- v. Shadow Labrys is against Yukiko’s favor, I’d say v. Teddie is also bad.
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True that for v. Shadow Labrys, but for Teddie, I’d put it more towards Yukiko’s favor so long as you don’t jump too much. Teddie surprisingly plays a great anti-air game, and since some of Yukiko’s stronger combos come in from the air, it can really mess up your game. As for Shadow Labrys, she’s just tough, period. She was meant as a boss character, hence why she is extremely OP. I would seriously quit the match if they used Shadow Labrys, regardless of what character I used simply because it’s not going to be fair.
Also, Mitsuru is a pain in the ass to fight with Yukiko, but if you start off in the air, you should be safe. Also, getting in her face when she least expects it, keeping Mitsuru away from you, all of them are fair strategies, but expect to lose against Mitsuru 65% of the time, regardless of skill. Mitsuru’s base damage is just way too high, and Yukiko’s health is probably the 3rd or 4th lowest in the game. But overall, against ANYBODY, keep a ranged game first and foremost, THEN rush in for major close-up damage. About 75% of the time, if you’re coming in from the air, and your opponent is blocking while you’re using j.AAA, they will continue to block high, but forget to block low for her standing A. From there, it’s 5AA->5BB->3BB->5C->2C->Weak Agi, or SB. Agi (I would use weak Agi, but hold it until they wake up, and then WHAM), then if possible, end with Maragidyne C. Not the wave Maragidyne, which goes two 214 C, use the spin version. That two 236 C.
So far, I have had a 65% success with this strategy.
Akihiko is a joke against Yukiko about 75% of the time, or at least by my experience. But, just in case he’s giving Yukiko a hard time, Gold Burst to 100 SP if possible, and keep him away from you. Force him to block and keep him in the corner. He’s a great corner fighter, but a poor defender in this situation. I have had three people rage quit on me when they are using Akihiko, all because they hate being put into the corner. It’s extremely difficult for the opponent using Akihiko to get out of the corner about 75% of the time, especially on empty burst gauge. Yukiko can also keep Akihiko in the corner from a distance using 5.D->5.C->2.C->Agi, and if you have the meter you can finish it off with Maragidyne C, and if you have the extra meter you can use Maragidyne D.
Now, let’s say you’re being pressured. You’re blocking, and you have 125 SP and about 1/4 health left with Yukiko. Ideally, you would really like Akihiko to get off your back. Well, let’s assume you have a full Burst gauge. Use burst while blocking to send him far away, and that should buy you some time to activate Fire Break, which makes your next fire-based move unblockable. So, Akihiko gets in your face again, but leaves an opening during one of his slow-activating attacks, which be easily punished, by using Wave Maragidyne C. Since you have Fire Break on, Akihiko will not be able to block, and since you have 75 SP after initial activation, you can then use Maragidyne D to bring him back towards you. After he wakes up, use your Evasive Action, GTFO of there, and finish him off from a distance. More than likely, Akihiko will have about maybe 50% to about 45% health left, so going in for a long-range combo can turn the tables.
Anyway, before anyone starts screaming at me, this is based on MY OWN PERSONAL EXPERIENCE.