Dream Cancel Forum

King of Fighters XIII => Character Discussion => Yuri Sakazaki => Topic started by: Ufgt on December 20, 2011, 05:59:57 PM

Title: Ufgt's random Yuri knowledge super thread!
Post by: Ufgt on December 20, 2011, 05:59:57 PM
I'm super jealous of all the posts in the other character threads (I'm looking at you, Ralf Jones!). So I am going to create my perpetual thread of random things I find out and see, as well as random musings as to the viability of established things we know. Also, I will try to keep this first post updated with all new data and information so we have a consolidated place for oddball findings. So without further ado:

1) Anytime I press s.B outside of combos, I buffer in dp+D. I do this because a couple of things can happen out of it:

a. it whiffs and nothing happens
b. the opponent blocks it low and demon flip comes out for a cross up dive kick situation
c. the opponent blocks it high and s.A/c.C anti airs you out of the demon flip
d. it hits a standing opponent and you get a cross up dive kick/j.C non cross up situation
e. it hits as anti air and you AC throw them for a hard knockdown
f. it gets blocked and they dp/super/ex super/neomax your face
g. it gets blocked and they CD blowback
h. it gets blocked and they forward GC
i. it gets blocked and they backwards GC
j. it gets blocked and they backdash
k. it gets blocked and they mash c.B

Scenario (f) is obviously the worse, but if you are playing your opponent in tourney for the first time, I think it's worth doing until you get blown up for it. Unless you get REALLY predictable, this doesn’t happen very often. And you can for sure read your opponent based on how much meter he has. (c) is pretty neutral unless they combo you out of s.A (Elizabeth). Although I have been working on an interesting setup if they like to s.A anti air:

If they block a s.B and just throw out normals to stuff your demon flip/small jump/hyper hop, I’ve been trying to take a half step back, and throwing out a s.C with a HD activation buffered into it. If you counter hit a normal, HD triggers and you get a full HD combo. If they press nothing, your s.C will whiff and HD doesn’t trigger. I’m not sure on how viable it is because s.C trades a lot, but that seems to be the worse that can happen. Unless, of course, they KNOW you are going for that setup, and they walk forward and block. Then you waste your HD activation lol.

The rest of the scenarios are all good for you as you can keep the pressure on, except (g), but it’s still a plus for you since they blew a meter. If (i/j/k), that is super free as you can hit them with a dive kick and kill them.

If my opponent starts killing me for putting on demon flip pressure, I change my game up and STOP buffering dp+D from s.B. Various things I go into would include:

i) s.B xx qcf+A/C.
ii) s.B, c.D xx qcf+A/C
iii) s.B, walk forward c.B into whatever
iv) s.B, pause, f+A xx Neomax

This is just a sample of what I do because there are just so many options from a s.B. These aren’t air tight block strings, but I don’t think you want air tight block strings anyways as you want to tempt them into pressing buttons.

I want to give a special shoutout to s.B/c.D xx qcf+BD. This cancel is hilarious. It puts you right next to your opponent for some crazy mixup games, especially if you have fully HD and 3 bars. Once you are in there, the EX fireball holds them in place and you can set up ALL sorts of shenanigans. Here’s a list of the things you can do:

i) dp+B for crossup divekick
ii) c.B for full combo
iii) f+A xx Neomax
iv) hop B for high crossup/non crossup into full combo
v) empty hop for c.B/command throw mixup
vi) s.C into whatever for true blockstring to guard crush

I really like this setup because it is basically a free way to get in and start your offense. Yuri definitely has problems closing the gap at times, so if you are at a loss as to how to approach, get within sweep range and give it a shot.

2) Not a Yuri specific setup, but I think she uses it quite well. Something I have been toying with as well is the empty hop HD activation into hcb+B. I haven’t put it into use yet because I am not 100% comfortable with it, but the basic premise is that once you can keep them grounded and scared to press random buttons from your divekick pressure, you empty jump at them and just before you land, HD activate into 1f hcb+B command throw. This is great for Yuri because you can drive cancel out of the last hit of the throw, giving you an unblockable HD combo setup. Really good for dealing with turtles that are extremely good at blocking your mixups. I don’t know, maybe the better players out there can give this one a try and see how it works out for them.

