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Yuri Combo Thread

Started by desmond_kof, December 11, 2011, 01:27:55 AM

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desmond_kof

Share your favorite Yuri combos here!

No Stock, No Drive Gauge

d.Bx2, s.B, dp+C

s.C, dp+C


1 Stock, 1+ Drive Gauge

d.Bx2, s.B, dp+C (1), [SC] qcf hcb+K

(Corner) s.C, dp+C (1), (DC) qcb+C, qcb+A, qcf hcb+K

d.Bx2, s.B, dp+C (1), [DC] dp+K~P, s.C, dp+K~AC

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

Sharnt

#1
Oh and keep in mind, if you want to learn how to play Yuri forget Trials, it's just bullshit (it's true for the others character too).

Glossary :
s/d/u/f/b : The five different direction, stand (nothing, the middle of the stick), down, up, forward, backward. df means down forward etc.
Example : f.A is the Yuri's overhead move.
qcf/qcb : Quarter circle front/quarter circle back you must do d, df, f/d, db, b to do them.
hcf/hcb : Half circle front/half circle back you must do b, bf,d, df, f/d, db, b, df, f to do them.
~ : It means following to, the charge moves, follow-up moves are written like this.
Example : dp.D is the semon flip D, d~u.D~C his the follow up C on the D version of the demon flip.
, : It means combo into.
Example : d.B,d.B,s.B,dp.C
To do this you must cancel the first d.B into an other one then cancel the second d.B into s.B, then cancel the s.B, into dp.C

Some Bnb's i'm currently using :
* Very often (at least one time per match)


d.B,d.B,s.B,dp.C (168 Dmg)
s.C,hcb.B (172 Dmg) Hardknockdown.

(1 Ex) d.B,d.B,s.B,qcf hcb.B (272 Dmg)
(1 Ex) s.C,qcb.AC,dp.D~C,d.C,dp.D~AC (376 Dmg)

(50% DC) d.B,d.B,s.B,dp.C,(DC)dp.D~C,d.C,dp.D~AC (318 Dmg)
(50% DC)hcb.B,(DC)dp.D~C,d.C,dp.D~AC (278 Dmg) Hardknockdown. Good 1f punition.
(Corner, 50% DC)hcb.B,(DC)qcb.C,qcf.C,dp.C (272 Dmg)
(Corner, 50% DC)hcb.B,(DC)qcb.C,qcf.C,d.C,dp.D~AC (272 Dmg) Throw out of corner. Hardknockdown.

(1 Ex, 50% DC) d.B,d.B,s.B,dp.C,(DC)dp.D~C,d.C,dp.BD~AC (353 Dmg) Does not worth it imo, just use one drive at least.
(1 Ex, 50% DC) s.C,qcb.AC,dp.D~C,dp.A,(DC)dp.D~C,d.C,dp.D~AC (449 Dmg) Hardknockdown. Just avoid to becoming sick at doing that much dp. Good training for the HD midscreen combo though. You will end in the corner before your opponent.

(1 Ex, Corner) s.C,qcb.AC,qcb.C,qcf.C,* dp.C (369 Dmg)
*  qcf hcb.B for 478 Dmg, qcf hcb.BD for 567 Dmg
(1 Ex, Corner) s.C,qcb.AC,qcb.C,qcf.C,d.C,dp.D~AC (422 Dmg) Throw out of corner. Hardknockdown.

(1 Ex, 50% DC, Corner) s.C,qcb.AC,qcb.C,qcf.C,dp.C,(DC)qcb.C,qcf.C,* dp.C (503 Dmg) *  qcf hcb.B for 594 Dmg, qcf hcb.BD for 674 Dmg
(1 Ex, 50% DC, Corner) s.C,qcb.AC,qcb.C,qcf.C,dp.C,(DC)qcb.C,qcf.C,d.C,dp.D~AC (544 Dmg) Throw out of corner. Hardknockdown.

(1 Ex) d.B,d.B,s.B,qcf hcb.BD (372 Dmg)


(2 Ex, 50% DC, Corner) d.B,d.B,s.B,dp.C,(DC) qcb.C,qcb.A,qcf hcb.BD (472 Dmg)


(1/2 Ex, 100% DC) d.B,d.B,s.B,dp.BC,[(HD) dp.D~P,dp.A]*3,[(HD)qcf.C,dp.C]*2,qcb.C,qcf.C,qcf hcb.B/BC (640/707 Dmg)

Yuri is such an heavy damaging truck.
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Zeromurasame

Here's an HD combo that I really enjoy using.
cl.C(HD)cl.C-qcb.AC-dp.D~P-dp.A(HDC)qcb.C-qcf.C-dp.C(HDC)qcb.C-qcf.C-dp.C(HDC)qcf.C-dp.C(HDC)qcf.C-ender

This can be started from the cr.b-cl.C link, cr.b, cr.b, st.b delay the HD activate for the instant cl.C, off of a far.C poke, you name it. The only catch is that this has to be done from mid-screen or closer to the corner you are pushing your opponent into. If you're further away you're gonna have to do the dp.a-dp.d~p corner carry.

Since the QCF.C(heavy Ko'ouken) leaves the opponent in a free juggle state how you choose to end the combo really depends on how much meter you have, or are willing to spend. Here are some options as to what you can do, accompanied by a damage estimate.

