Note: Yuki is a character that can a move called "Memory Card Slash" that can charge moves depending on the button pressed ( ). These types of charges will be referred to as charges, and will have a punch/kick distinction ( i.e. - / charge for punch specials, / charge for kicks).NormalsClose* cl.
/
/
are cancel-able.
* cl.
is a small elbow attack. It comes out pretty fast, and does allow it to link with cl.
,
and st.
, but nothing is really guaranteed with the move.
* cl.
is a low clip attack with the foot. It does not knockdown, and does not provide a link to combo with. The only known benefit it has is that the move hits low.
* cl.
is a standing gut punch. It can be canceled with any special or super. If can also be linked with
+
which will also cancel into any special or super. If cl.
is canceled into
+
/
, Yuki does an air dash. This can be used for applied pressure if desired.
* cl.
is a punt kick that can be canceled into a special or super. If this move connects,
+
/
can combo, allowing the opponent to fly in the air for a quick
+
or if the opponent is in the corner (or you’re feeling lucky while at mid screen) a charged
+
/
will connect also.
Standing* st.
/
are cancel-able.
* st.
is a standing jab. It’s a simple poke, but Yuki has other moves that prove as better pokes.
* st.
is a high kick. It can sometimes be used as a poke, but more than likely it won’t be used too often.
* st.
is a wild hook punch with an energy trail. This move can be canceled into another special or super. When attempting to combo with st.
, use cl.
to an AC Tactical Step (
+
during normal attack), and then do st.
to
+
for the best combo. If full meter is available,
+
+
+
will combo into it, and if there’s an
/
charge, use a charge
+
/
to get that extra hit in.
* st.
is a falling kick that starts off in a twisting motion. There’s no real good use for this move, so its recommended to avoid this move. If a hard kick is desired, use cl.
and be sure that Yuki is in range so the right move is executed. Moves can be canceled out of st.
up until the point where Yuki throws his foot in the air and begins to fall.
Crouching*
/
/
are cancel-able. Nothing is guaranteed from
and
other than
+
.
*
is a low punch that looks like Johnny Cage’s split punch from Mortal Kombat. The range is rather short for a low poke.
*
is a low kick that stretches out a bit further than
.
*
/
come out rather slower than most characters
/
attacks;
does not chain or allow for 2-in-1 links. Out of the two moves available,
isn’t too good for a poke—or at least a constant poke. If Yuki has to pushback with a move,
hits the furthest and comes out faster than
. Plus
chains up to 2 hits.
*
is a strange flip attack. Nothing is guaranteed from this move whatsoever. No regular attacks, supers, nor D-Assaults are guaranteed from landing this move either on normal or counter hit.
*
is a really great trip attack. If there’s an
/
charge and Yuki trips the opponent, he can quickly move in and buffer a charged
+
/
, for a few extra hits, and possibly some okizeme. If
+
/
is done after the trip, Yuki air dashes, allow him to use a charged air
+
/
to combo and possibly follow up with a charged
+
/
in the corner.
Jumping*
/
/
is a waste of time. It looks like a pose more than an actual move. It's a jumping headbutt attack that has a very high hitbox.
*
/
/
is a somewhat normal looking jump kick, except the hitbox is smaller than it should be. The foot that's extended outward doesn't hit the opponent at all, whether jumping, or just standing. The hitbox starts right before the other foot that points towards the actual tv screen. It has some cross up potential, but just like Yuki's
/
/
, it requires too much effort to properly use it as a cross up attack.
*
/
/
is an upward punch that has a rather large energy trail. This move has a very strange hitbox because it's from Yuki's fist to about half of the energy trail, and has very few uses. At the most, jumping back and doing
/
as an anti-air might work at times, but because of the strange hitbox it can produce strange results. Some players tend to use it after an IAD with air
+
/
, as it can hit often since Yuki will be air dashing at a low altitude.
*
/
/
makes Yuki really small, but can still be used as somewhat of a cross up move. His positioning makes it hard to land because it needs to be a very deep cross up. It’s a very difficult move to really use, and probably should only be used rarely.
Guard Cancel Tag AttackPressing the
button while blocking will allow Yuki to do counter with a punch similar to the
+
/
, and he will then tag out.
ThrowFire Suplex:
/
+
*Can be broken. Regular knockdown. This throw looks similar to Yuki’s command throw (Memory Card Slash [
,
, + taunt] ~
+
/
), without the extra damage, or mashing animation above his head. Yuki does a flying German Suplex, which travels a good distance. Use this to set up for corner traps, or to get out of the corner, since there are no “evasive rolls” in the game.
Command MovesMutation Combination:
+
~
+
~
+
~
+
* Yuki does a combination of attacks, starting with a punch to uppercut, a high kick, and then another kick attack. This attack string can be stopped at any point in the string. Normally, stopping at
+
keeps Yuki somewhat safe from most characters’ attacks. If an attempt is made,
+
can trip the opponent. If Yuki happens to have a
/
charge (
,
, +
/
) and gets
+
~
+
~
+
to hit, quickly dash in and use
+
/
for a combo.
Dogou Sou Ken: (close)
,
+
* Yuki does a quick gut punch to a short uppercut. This combination can be canceled into a move, most common one being
+
.