That’s it for now, I have more ideas brewing but too lazy to type it in one sitting. If you have any stuff you can to add, by all means, post it here or direct me to your post and I will take a look and add it here. Oh yah, one last thing, you can always catch some of my Yuri in action every Wednesday at http://www.twitch.tv/gameoverdamage (http://www.twitch.tv/gameoverdamage) as a group of us stream casuals from the LAN center to play at. Be sure to check out the archives as well.

Thanks!
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Kokujindayo on December 29, 2011, 04:59:18 PM
Great read man, definitely learned a lot from this.  :)



Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Rex Dart on January 09, 2012, 11:42:35 AM
Thanks for sharing!!  :)
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Zeromurasame on January 18, 2012, 02:20:25 PM
Great read. Definitely learned a lot from this. I'll post more of my findings assuming this is open for discussion.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Ufgt on January 19, 2012, 06:17:13 PM
Absolutely! If you find something, definitely share it up so we can all get better with Yuri.

I've started a Yuri master document as well, once I get through most of it, I will post it for you guys to take a look at and critique. I certainly don't claim to be the best yuri player in the world, but I'm working on it ;).

If you guys want, you can definitely take a look at how my yuri plays. Just hit up http://www.twitch.tv/gameoverdamage (http://www.twitch.tv/gameoverdamage) and the most recent archive (I think it's S02E01), I play yuri on point. I will find the exact time stamp for you when I get home, but it's near the end of the archive. I really try to utilize the s.B xx qcf+BD method of getting in, still experimenting on when the best situation to use it is.

Let me know what you think!
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Zeromurasame on January 23, 2012, 01:15:08 PM
I don't know if this is the appropriate thread to post this in. But I'm really starting to find solace in the fact that her J.A is cancelable. I basically took the S.C-QCF BD cancel and frankensteined it into the J.A QCF BD set up. I find that this could be incredibly great for lock down pressure. If the opponent blocks it you can just run another mix up easily due to the QCF BD being plus on block. BUT this setup also legitimately combos, so now Yuri also has the threat of a quick over head into a full combo of her choosing. This can work any where on the screen and I think the insane amount of options you get off of it totally justifies spending the meter for it. Also for those that mastered the butt loop this is a sure fire way to guarantee a kill.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: konkrete on January 23, 2012, 05:51:38 PM
You know, I like to do ex qcf bd raw from the air. While the free pressure is nice, you control so much more space with neutral jump/forward jump qcf. Just as well, it destroys and goes through pretty much every other non-super fireball.

With the j.a, you can also chain to dive kick, so I prefer to use that and save the meter when going for instant overheads.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: desmond_kof on January 23, 2012, 06:27:55 PM
Her qcf+K as a whole is great , you can pretty stop some people in their tracks trying to advance on you, in advanced. The space it covers is great, and it can be quite annoying to deal with.

I'm starting to use her hcb+B as a combo ender instead of dp+C all of the time, plus it does more damage and knocks down hard too.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Ufgt on January 25, 2012, 12:28:44 AM
Re: j.A

I don't really use this move much, it's super sweet that you can chain dive kick from it, but the hitbox is small and doesn't extend low enough to be used as an instant overhead (that I have found, anyways). I will give it a shot this week to see if I can shove it in my gameplan somewhere, but I really like the j.f+C option select with air throw. You get a pretty good all purpose air attack that can cross up as well as a hard knockdown airthrow if they jump (not that there's any really solid followup to said throw since they bounce so far away).

Re: hcb+k combo ender

It's good when it lands, but you can't combo it from a c.B. I can only manage to land it off a point blank s.C. I've been meaning to use it in my HD combojust to experiment with the damage (c.Bx2, s.B [HD] s.C xx hcb+D into whatever). I will give that a try this week as well.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: desmond_kof on January 25, 2012, 12:36:13 AM

Re: hcb+k combo ender

It's good when it lands, but you can't combo it from a c.B.