Meter-less ender:
cl.C/D dp.D air throw(early 700)

1 Meter ender:
hcb.BD(757),
qcfhcb.K(775)

2 Meter ender:
qcfhcb.BD(847)

I really like this combo because it's big damage for a relatively cheap investment. That investment being 1 stock and some positioning. If you have an opponent who likes to press buttons you can potentially kill them for pushing a button, thanks to the cr.B-cl.C link that also functions as a frame trap. A nice alternative if you can't land the butt loop.

Sharnt

#3
I dislike this combo because near 90% of my openings are following an ambiguous dive kick setup which doesn't let me know on which side I am. That's why the d.B,d.B,s.B,(HD)dp .BC is a marvelous starter. It let me confirm on every dive kick my hd combo in every situation (I have near 100% HD confirm on a dive kick because of this trick).
If i were better i surely would been using something like that though. qcb.AC is too damaging to don't be used in a midscreen hd combo.

Btw you should keep in mind you are using on Ex into the combo so it cost 1/2/3 bars instead of 0/1/2.
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Zeromurasame

I never said it was a 0/1/2 combo. However the QCB.AC is the only meter that you're required to spend. You can choose to end the combo with the meter-less ender and only end up spending one bar.

Sharnt

#5
Anyone can explain how to do yuri hd combo butt loop consistently?

I can barely do two loops in a row in training mode. I have a hard time to link the s.C after the qcf.B.
I understand that you must delay the qcf.B after the f.A but I can't manage to link the s.C after it ...

Quote from: Zeromurasame on March 21, 2012, 09:12:33 PM
I never said it was a 0/1/2 combo. However the QCB.AC is the only meter that you're required to spend. You can choose to end the combo with the meter-less ender and only end up spending one bar.
Oh yeah sorry i read too fast i miss the 'ender'.
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desmond_kof

Quote from: Sharnt on March 26, 2012, 11:51:01 PM
Anyone can explain how to do yuri hd combo butt loop consistently?

I can barely do two loops in a row in training mode. I have a hard time to link the s.C after the qcf.B.
I understand that you must delay the qcf.B after the f.A but I can't manage to link the s.C after it ...


Her butt loop isn't a combo I practice very much myself, but the way I personally found more reps is to first do s.C, f+A (HOLD THE FORWARD), then do qcf+B while holding the forward into your s.C, then rinse and repeat.

Your s.C should be hitting your opponent while the end of the qcf+B flames are still on the screen.
"Do not place so much importance on winning. The fight itself has value."

sibarraz

This will sound incredible stupid, but I use the combo hit counter to get the timing

If you look, when a new number appears, an Osu/Elite Beat Agents like circle will appear, and I see when is about to dissappear to get the timing

I don't know if is that O i just do it without knowing it, but well, I had never done it on battle


Waifu Material

Tone

Maybe audio cues will help? Once you get used to it, you should be good without it, but it helps a ton for me.

I have more issues with the starter tbh, though lately I've been starting it from a guard break.

Sharnt

#9
Timing is strange but hcb.B,(DC)dp.D~C,qcf hcb.BD works midscreen (418 Dmg)

dp.D ASAP delay the C qcf hcb.BD ASAP
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Tikok

That's neat~! thanks for this :3

t3h mAsTarOth...!

#11
My C+D research on Yuri...

s.C+D, dp+BD (regular hit confirm) A+C
s.C+D, dp+BD (counter hit confirm) C, run, s.C, dp+D~A+C

Works on grounded or air-borne enemies... Most likely used as anti-air... Spend drive to increase damage on counter hit... The EX demon flip is used to guarantee the follow-up... Works anywhere on screen... Near the corner you don't have to spend meter...

In the corner - (link the follow-up)

s.C+D (regular hit) dp+D~A+C
s.C+D (counter hit) qcf+AC, dp+C, DC, qcb+C, qcf+C, d+C, dp+D~A+C
s.C+D (counter hit) qcf+A, dp+A, DC, qcb+C, qcb+A, (d+C, dp+D~A+C) or EX DM

j.C+D (regular hit) dp+D~A+C
j.C+D (counter hit) run s.C, dp+D~A+C
KOFXIII - Raiden, Billy, Mai, Karate, Kim, Ralf, Ryo, Robert

SC 1-5 - Astaroth

SaMsTarOth t3h mAsTarOth of AsTarOth...!

Tikok

You can link her DMs after midscreen counterhit anti air s.CD . You even get a hard knockdown if you link with her EX DM.

t3h mAsTarOth...!

It depends on the height right? If they are too low then you won't be able to link or can you...? And it is only on counter hit... If you are gonna spend a bar then doing the dp+BD will land you  near 220 dmg on regular hit... On a counter hit you get near 330 dmg...  In the corner you can dp+C, DC, qcb+C, qcf+C, d+C, dp+D~A+C
KOFXIII - Raiden, Billy, Mai, Karate, Kim, Ralf, Ryo, Robert

SC 1-5 - Astaroth

SaMsTarOth t3h mAsTarOth of AsTarOth...!

Sharnt

(Corner, 100% Drive, 2 Ex) J.CD (counter),air qcf.BC (tiger knee motion),dp.A,(HD)qcb.C,qcf.C,[dp.C,(HD)qcf.C]*2,[dp.C,qcb.C,qcf.C]*2,qcf hcb.BD
841 dmg (hop cd)
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