. It becomes a stationary platform that offers supporting fire. It follows a designated path, so it can be regarded as one of Yukaris familiars.
Yukari opens a gap to another realm through which a purple eye will fixedly stare at your opponent. If the opponent is in hitstun the eye will fire a wedge of purple energy at Yukari's opponent which will do damage and stun them in place briefly. There is no limit to the eyes, they start with a 5-6s duration and gain duration with levels. The eyes will attack as long as Yukari's opponent is in a "hit" sprite, even if the blow was dealt before opening the gap.
Flavor Text: Take refuge inside a gap, then appear from the exit while attacking. The dash button and key input allows you to control the form of attack and where to emerge.
Yukari envelops herself in a black boundary and disappears only to burst from a light boundary in a new location. B version opens a ground level boundary and Yukari comes spinning out in comedic form. The point of exit can be controlled by holding back or forward. Holding back will result in Yukari appearing up to one back dash’s distance from her point of entry, holding forward will make Yukari appear up to two back dash’s distance in front of her. The distance is somewhat controllable depending on the duration the button is held and seemingly holding D. If forward is held while too close to the opponent you will appear behind them, where striking is still possible. C version opens a boundary 1-2 character heights above super jump height and Yukari comes tumbling out. The exit point always appears directly above the point of entry but the direction Yukari tumbles is controlled by holding back or forward.
Flavor Text: Disappear into a gap and fly out, attacking the opponent. Holding the key will allow her to hide for a while longer and move left and right.
Yukari drops into a large pool of darkness which an be moved along the bottom of the screen as long as the button is depressed. B version causes Yukari to burst from the darkness in a high arcing parasol spin before falling to the ground. C version results in a buzzsaw style parasol spin along the ground before a final rising slash. While Yukari is in the darkness she is invulnerable. A very unpredictable move as B and C versions do not have differences when used. C version is fast and can catch the opponent off-guard.
Wings of the Chimera
Flavor Text: Places a gap door that can be used to teleport when needed. Very fast speed, useable freely for escape and easy to carry around.
Yukari opens a white exit portal above her current location with the B button, and if an exit portal is available Yukari will appear below it with the C button instantly.
One Cost Cards
Boundary "Border Between 2-D and 3-D"
Flavor Text: A unique skill that creates a border running along the screen edge. It changes direction to follow the screen. You can also fire it behid you by holding back.
Yukari waves her hand producing a blue wave of energy which follows the edges of the screen. The spark will climb a different surface four times, meaning it will travel up to the full length of the ground it is placed on twice and all other sides once. The spark will only juggle an opponent one time per side it travels. You may hold 4 to throw the spark backwards.
Flavor Text: Borrws Ran's shikigami Chen for a while. Chen bounces around the screen and attacks the enemy indirectly, unlike Ran. Being a low level shikigami, her cost is low too.
Chen is Ran's nekomata shikigami servant. And since Ran is Yukari's shikigami, Chen is also at Yukari's disposal. Yukari waves a hand and Chen materializes in front of her before bouncing across the screen. Chen will remain on screen until she touches the ground four times. Chen must bounce off a surface in order to hit an opponent again. Using the l1 boundary spellcard will cause Chen to disappear, but using Chen while a l1 boundary is onscreen does not remove either.
Two Cost Cards
Aerial Bait "Laced with Venom"
Flavor Text: Opens up multiple sites at the top of the screen through which high-speed flying objects pass and attack. Its effect is very wide range, so it will be hard for the opponent to move once it's started.
Yukari produces three rotating squares as seen in her Bewitching Bait skill card. Each square will appear near the opponent and be crossed by four lasers.
Three Cost Cards
Border Sign "Quadruple Barrier"
Flavor Text: Creates multiple barriers in front, attacking the enemy at short range. The move is quick so you can chain it to other moves, making it a staple in close-range combat.
Yukari holds up a hand and projects a large blue-white four cornered square that rapidly rotates above in front of her. The boundary negates projectiles. The boundary will strike the opponent nine times or until the opponent’s limit is nearly reached then will burst for huge damage.
Shikigami "Ran Yakumo"
Flavor Text: Summons Ran and gives her the attack command. Ran charges straight ahead, and adds damage with her spinning attack if she catches the enemy.