Yes you can, you can combo her hcb+B (not hcb+D obviously) from her d.B...and with that you can do d.Bx2, s.B, BC (close C will come out) hcb+B then super cancel into qcf hcb+K then max cancel neomax if you have super...
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Ufgt on January 25, 2012, 12:53:35 AM
Off a hit confirm c.B? Like... c.B xx hcb+B? Hmmm... when do you use it? Does it have to be point blank c.B? Does it do more damage than c.Bx2 s.B xx dp+C?

Am intrigued... will try tonight.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Zeromurasame on January 25, 2012, 04:18:20 AM
To combo off of the S.B you need to kinda be at point blank range. Also regarding the J.A I said it was quick, not instant.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: desmond_kof on January 25, 2012, 04:41:15 AM
Off a hit confirm c.B? Like... c.B xx hcb+B? Hmmm... when do you use it? Does it have to be point blank c.B? Does it do more damage than c.Bx2 s.B xx dp+C?

Am intrigued... will try tonight.

Yeah, cr.b to hcb+B works, you have to be quick, try it in training mode.

c.Bx2 s.B xx hcb+B does more damage than c.Bx2 s.B xx dp+C, plus it ends in a hard knockdown. Also after it you can drive cancel it into whatever, a dp+D into C follow up, a super, etc.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Ufgt on January 25, 2012, 08:21:00 PM
So, managed to play some casuals last night, and I tried out those things in my previous post.

j.A, I'm STILL not sure when to use it. Seems like every time I land a jump A, I would have rather used a jump C. There were a couple occasions when I land an air to air j.A and if I did j.f+C, I would have gotten an airthrow instead, which I prefer. Will keep trying it out to see if there is a situation that makes the move shine. In my head movies, I'm thinking there must be some type of mid screen bizarre crossover setup you can do on a standing opponent. Will warrant more experimentation for sure though.

And regarding c.B into hcb+B... I didn't get a chance to hit up training (didn't get home till like 12:30 AM lol), but from what I saw, c.B isn't special cancelable, so I am not sure how c.B -> hcb+B is supposed to combo. Desmond, do you have a vid? But! Not all was lost! During my pressure strings, I now incorporate c.B -> hcb+D. This is NOT a cancel or true combo, but it's unblockable and it's very very fast, extremely difficult to react to. And we all know that tons of damage can come out of the command throw, so I implore you to give it a shot. The tick works very simply because there is a slight start up to hcb+D. This allows the unthrow frames of blockstun to wear off. Unless your opponent knows about this and looks for it exclusively, I think it's probably the best way to land her command grab. Also, you can condition your opponents to not jump through the use of s.C and s.D, or demon flip AC throw.

Yuri is a monster.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Saitsuofleaves on January 25, 2012, 09:24:37 PM
c.B into HCB+B is a link.  It's not that tough, you just buffer the HCB after c.B, wait until recovery ends, then press B.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Ufgt on January 25, 2012, 10:28:26 PM
c.B into HCB+B is a link.  It's not that tough, you just buffer the HCB after c.B, wait until recovery ends, then press B.
kk, I will give this a shot tonight. If multiple people can get it to work, obviously I'm doing it wrong.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: desmond_kof on January 25, 2012, 10:48:12 PM
And regarding c.B into hcb+B... I didn't get a chance to hit up training (didn't get home till like 12:30 AM lol), but from what I saw, c.B isn't special cancelable, so I am not sure how c.B -> hcb+B is supposed to combo. Desmond, do you have a vid? .


Yeah, Saitsu is right, it is a link, also, you gotta do the cr.B fairly close to them, or the throw will whiff.

Also for cr.bx2, s.B, hcb+B, you have to perform those B's pretty quick or else the throw will whiff as well.

Another cool combo you can try is the cr.B, cr.C link into hcb+B which does more damage than the 2 cr.bs and s.B if I clearly recall.

Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Zeromurasame on January 26, 2012, 08:59:53 AM
I wouldn't use J.A in air to air situations. But in pressure strings J.A-QCF BD really catches a lot of people off guard combined with her D demon flip she sets up for some incredibly nasty situations. Also is it just me or do Yuri's air normals aside from her dive kick, air throw and J.CD seems prone to trading a lot? Usually in my air to air battles if I'm not using the aforementioned normals I either trade or get stuffed entirely. I would like to think I'm spacing this wrong. I can't believe you can link a command grab after c.B. Mind=blown. Also I'm tinkering around with UFGT's setup and I was wondering do normals have longer periods of blockstun in HD mode? Because when I to the c.B into the HCB D normally my opponent will get grabbed. But if I do it the same way and at the same speed in HD mode the grab will whiff unless I delay it.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Ufgt on January 26, 2012, 10:47:16 AM
I wouldn't use J.A in air to air situations. But in pressure strings J.A-QCF BD really catches a lot of people off guard combined with her D demon flip she sets up for some incredibly nasty situations. Also is it just me or do Yuri's air normals aside from her dive kick, air throw and J.CD seems prone to trading a lot? Usually in my air to air battles if I'm not using the aforementioned normals I either trade or get stuffed entirely. I would like to think I'm spacing this wrong. I can't believe you can link a command grab after c.B. Mind=blown. Also I'm tinkering around with UFGT's setup and I was wondering do normals have longer periods of blockstun in HD mode? Because when I to the c.B into the HCB D normally my opponent will get grabbed. But if I do it the same way and at the same speed in HD mode the grab will whiff unless I delay it.

No, what happens in HD mode is that all your normals become special cancelable. This causes the hcb+D to whiff because they are still in blockstun if you try the setup in HD mode. In non HD mode, you are actually waiting for the c.B to fully recover before doing the hcb+D, so it allows the block stun and unthrow window to end.

I tried some stuff tonight, I will post impressions tomorrow. Super late now and it's bedtime lol.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Sharnt on March 17, 2012, 05:36:43 PM
Random thought :
After a sweep you can cancel it with the ex demon flip for throw. Or in guard for a dive kick which is overhead in Ex.
Tricky but still useful for kill.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: sibarraz on March 17, 2012, 06:32:51 PM
Her sweel is not that good though, in lots of cases you will be as free as a bird
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: desmond_kof on March 17, 2012, 08:37:25 PM
Her sweel is not that good though, in lots of cases you will be as free as a bird

At least you can cancel it (like he mentioned) unlike a few characters with shitty sweeps (Iori).
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Sharnt on March 17, 2012, 10:06:51 PM
Well if you cancel it by Ex demon flip you'll beat anything which is not invincible, the threat on a sweep is a premptive jump, which is beaten by the throw. If your opponent dp the move is fast enough to make it whiff in most of the case.
Moreover your sweep is your normal with the most range on the ground. So to see a high atack coming this fast at that range his pretty surprising.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: desmond_kof on March 20, 2012, 11:47:44 PM
Anyone agree or disagree with anything here? Or want to add something?

http://dreamcancel.com/wiki/index.php?title=Yuri_Sakazaki_%28XIII%29#Strategies (http://dreamcancel.com/wiki/index.php?title=Yuri_Sakazaki_%28XIII%29#Strategies)

Please let me know.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Zeromurasame on March 21, 2012, 12:36:38 AM
Everything there seems to check out. A couple of things I would probably add though are her cr.B Cl.C frametrap being really good for pressure, and the ability to confirm into her demon flip air throw off of a st.B. If you decide to poke with her j.CD you can demon flip air throw the opponent in they are in the corner. Or if you're anywhere else on screen you can spend a meter for an EX demon flip airthrow. Just some things she can get a little extra damage off of an anti/air to air. Not to mention the airthrow OS if you're opponent is within close proximity in the air.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Sharnt on March 21, 2012, 06:49:28 PM
Far range :
Spam Saifa A until your opponent is in position to punish you.
:>
Ex bars are too good for our own good. So I let the opponent comes to a closer range to charge some gauge, since she is really demanding.

Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: KarnF91 on April 06, 2012, 02:09:48 AM
I can't find any help anywhere for a problem I'm having with Yuri.  I can't reliably DC the demon flip from the dp uppercut.  I get it sometimes, but not enough to feel confident with it, the air fireball usually comes out.  I can't figure out what I'm doing wrong, or not doing.  I'm doing dp+c, and pressing B or D nearly instantly.  Any help would be greatly appreciated. 
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: desmond_kof on April 06, 2012, 02:22:02 AM
I can't find any help anywhere for a problem I'm having with Yuri.  I can't reliably DC the demon flip from the dp uppercut.  I get it sometimes, but not enough to feel confident with it, the air fireball usually comes out.  I can't figure out what I'm doing wrong, or not doing.  I'm doing dp+c, and pressing B or D nearly instantly.  Any help would be greatly appreciated. 

Hey man, I've been having the same trouble lately, but I have sort of noticed why the fireball comes out instead of the flip.

When I turn on the input display, I see that it says I placed a  ;fd during the  ;fd ;dn ;df +  ;d motion. When that happens, her fireball comes out instead of the flip. What has been helping me (which I am still trying to get the hang of) is holding  ;df while immediately pressing A (I use the A version of her dp, have you tried that instead?) then quickly pressing D for her demon flip to come out. But sometimes her cr. A comes out instead of the dp. Another experiment is just doing  ;fd ;dn ;df +  ;a as clean as I can, letting the stick go back to neutral, then quickly hitting  ;d for the flip. Sometimes if I'm too slow on the  ;d , just the dp comes out.

May I ask, what is the full combo are you trying to perform? When are you starting the dps or the demon flips? Because in my HD combos I start it from a  ;fd ;df ;dn ;db ;bk + ;b (after activation from her st.B) then I HDC into her demon flip into C follow up ( ;fd ;dn ;df +  ;d ~  ;c) into her dp+A to HDC into  ;fd ;dn ;df +  ;d .
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: KarnF91 on April 06, 2012, 03:00:19 AM
I can't find any help anywhere for a problem I'm having with Yuri.  I can't reliably DC the demon flip from the dp uppercut.  I get it sometimes, but not enough to feel confident with it, the air fireball usually comes out.  I can't figure out what I'm doing wrong, or not doing.  I'm doing dp+c, and pressing B or D nearly instantly.  Any help would be greatly appreciated.  

Hey man, I've been having the same trouble lately, but I have sort of noticed why the fireball comes out instead of the flip.

When I turn on the input display, I see that it says I placed a  ;fd during the  ;fd ;dn ;df +  ;d motion. When that happens, her fireball comes out instead of the flip. What has been helping me (which I am still trying to get the hang of) is holding  ;df while immediately pressing A (I use the A version of her dp, have you tried that instead?) then quickly pressing D for her demon flip to come out. But sometimes her cr. A comes out instead of the dp. Another experiment is just doing  ;fd ;dn ;df +  ;a as clean as I can, letting the stick go back to neutral, then quickly hitting  ;d for the flip. Sometimes if I'm too slow on the  ;d , just the dp comes out.

May I ask, what is the full combo are you trying to perform? When are you starting the dps or the demon flips? Because in my HD combos I start it from a  ;fd ;df ;dn ;db ;bk + ;b (after activation from her st.B) then I HDC into her demon flip into C follow up ( ;fd ;dn ;df +  ;d ~  ;c) into her dp+A to HDC into  ;fd ;dn ;df +  ;d .

Just as I hit reply I thought of what you explained, chances are that I'm holding  ;fd instead of  ;df  when I get the chance to test it out I will.
As for the combos, none yet.  I've been trying to get this part of it down reliably enough to practice.  But this is a good example of what I've been wanting to work on.  j. C, d.B, s.C, dp+C(1),(DC)dp+D~C, d.C, dp+D~AC
I just started KoF in February and of late haven't had much time to really put in the time I want to.  Yuri is the first character I've felt comfortable with, even not being able to do that DC reliably enough.  I feel once I can do this DC I'll have more tools to use and not be so predictable.  Thanks for the quick reply.