Special MovesNote: All of Yuki’s moves can be charged by pressing , and a punch ( / ) or kick ( / ) button of choice. The charge can change the damage output and/or the properties of the move inputted. Doing charge moves cost no meter whatsoever.Memory Card Slash:
,
+
/
/
/
/ Taunt
* Yuki points to the sky and touches the ground, charging energy into his armband. The button determines what types of moves get charged. Using
,
, +
/
charges moves that require either
or
, and
,
+
/
charge kick type moves. The taunt only charges his Fire Suplex Hold, and his Special Dual Assault attack done with Ai. Depending on the type of move, it may receive a damage boost, or a brand new move with better properties. This is the basis of Yuki’s game.
Beast Buster:
+
/
* This is Yuki’s strange projectile. Yuki thrusts his arm forward, while his armband does a quick bursting animation. The projectile then shoots across the screen, while somewhat invisible in appearance. This move can go across the screen. If Memory Card Slash (
,
, +
/
) is used before executing the move, the projectile does multiple hits and does more damage. The button strength determines the speed of the projectile.
Bakuretsuken:
+
/
* This move is one of the primary means to combo with. Yuki does a dashing punch with energy emanating from his armband. This move can be canceled into a super, primarily
+
+
+
. This move can be done in the air, and can be buffered so that Yuki can do a pseudo instant air dash (IAD) –
see Riding Hero . The air dash version of this move and regular version are both whiff cancel-able with any special or super. This move does a pretty good amount of guard damage. Another worthy tidbit of info, this move can eat projectiles!!! Not only that, but you can do the
version and follow up with the
version, and it can stop the opponent's attacks. The
version can combo with Yuki's
+
/
. If charged with Memory Card Slash (
,
+
/
), the enegry ball that emits out of Yuki's fist gets bigger and does more damage...
Submarine Screw:
+
/
* Yuki does an upward version of
+
/
, but he does a spinning upward hook motion before the beam comes out. The energy shot out can be well seen unlike that of
+
/
. This move causes knockdown. If timed right, Yuki can follow up this move with a
, a Double Assault (
+
– requires “D-Assault OK”), or an even trickier/flashier charged
+
/
if timed right. The non-charged move is great in the corner, as Yuki can apply pressure without stopping. This move does a moderate amount of guard damage. If charged using Memory Card Slash (
,
+
/
), Yuki turns into Duke and does the real submarine screw, which can catch aerial opponents and combo where most moves won't combo... If fast enough, Yuki can charge one more time and do another submarine screw to get an extra hit, and will still remain safe, as that final move extends the knockdown of the opponent.
Lightning Fist: in the air,
+
/
* Yuki dives down to the ground and punches the ground, causing lightning to come out of the ground. This move can be done from a simple jump, or by using an air
+
/
and canceling it to
+
/
at any point in the air animation. If Memory Card Slash (
,
+
/
) is used before doing an air
+
/
, the lightning is bigger in size and launches. This allows Yuki to do things like charged
+
/
, charged
+
/
. The button strength determines the side of the opponent that Yuki lands on.
lands in front of the opponent, and
lands behind the opponent.
Riding Hero: in the air,
+
/
* This is the name for the air version of Bakuresuken (
+
/
). Yuki does the dash minus the punch. Again this move can be used to execute an IAD.
Sengoku (Denshou):
+
/
* Yuki does a slow, but short hop with a little animation behind it. If the opponent attacks, Yuki quickly counters with a blade attack. This move launches the opponent in the air. The timing for getting this counter move to connect is rather strict, so it’s not recommended for use unless timing and execution skills are on point. The button strength determines the distance of the hop, and
counters mid/high attacks, whereas
counters low hits. Both counters do 2 hits, but if charged with Memory Card Slash (
,
+
/
) it does 4 hits. Either type of counter allows for a charged
+
/
or
+
+
+
to connect. This move is only good if you put enough time into understanding the move and have a good reaction time...
Fire Suplex Hold: Memory Card Slash [
,
, + taunt] ~
+
/
* Yuki does a command throw that’s similar to his regular Fire Suplex (
/
+
), but he holds the opponent longer, doing more damage. As soon as the opponent gets slammed, a hand icon appears above the two, mashing a button. At that point, any attack button can be mashed to do extra damage. This portion lasts for about 1½ - 2 seconds.
Desperation MovesChodokyu Mega Beam 100:
+
/
* Yuki jumps in the air and shoots a quick but massive beam across the screen. This move can fly the opponent across the screen.
Chodokyu MAX 330 Mega Beam:
+
+
+
(when meter stock is at level 3)
* Yuki does a powered version of
+
/
. This beam is different in color, and does a huge amount of damage. This move can be used in combos where
+
/
won’t work.
Chodokyu Neo Geo:
+
/
(when meter stock is at level 2)
* This is Yuki’s “ranbu” super. He dashes towards the opponent, and does a series of attacks to the opponent. It has its uses, but for the most part
+
/
/
+
+
are the best supers to use.
Chodokyu Status Up:
+
/
* This super gives Yuki a super charged boost. Most Yuki players will tell you that this is a waste of a super, as there aren’t any real “benefits” in using it versus the other supers available to him.
A/D AssaultChange Atomic-Guy "NEOS":
+
(When partner is Ai and within 10 counts after Memory Card Slash [
,
, and taunt types])
* Ai and Yuki perform a hit and transform into Atomic Guy from King of Monsters. All of his moves are unblockable. This transformation only lasts for about 5-7 seconds. Here's the movelist for this alternate form:
** Atomic Punch:
/
** Atomic Sliding:
/
** Atomic Crush: in the air,
/
/
/
** Mega Spark:
+
+
** Cancel "Change":
,
All strats and combos can be found here:
http://dreamcancel.com/wiki/index.php?title=Yuki_(NGBC)