Ran is Yukari's fox shikigami servant. Yukari smirks and Ran materializes in front of her mistress before charging at her opponent in a straight line slightly above ground level. When Ran encounters the opponent or the edge of the screen she will begin spinning rapidly in a bright ball of energy and fox-tails hitting up to 15 times. Yukari recovers from the summoning very rapidly and can quickly follow up.
Boundary "Objective Border"
Flavor Text: Fires four linked boundaries that traverse the edges of the screen. Since it affects most of the screen, it leaves little safe room for the enemy.
Yukari throws two yellow orbs to each side of the screen. When the orbs reach their destination they explode into fiery yellow sparks which creep back and forth along their respective walls for a period of time. This card does not do full chip damage and is one of the only examples that breaks 1/5th ratio.
Fantasy Nest "Nest of Fireflies"
Flavor Text: Opens numerous gaps around Yukari that fire danmaku forward. Even when the enemy gets behind Yukari, the firing direction will follow the enemy.
Yukari perches in midair and points her fan forward as boundaries open behind her firing twenty random lasers towards the opponent. If the opponent is behind Yukari then the lasers will fire backwards. Can be used in air.
Four Cost Cards
Boundary "Charming Quadruple Barrier"
Flavor Text: A larger version of Quadruple Barrier that also sucks the opponent in, making its effective range much greater.
Much like Yukari's earlier spellcard she once against extends her hand producing a four pointed square boundary that rotates. The size is now much larger; the color is now white-violet. A strong vacuum effect will pull the opponent towards the boundary for the duration. The boundary will burst when the opponent is hit 21 times, or when limit is reached.
Magic Eye "The Magic Eye of Laplace"
Flavor Text: A large number of eyes appear, staring at the enemy. Once the eyes see an exploitable weakness, they attack. It seems this is how Yukari knows what's going on in all of Gensokyo at all times.
Yukari leans back and points her fan at the enemy as twelve gaps open, revealing demonic eyes which track the opponent's every move. Whenever the opponent is in hitstun the eyes will release a wedge of purple energy which will strike the opponent, suspending them in place as the other blasts pummel the opponent. This move can be used after some attacks with wall-slam to combo ex post facto. Can be used in air.
Damage: 450 per | Proration: 920 per | Hitbox: The purple energy wedge. | Frames: x | Limit: 5 per | Notes: Is useable in the air. The projectiles seem to cancel all momentum allowing all other shots fired from the other eyegaps to connect. The eyes will remain on screen for 10 seconds after appearance or until Yukari is hit. This card will not work on characters which can not enter hitstun animations, Typhoon or other means of super armor will invalidate the attack.
Five Cost Cards
Obsolete Line "Trip to the Old Station"
Flavor Text: An assault that sends an abandoned train from the gap. The train can't be grazed or guarded and the damage is high. The downside is that opening the gap takes a long time.
Yukari pulls back into a guarded pose and hesitates a moment before opening an incredibly large boundary out of which pours a 4 car passenger train. The train-cars are unblockable melee attacks. Damage: 2500 per | Proration: 800 per | Hits: Unblockable | Hitbox: The front of the train to the first door. | Frames: x | Limit: 40 per | Notes: No further trains will appear if Yukari is struck. Four train-cars total will appear, but only three can combo due to limiting. Hard to combo into due to its long startup period, but it can be done with a 66c hit, if you're far enough for it to wallbounce, but not too close that they can tech right on top of you after knockdown; this can lead into them using an invincible reversal spellcard, canceling your attack.
A: Orbs: 0 | Damage: 1510 | Hits: 4 | Limit: 40 | Notes: Dial A combo. You will use this combo frequently when uncertain of opponent distance.
623C: Orbs: 1 | Damage: 1822 | Hits: 7 | Limit: 20 | Notes: Requires approximate point-blank. This is your best midscreen combo against Reimu, Sakuya, Yuyuko, Suika, or Suwako if you can guarantee you are close enough.
236B/C (Bound to the Grave): Orbs: 1 | Damage: 2145 | Hits: 9 | Limit: 30 | Notes: Can hit for less on small/crouching opponents.
Boundary Sign "Charming Quadruple Barrier": Orbs: 0 | Damage: 3881 | Hits: 25 | Limit: 61 | Notes: Gains 1000-2300 over possible 0 card combos.
Boundary Sign "Quadruple Barrier": Orbs: 0 | Damage: 2881 | Hits: 13 | Limit: 49 | Notes: Gains 0-1300 over possible 0 card combos.
