King of Fighters XIII > Yuri Sakazaki

Yuri matchups

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dmick1981:
What the matchup for yuri against leona, clark, mr.karate/takuma and benimaru. Im having trouble fighting these characters

desmond_kof:
I will say against Clark is to not let him get close to you, zone him with qcf K, punish his A charge punches with dp+A or qcf~hcb+BD or stop them in advance with cr. B.

Sharnt:
Benimaru is a pain in the ass, you can't anti air him, but because you are that small you must always guard crossup so it's kinda predictible.
His far D is unbeatable, if you have good reflex you can ex throw/qcf hcb.BD him but ...
The best option is to predict it and jump over and then hit him with the dive kick, if you are far enough you can zone him with your fireballs.
On the demon flip mixup after a s.B blockstring he's quite free because if he dp your demon flip he will whiff, so he has only two options : guard or jump, guard can be tricky and difficult depending on the dive timing (forward*2, backward forward, backward*2), the jump is beaten by the throw and the roll by an option select sweep on the dive.

So if you land one dive go for the maximum damage and kill him as soon as possible (It's quite easy to hd off of it so don't hesitate).


Leona has every d~u.P/K anti air forget cross ups mind game and go for a throw/d.B mind game.
Don't jump/Saifa/Fireball against her.

Takuma is the most stressing char of this game be patient and cautious, if you're in corner jump only if you fell a throw attempt, jump CD his a combo starter for him ...
His fireball game is good but you can charge your meter without letting him to do so by using saifa, plus your kohoken stay still against his projectile and has more range than the qcf.K of takuma.
You must jump against him, it's his weakness, but only hops/superhops, because his Ranbu will beat any of your jump/hyper jump attempt, if you don't have thrown an air fireball. Use and abuse of your divekick.


Karate ... well I don't know. On his pressing (lights to f.A to qcf.P) you must block there is no real weakness (break cd is beaten, break roll will only permit you to go out of corner) because this thing is toooooooo safe.
Don't jump/hyper jump against him, good dp. but like takuma you can use your dive kick if you're cautious enough. You have also a good throw game. Don't try to anti air him, he's too fast, guard.

For both takuma and karate be very cautious of the cross up D.

 

dmick1981:
Thanks desmond and sharnt. Any knowledge on the shen matchup

Sharnt:
Against Shen always block high if he doesn't have the HD bars. He can either do d.B,d.B,s.B or d.B,d.A,qcf qcf.P, but it's far less than a s.C start (if you find a shen skilled enough to use d.B,s.C link on match well shame on you ...)
Don't jump on him if he has 2 meter.
Don't jump on him on the wakeup if you don't have a setup against the CABC or a feint.
Don't jump on him if he has meter.
Don't jump on him if you are not close enough to beat the far.C
Don't jump on him if you can't beat the d.C
Don't jump on him if he his in the air, his jump CD is too good.

If he doesn't cancel the f.B in guard, you can punish him, at least with a qcf hcb.BD
If he jump on you use dp.A, be cautious because if you miss the range where the dp will land the punition his heavy.

Don't do fireballs if he has meter
Don't do fireballs if he is charging his qcf.C
Don't do fireballs if he his close enough to jump on you
Don't do fireballs.

Play a mixup game with your d.B, throw, and a bit of demon flip if your setups are able to beat the d.C and if he doesn't have meter (qcf qcf AC counter, qcf qcf C is very fast to take you 700 hp).
You can hop with caution to do some dive kick but don't be predictible.

The main weakness of the character is his lack of option if he doesn't have meter, so if you can try to make him spend some and punish him after. Plus Shen players have a trend to do stupid things like do CABC on their wakeup if they see you jump, but they are setups to avoid it, guard it and punish it.
Same thing, know the range of the qcf qcf.P super, lot of shen throw it while i'm doing saifa at safe range, land just before me and letting me punish them.

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