Yuri's Wiki
Yuri's Wiki
00032038 1-11

Basic Information


Basic Stats

Attack Damage Defense Life Musou
3 1 6 2 5


Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Double Fans 45 42 40 150 160 135 160 Resonance


Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Double Fans +24 +20 +33 +23 +28
2 Palace Fans +27 +23 +36 +26 +31
3 Peach Fans +30 +26 +39 +29 +34
4 True Grace +33 +29 +42 +32 +37
5 Qiao Grace +36 +32 +45 +35 +40
6 True Qiao Grace +39 +35 +48 +38 +43


Pictures

Double Fans & Palace Fans

+ Fire + Ice
Dfanr2 Dfanr2f Dfanr2ic
+ Wind + Vorpal + Lightining
Dfanr2w Dfanr2v Dfanr2l


Peach Fans

+ Fire + Ice
Dfanr3 Dfanr3f Dfanr3i
+ Wind + Vorpal + Lightning
Dfanr3w Dfanr3v Dfanr3l


True Grace

+ Fire + Ice
Dfanr4 Dfanr4f Dfanr4i
+ Wind + Vorpal + Lightning
Dfanr4w Dfanr4v Dfanr4l


Qiao Grace & True Qiao Grace

+ Fire + Ice
DfanR6 DfanR6f DfanR6i
+ Wind + Vorpal + Lightning
DfanR6w DfanR6v DfanR6l


Emblem's

Description

Emblem Description Knockback Stun Lift Drop Elemental SuperArmor
Thrust Place hands out forward with fans spinning in a circle infront, release a large beam forwards. - O - C6 O
Pierce Two small Musou like spins followed by a high jump that releases the fans outwards like a boomerang one goes left the other right. O (spin) O (jump) - O -
Crescent Three downward slaps followed by a small jump that releases the fans outwards like a boomerang one goes left the other right. - O - O O
Moon Strike a pose and release a dome shapped AoE of light around you. Causes collapse. - - O C6 C6
Eclipse Spinning jump AoE followed by another AoE when landing. O (2nd AOE) - O (1st AoE) -

O

(2nd AoE)

-
Fan

Jump flip backwards followed by a long forward glide using the fans, ending with a backflip landing. only the glide is an attack.

JP UPDATE: Travels further forward.

O - - -

O

-

Evaluation

Target C1 C6
Thrust Pierce Crescent Moon Thrust Pierce Crescent Moon Fan Eclipse
Confront Bad Excelent Good Ok Excelent Good Good Good Good Good
Defeat/Capture Bad Ok Ok Excelent Bad Ok Ok Good Ok Good

Video's

Video

Update to EN when Testable @ Proctor

Move Set

Attack Description
Charge 2 Uppercut with fans
Charge 3 Spin around with fans outstretched. Ends with a hop while one fan circles from the right whilst the other circles upward.
Charge 4 Throw your fans forwards and backwards at the same time
Charge 5 Create a flowery whirlwind in front of you by forcing your fans downwards
Evolution N3-->N4-->N5-->N6
Jump Charge Use your fans to spin like a helicoptor forwards
Jump Attack Use your fans to spin like a helicoptor
Dash Attack Forward dive

Musou

Description

Type Attributes Description
Musou

Good Mobility, Juggle, Knockback finisher.

JP UPDATE: Mobility is not jolty anymore.

Spin Like a saw
True Musou Musou with fire damage, finisher is an AoE when landing


Musou Length

Musou 160-xxx xxx-xxx xxx-xxx xxx-xxx xxx-xxx xxx-xxx
Number of Hits - - - - - -

This table lists the Musou stat and how much Musou you will need to increase the minimum number of hits you will do. (Assuming you use the full length of the bar)

Do note that these numbers may not fully represent the minimum needed to increase the number of hits.


Advanced +

Resonance - Share battlefield items with allies by a set % (click name for more info)

Motion Damage values

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
Base 12 6 6 8 10 15 18 10 10 10 10 8 17 17 10*N+10e 17e 12e


Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 5+5+5 10e+10e+8e 8+10e 5+5+5+8e 7+7+7+8e 12 14e 8e 8+12e 15*N+20 15*N+15+15+20F
  • D = Dash attack, N# = Normal attack, E# = Evolution attack, JN = Jump Normal, JC = Jump Charge, C# = Charge attack, True = True Musou.
  • What do these values mean? They determine how much damage you do per swing. Refer to the Battle Mechanics page for more details.
  • The N in the values represents each hit in multi-hit attacks such as jump charges, C3s, and Musous. The final number is usually the knockback finisher of the combo(if it has one).
  • "Base" represents the damage value of the attack by itself.
  • E8 always causes the enemy to be juggled often causing the E9 hit to do 50% damage. The value that is written in the table is the estimated value that E9 would cause if the enemy was not being juggled.

Temper Suggestion's

Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.