I don't suppose someone will be doing some in-depth analysis on her moves sometime soon or update the wiki? I'm trying to figure a little bit about the properties of Yuri, mostly to find out what I can do to beat her a little easier.
I can't do this from experience, but I can try going from observations!
For example, I can't tell the properties of her Hyakuretsu Binta (hcb+b) grab from the wiki or the original post. Does she run on both of them or is it like Maxima's Maxima Press.
On Arcade: Runs on both, B was a short run, D a further one.
Console: B is a closeup command grab, D is a run.
Both are unblockable, but the EX version is an attack, not a throw. So if could hit jumping opponents.
What's the difference between her Houyoku (dp+k) => B or D Yuri Raijin Kyaku(B or D) and can a standing A poke her out of it or trade?
I'm guessing the flips had different archs per press, but not entirely sure. Can you poke her out of the flips? Yeah, believe so. Which is why it's not always used for blockstrings. There's some holes in it's activation, and it could be traded with stand A, or crouch C's.
As far as neutral game for Yuri goes, I have no idea what she's capable of doing so it's kind of weird to fight her.
She has no command normal that can be combo'd into for ground combos, first off. So she has to reply on crouch B -> Stand B -> Chou UPPAH! Her Fwrd + B hip attack is an overhead. Her Koh'ouken has crappier startup than Ryo's, so can't be used to pressure as tightly. Whiffed Chou Uppa's are very punishable, antsy stand B users might whiff and leave her open for damage.
She uses her Yuri-Flips for pressure and crossups, and her divekick has solid frame advantage. She's a bit stubby with her attacks, though, so she's a bit easier to fight if you can out-prioritize her range.
Watch out for peopel forcing you to recovery roll, only to chase you with Hyakuretsu Binta. It's a nice little trap, and this'll be extra scary on consoles, where she can drive/super cancel it.