A powered up version of Yuyuko's beam move. Unable to be fired in the air, and it covers less area than he default, but it fires much faster. The beam also releases multiple butterfly bullets as it travels.
A downward chop with a large butterfly. Hits high. Charged version spellcard cancelable only. Wallbounces on CH.Fast startup and good range make it good for mixups and combos near and in the coner. Charged version is best used with conditioning to make your opponent respect it and block.
Powered up version of her Ghastly Dream butterfly super. Creates more rings that expand further outwards and does a lot more damage. Really useful card to have, use it on hit, block, reversal, whatever. Note that the position that you hit with using this move is important as well: too close and the second ring will whiff doing much less damage.
Big slow sideways butterfly swipe. This move moves Yuyuko forward and that taken into consideration has nearly as much range as her 2B. 6A reels on ground counterhit, This move has a stronger hitbox than her 5A against crouching opponents, but many moves can still go right under it. There's also some moves that will get stuffed during the startup but not in the active frames, so proper timing is important.
The actual use of Flip is more akin to a 1-button counter than a DP, because in most situations you actually have to catch your opponent doing an attack for it to connect. There's a situational "Safe Flip" setup in the corner that involves doing 6B right as the opponent would block a butterfly (this extends their hitbox slightly) - so if they do an attack they get hit and if they block you can still cancel the Flip. On ground reversal you normally want to cancel into 412A which will combo and knock them down.
Fan-shaped butterfly wave. The butterflies fire in three waves, each wave contains five butterflies. The angle of the butterflies is shaped like a fan (diagonally upwards, downwards, and strait forwards). Yuyuko can cancel this attack into a high jump or special move any time after the first wave leaves her palm. This attack can be useful for covering a lot of the field with bullets, especially when combined with Yuyuko's 236 series. Though not usually used as often as her 236s and j.C, this move still has very good coverage. And if you have time to get it out, can be a real annoyance for opponents trying to approach you from the air.
Yuyuko spins vertically into the air while firing seven butterflies horizontally in rapid succession on her way up, which creates a diagonal wave of butterflies. This move cannot be canceled until the last butterfly is fired, leaving Yuyuko very vulnerable. You can use it while dashing to make Yuyuko move forward while firing, though it really does not help at all. The best use for this move is to surprise your opponent because they would probably never expect a good player to use it. And if you do try to use it consistently, they can simply graze it on reaction since only the first couple of butterflies will actually hit them.
Eight butterflies spout horizontally from her palm. The butterflies are all fired at once, but each butterfly has a different acceleration, causing them to spread out, and if blocked cause a lot of blockstun. However, since it can easily be reacted to as well as crouched under, it's not a very crucial move for Yuyuko. However, it can be very effective if they are already block some other butterflies that were on screen to further pressure, or against scared opponents. If they act predictably however, you have a few options that make it fairly decent. At the right range, if the opponent likes to mash dash attack or D6 in response, you can cancel into 412A and beat that attempt. Another option is to use the fairly safe HJ7 to get out of range, then D6 and j.B to keep pressure. 6C can also be used to cover a horizontal area of the screen. However, for all of 6C's abilities, Yuyuko usually has better options involving 236s or 623s. The primary actual use of this move is to continue pressure off a stagger hit, normally 6A.
A backflip that causes a butterfly burst that drains about 30% spirit. Three waves of butterflies with five butterflies in each wave erupt from her body. The butterflies are angled in a fan shape tilted upward with coverage similar to 5C. Though it covers a very large area of the screen very quickly, it's not able to be canceled so you are a sitting duck after using it. f.2B is effective when used sparingly as a surprise anti air. This move also costs a lot of spirit so be wary not to self crush yourself with it.
A notable difference to the first version is when used as a follow-up to a heavy melee midscreen at point blank (such as 412B). The increased butterfly density from two rings at that proximity will result in butterflies interrupting eachother's pushback, allowing the opponent to pass through the rings while blocking, ending their blockstun prematurely. Because of longer recovery time of the move and the shorter blockstun duration, follow-ups for this super are much more difficult compared to the first version when used at midscreen.
The Resurrection Butterfly is a craftable Hardmode summon weapon. Upon use with two or more minion slots, the Resurrection Butterfly summons a purple and pink butterfly. The purple butterfly will ram into enemies, while the pink butterfly will fire three petals towards enemies that only deal 50% of the summon's base damage. Although the staff summons two minions per use, each cast only uses one minion slot.
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