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Yuri Sakazaki (Console)

Started by nilcam, December 06, 2011, 06:02:37 AM

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desmond_kof

Quote from: Kazuhiro on January 26, 2012, 02:32:40 AM
Quote from: Desmond Delaghetto on January 25, 2012, 06:23:44 PM
Nice video man!

Anyway we can use your video in her Yuri wiki? Use it as a video example for her combos? Sort of like this: http://dreamcancel.com/wiki/index.php?title=Shen_Woo_(XIII)#HyperDrive

But organized better, and you will be credited. Is that okay?

No problem, man. Go ahead.  :)

Here ya go:

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

Your name is at the bottom of the page.

Thanks dude!
"Do not place so much importance on winning. The fight itself has value."

sibarraz

I think that I will change yuri from anchor to battery, I think that I use her better to build some meter instead of spending tons of meters with her, with little requirements, I think that I could do more wise combos

Than being said, is that, or putting her on the middle with andy as battery

Mai will go third


Waifu Material

Sharnt

Yuri just needs meter when she hits, so it's always good to spend some with her, anyway she always produce a lot of meter too.
Her only needs maybe some Ex for hcb.BD as a near safe wake up option.
Follow me on Twitter for a lot of stuff on KoF XIII :
https://twitter.com/SharntGroMuzo

desmond_kof

What are some pros and cons to her gameplay you guys feel?

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

Anyone agree or disagree with this? Have ones to add?

And yes, I agree with you Sharnt, she can build some meter, but and she also works best with it too.
"Do not place so much importance on winning. The fight itself has value."

Glenburg89

#34
Hey guys,
I was trying to see how effective Yuri can play as a point on this team:

Yuri/Mai/Shen Woo

I came to the conclusion that Mai is better coming in with meter so she can open up her reversal options.
At the same time, Yuri has a bunch of good tools to start with.

Also, how effective is Yuri's meter building on point?

Thanks!


Zeromurasame

Yuri can pretty much be played on any spot of the team. Having her on point would make her an excellent battery on top of her myriad of mixups and whatnot, she can gain meter at a fast rate. However I think that Mai would be as a better buffer. She doesn't really need meter to do work and even with meter her reversal options aren't that great. But I digress Yuri is pretty much effective on any spot of the team and is a great point character.

Glenburg89

Awesome,
Thanks a lot for the info, Zero!
Yeah, Yuri is such a fun character to start with.

marchefelix


Zeromurasame

I don't know if this is the right place to ask this. But does anyone have any tips on how to cancel DP's into DP's? I'm trying to learn Yuri's HD corner carry and the Shoryu into Demon flip is a nightmare for me.

Sharnt

Use the buffer :
6523+A~D~~C.

you just need to input one dp move and then hold 3.

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.
Follow me on Twitter for a lot of stuff on KoF XIII :
https://twitter.com/SharntGroMuzo

Zeromurasame

So I do the A DP and then hold D followed by C? Does this work from her C DP as well?

TYRANNICAL

The wiki says that her A Kouoh Ken is unsafe if blocked? Really?  So her only reliable ranged pokes are far D?  I use crB/stB/far for ground pokes.  I was hoping to utilize her ground FBs after I had a set vs someone who ran Ryo and his FB is a damn pain in the ass.
KOF XIII:
-K'/EX Kyo/EX Iori
-K'/Andy/Kyo
-Benimaru(Duo Lon)/Robert/Takuma(Iori)

Might controls everything.

desmond_kof

#42
^ Depending on the range. At point blank midscreen, your opponent recovers faster than you do, and you don't get pushed back far enough so you might get punished by a move with fast start-up. Especially in the corner, you don't receive much pushback, so you may be in danger.

But if you throw out the fireball where it hits at the very farthest, it is safe and you get pushed back away from your opponent quite a bit.

If you accompany the fireball with normal beforehand (s.C or s.D) you will get pushed back far enough where it may be difficult for someone to punish.

So basically it is unsafe on block technically but hard to punish (kinda like Andy's db~f+A). Just experiment in training mode what can punish it at certain distances.

Thanks for your question, I might add this to the wiki for clarification.
"Do not place so much importance on winning. The fight itself has value."

BioBooster


sibarraz

Some interesting tech that I learned today from a friend

If you do the typical string of yuri which involves the use of d.b and s.b, you can do some interesting things with ex raioken

If you do one d.b then s.b and then ex raioken, you will land at the other side of the opponent (if he blocks)

If you do 2 d.b and then the rest of the string, it seems like yuri will land at the other side of your opponent, but some weird thing happens and she lands at the same side

If you do 3 d.b, and then the rest of the string, you will land at the other side

I don't know if this was known or not, but this could be a little surprise for the opponent who doesnt know this, so maybe risking a little with could lead to open a combo, at least the use of 2 d.b is weird since yuri LOOKS like she landed at the other side from a brief frame


Waifu Material