Yukari Yakumo (Gensokyo Reloaded)

*This article is about Yukari's appearance in* Touhou RP: Gensokyo Reloaded*. For the character in other contexts, see Yukari Yakumo.*

Yukari has many tools at her disposal, having the most Specials out of all characters in the roster with a total of 8, making her extremely versatile and excelling at mixup games. Yukari is also one of the few characters blessed with a Level 2 Spellcard, giving her more meter options. Despite her large arsenal of moves, Yukari also sports an average Life value, but this is offset by her poor movement speed, slightly larger than normal hurtboxes, and rather lackluster air game, with only one of her Spellcards being air usable and many of her air moves leaving her suspended in midair for some time, leaving her vulnerable to punishment.

## Pros

* Has access to some very good pokes in 5B and 3C.
* Has access to a diverse range of surprisingly potent mixup options.
* Yukari's defensive play is quite strong in general; her corner specific teleport makes her highly resistant to corner pressure, and *Illusionary Rift* allows her to reliably reposition herself away from most opponents.
* Can shut down keepaway shenanigans by absorbing projectiles with *Ride the Waves* or punishing projectile users on prediction with *Illusionary Rift*.

## Cons

* Not particularly mobile when it comes to standard movement options, often requiring a gradual approach or the occasional punish via *Illusionary Rift* to cleanly approach.
* Has a rather weak air game with aerial Normals that don't cover her landing particularly well or chain into options that would otherwise be able to.
* Lacks offensive presence in neutral by not really having fast or damaging enough tools to force opponents to approach, and lacks the means to approach herself outside of *Illusionary Rift* or a hard knockdown from *Urashima's Box*.
* Has some of the lowest meter gain of the entire roster, an issue greatly exacerbated by Yukari being...
* The single most meter-reliant character in the game. *Shikigami "Ran Yakumo"* is necessary to combo beyond basic Normals -> Special chains, *Shikigami "Chen"* is her best stage control option, and both are necessary for the character's pressure game and certain air-unblockable setups.
* Yukari's damage output is quite poor in general, her combo damage not being helped by the long startup times on most of her Specials severely limiting her routes.
* There's a period of time towards the end of Yukari's get-up animation that allows the opponent to walk through her, making her more susceptible to crossups on wakeup.

## Movelist

### **Normals**

 **P1 Power Gain** | 40

 **P1 Power Gain** | 60

 **P1 Power Gain** | 90

 **P1 Power Gain** | 40

 **P1 Power Gain** | 60

 **P1 Power Gain** | 90
 **Properties** |  (Trip)

 **P1 Power Gain** | 40

 **P1 Power Gain** | 60

 **P1 Power Gain** | 90

### **Command Moves**

 **P1 Power Gain** | 80
 **Properties** | Does not make contact with opponents in hitstun or blockstun.

 **Guard Type** | N/A
 **P1 Power Gain** | N/A
 **Properties** | Can only be performed when Yukari's back is to a corner.Teleports to the opposite side of the screen.

 **Notes on Frame Data** | Startup invulnerability 1f~16f.

 **P1 Power Gain** | 80

 **P1 Power Gain** | 80
 **Properties** | Has a height restriction of 50 units off the ground.

 **P1 Power Gain** | 90

 **Notes on Frame Data** | Upper invulnerability 3f~36f.

### **Specials**

 **Hit Damage** | 80
 **P1 Power Gain** | -1000
 **Properties** | Cannot cause a K.O.

 **Notes on Frame Data** | Startup invulnerability 1f~20f.

 **Properties** |  version: \* version:  version: \*, direction Yukari falls can be influenced with  or .

 **Guard Type** | N/A
 **P1 Power Gain** | N/A
 **Properties** | Cannot be used if a *Fight the Ocean* or *Gazing Eye* gap is active.Can absorb up to 4 projectiles.

 **Notes** | Number of projectiles increases depending on how many projectiles were previously absorbed by *Ride the Waves*.

 **P1 Power Gain** | 60
 **Notes** | Projectile activates when opponent is in hitstun from another attack.Gap duration: 300f.

 **Properties** | Does not make contact with opponents in hitstun or blockstun.

 **Notes** | Projectile hitbox spans entire screen horizontally, has extremely small vertical height. Can be avoided by jumping in most cases, or by Cirno or Youmu's crouches.

### **Spell Cards**

 **P1 Power Gain** | -1000

 **Notes on Frame Data** | Chen active duration: 180f.

 **P1 Power Gain** | -1000

 **P1 Power Gain** | -1000

 **Notes on Frame Data** | Startup invulnerability 1f~9f.

 **P1 Power Gain** | -2000
 **Properties** | Projectiles activate when opponent is in hitstun from another attack.Gap duration: 604f.

### **Last Words**

 **P1 Power Gain** | -3000
 **Properties** | *Obsolete Line "Trip to the Old Station"* must be selected at the beginning of the match.Attack's damage is not affected by proration.

 **Notes on Frame Data** | Invincibility 107f~271f.

 **P1 Power Gain** | -3000
 **Properties** | *Yukari's Arcanum "Danmaku Bounded Field"* must be selected at the beginning of the match.Does not make contact with opponents in hitstun or blockstun.