From 5AAA 5B: Requires point-blank with only 1-5 pixels of maximum distance. These combos will not work on Reimu, Sakuya, Yuyuko, Suika or Suwako (standing, will work on Suwako crouching/lily.) All combos following 5B with 2C or 5C will not work properly in the corner.
5C 623C: Orbs: 3 | Damage: 2550-2650 | Hits: 26 | Limit: 90 | Notes: Slight damage variance due to timing.
2C 236B: Orbs: 3 | Damage: 2520 | Hits: 23 | Limit: 110 | Notes: Use when wanting to limit the opponent. You can also use Bound to the Grave here, though it is less effective.
2C hjc.8 j.6D j.A 5AAAA: Orbs: 2~3 | Damage: 2854 | Hits: 27 | Limit: 110 | Notes: Orb use varies on dash/flight time. In some cases you can fake to a cross-up by jumping over the opponent.
2C hjc.8 j.5B j.6D j.A 5AAAA: Orbs: 3~4 | Damage:~2900 | Hits: ~35 | Limit: ~124 | Notes: Results vary due to number of kunai that hit. This combo and the above combo are interchangeable based on ease/positioning, and are much more difficult under the Hisoutensoku interpreter. It is also far easier to attempt a cross-up using the j.5B.
5AAA B C 263B(Alternative: Border Between Brain and Feet): Orbs: 3 l Damage: ~2700 l Hits: ~23 l Limit: ~120 l Notes: Results shall vary depending on number of kunai hits, Border Between Brain and Feet NEEDS to be either level 3 or level MAX for it to work. A reliable combo if you can get yourself close enough for the 5AAA. Works like a charm.
236B: Orbs: 1 | Damage: 1525 | Hits: 2 | Limit: 80 | Notes: May not work if 3A counter-hits. You may tack on almost any spellcard immediately after canceling into tombstone for a very weak damage bonus.
5B 236B: Orbs: 2 | Damage: 1550-1700 | Hits: 3-8 | Limit: 80-90 | Notes: Works at almost any range.
2C 236B: Orbs: 2 | Damage: 1738 | Hits: 4 | Limit: 100 | Notes: Must be approximately point-blank.
2C 421C : Orbs: 2 | Damage: 1875 | Hits: 5 | Limit: 110 | Notes: One of Yukari’s most humorous looking combinations. Can be devastating when blocked as Yukari will frequently crossover and hit the opponent’s head during the teleport.
From far 5A:
3A 236B: Orbs: 1 | Damage: 1931 | Hits: 3 | Limit: 80 | Notes: When this combo is entered from f.5A you may not add 2C.
Aerial: Yukari’s aerial melee is difficult to string together and is entirely circumstantial on if combos can be followed at all. All options will not be covered.
j.A j.8A 236B: Orbs: 1 | Damage: 1835 | Hits: 3 | Limit: 80 | Notes: Does not work in the corner. Must be jumping up at opponent for it to be reliable. This is your most reliable air-to-air combo and one of the only ‘solid’ aerial combos. If you are well above your opponent you can flip j.8A into j.2A, but that only makes the combo even more unreliable.
Corner: Yukari’s corner combos follow different rules than her midscreen combos. She loses the ability to string 2C into combos, 5C will fire behind the opponent at too close a distance, and 236B/C will drop offscreen. Instead she has a series of increasingly risky and unreliable combos with increasing rewards.
5AAAA 6A 623B: Orbs: 1 | Damage: 2240 | Hits: 7 | Limit: 100 | Notes: Yukari’s only fully trustworthy full limit corner combo. You will end up using this frequently if not exclusively due to the way Yukari’s other corner combos may fail.
5AAAA 6A 2B 623B: Orbs: 1 | Damage: ~2350 | Hits: ~12 | Limit: ~102 | Notes: Distance/Character specific. Unreliable.
5AAAA 6A 2B j.2A: Orbs: 1 | Damage: ~2450 | Hits: ~13 | Limit: ~130-140 | Notes: Distance/Character specific. Highly unreliable. j.2A can be replaced with hjc7 j.A j.6A but this is even more unreliable for higher damage.
5AAAA j.A j.6A 5B/C Orbs: 1 | Damage: 2487 | Hits: 16 | Limit: 100 | Notes: You can add a j.A before executing this corner combo for an extra hit and damage. Timing with the j.A after the first 5AAAA is a bit hard to time. Kunai that hit varies with the size of the opponent. Last 5B either only partially or completely misses Reimu, Alice, other Yukari, Reisen, Komachi and Iku. Use the 5C version on these characters.