EDIT: Your assumption was correct, if you're holding  ;fd instead of  ;df the fireball will come out each time.  It's just a matter of getting making sure your input is at  ;df and getting the timing down, you have o be pretty quick it seems for the DC.  Feels good finally figure that out, I've been thinking about it for a few weeks now.  I'm glad I decided to ask this question here, the community seems to be really good.   
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: desmond_kof on April 06, 2012, 04:34:00 AM
j. C, d.B, s.C, dp+C(1),(DC)dp+D~C, d.C, dp+D~AC


Whoa, that combo is a little tough, especially with the d.B to s.C link, I got 396 damage from it. I substituted the dp+C with hcb+B and got 386.

But yeah, her demon flip to dp cancels are a little tough for me, but I hope if I keep practicing them, they will be easier for me. Thanks for your question.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: KarnF91 on April 06, 2012, 05:00:33 AM
I spent a good twenty minutes just practicing the DC.  That combo is hard, I'm having problems with the  ;dn ;c on it, I'm not sure how it works completely.  On my arcade stick, once I figured out what I was doing wrong with the DC, making sure to hold it in the right direction was easier than I thought.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: Sharnt on April 07, 2012, 06:42:53 PM
I spent a good twenty minutes just practicing the DC.  That combo is hard, I'm having problems with the  ;dn ;c on it, I'm not sure how it works completely.  On my arcade stick, once I figured out what I was doing wrong with the DC, making sure to hold it in the right direction was easier than I thought.
You can do the s.B,dp.C,dp.D~C,s.C,dp.D~AC midscreen combo like this too but it requires too much timing and it's easier to do two dp moves here.

There is a timing on the dp cancel to allow you to put your d.C (The follow-up of the dp.D must be done ASAP).
You must cancel your dp.C into dp.D ASAP, if you are a few frames too late the d.C will whiff (because it's comong out too late).

Plus I prefer simpler combo, my trend is to use only (j.df.B/d.B),d.B,s.B,dp.C combo. Except for some punition like run d.C,(hcb.B/qcb.AC) combo. And so I'm roughly never using this combo. Why? Because HD combos are far more powerful and it's easier to do them than this one. So if I want to do damages on a d.B opening I go for a straight SDM after it (d.B,s.B,qcf hcb.B to be clear).
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: sibarraz on April 07, 2012, 11:04:36 PM
I can't be the only one who just goes for the easy route and does and standing D instead of crouching C

At least I feel that damage wise, the risk of screwing it isn't worthy
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: desmond_kof on April 14, 2012, 06:58:33 PM
How would you guys rate her execution level for combos? Honestly, I think her demonflip drive cancels (as expressed above) can be a little tricky to pull off, and her HD butt loop needs lots of practice too.
Title: Re: Ufgt's random Yuri knowledge super thread!
Post by: KarnF91 on April 14, 2012, 08:03:51 PM
I think it'd be better for someone who has quite a bit more experience with the game to comment.  However out of the three characters I'm learning to use, she is the easiest (I'm learning Kyo and Elisabeth).  The key with the dp+P to dp+K cancel is ensuring that the last input is at  ;df you can hold that to make sure it comes out, or put the stick back to neutral.  I feel confident in my execution for that now, after that it's practice, like this HD combo: d.B, d.B, s.B [HD] s.C, dp+C [DC] dp+D~C, [dp+A (DC) qcb+C, qcb+A]x4 qcf~hcb+D

Compared to the other two character I'm learning, Liz has timing that can be a bit hard to get a grasp of.  And Kyo has some hard moves to pull off, mainly dp+P to rdp+K cancel, and some others as well.  Yuri doesn't have a lot of funky stick movements in my opinion.

Like my first post here, I think once you get the dp+P to demon flips cancel down, you'll be able to get the most of of Yuri. A lot of her HD Combos rely on that cancel, once you get that, it's just practicing the rest.  I'll agree that HD butt loop looks like it needs lots of practice (Youtube videos make things look easy).  Overall though I think she has easier execution than at least Kyo and Liz at my current level of play.