5AAAA 5B 236B/C (Bound to the Grave): Orbs: 2 | Damage: ~2700 | Hits: ~23 | Limit: ~99 | Notes: Character/distance specific.
5AAAA 5B 623B: Orbs: 2 | Damage: ~2400 | Hits: 20 | Limit: 104 | Notes: Character/distance specific. Unreliable, if combo breaks during 5B you will be punished heavily.
f.5A 6A 236B/C (Bound to the Grave): Orbs: 2 | Damage: 2227| Hits: 7 | Limit: 65 | Notes: 623C can be substituted for ~400 less damage.
f.5A 6A 5B 623C: Orbs: 2 | Damage: 2242 | Hits: 20 | Limit: 85 | Notes: Character/Distance specific. Frequently breaks during 5B. Note that 5C can not follow 5B in this situation.
From D6 (Dash):
66B 623C: Orbs: 1 | Damage: 1579 | Hits: 5 | Limit: 20 | Notes: This is a generally safe ground approach string. 66B is good at denying jumps. This combo can be difficult to do under the Hisoutensoku input interpreter. Tacking Boundary Sign "Charming Quadruple Barrier" to the end of this combo makes it quite strong.
66C (Counter-hit) 5C hjc8 j.5C: Orbs: 2 | Damage: 2161 | Hits: 7 | Limit: 100% | Notes: One of Yukari’s bread and butter combos. Depending on distance you may use 421B as a follow-up to 5C. If it misses the combo hit it will often hit teching opponents.
This section is for weather-specific, theatrical, practice-mode-only or otherwise sub-optimal combos worth noting.
Gazing Eye of Transformation:
5AAA 5B 2C 214B hjc9 D6 j.5A 5AAAA: Orbs: 3 | Damage: 2792 | Hits: 25 | Limit: 104 | Notes: This is a retake on Yukari's best midscreen. Like the other variation it does not work on Reimu, Sakuya, Yuyuko, Suika or Suwako (standing, will work on Suwako crouching/lily.) The stun from the Eye is long enough that many followups are possible. If the enemy is pushed into the corner it is possible to take the second dial A into 5B again to setup additional options.
3A 214B hjc9 214B D9 214B: Orbs: 3 | Damage: 1698 | Hits: 4 | Limit: 40 | Notes: Listed for the sake of humor.
3A (counter-hit) 214B hjc8 214B D8 214B 66 214B: Orbs: 5+ | Damage: 2323 | Hits: 5 | Limit: 40 | Notes: Extreme version of the humor combo. Must be done in the corner. This is very difficult to perform, even with extra spirit recovery.
Any bounce, such as 3A then f.5a (walk forward) f.5a (walk forward) (repeat up to 20 times): Orbs: x | Damage: ~4000 | Hits: 20+ | Limit: x | Notes: For the sake of novelty, Yukari's monsoon loop/"infinite." Must be done in or near the corner. Can be very tricky to do due to accidentally inputting 6A. It gets increasingly difficult to loop and begins to do little damage for the difficulty after the 15th f.5a. The f.5a must hit as the opponent lands. Warning: Some may call this an 'exploit' or 'abuse' due to the infinite-like nature.
66B (Counter-hit against an airborne opponent) 3A 236B: Orbs: 1 | Damage: 2077 | Hits: 3 | Limit: 80 | Notes: Does not work in the corner. Best way to capitalize on the 66B groundbounce midscreen without using a spellcard.
66B (Counter-hit against an airborne opponent) j.9 j.5A j.2C D6 j.5A j.8A: Orbs: 1 | Damage: 2654 | Hits: 8 | Limit: 80 | Notes: Corner only. Will not 100% limit but the opponent will be launched high up, making them unable to punish if they tech. Works on all characters but damage and limit may vary due to j.5C.
66B (Counter-hit against an airborne opponent) j.9 j.5A j.2C D6 j.5A j.6A j.5C: Orbs: 2 | Damage: 2825 | Hits: 10 | Limit: 100 | Notes: Corner only. Dangerous version of above combo. Only reliable if enemy bounces deep in the corner. Only works against some characters, against some characters the first j.5A must be delayed, and against Suwako j.5C must be used in place of j.2C. Most reliable against Suika. Timing is character specific, so the safer version is recommended.