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The King of Fighters '98 UMFE/Yuri Sakazaki: Difference between revisions

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== Introduction ==
== Introduction ==


{{StrengthsAndWeaknesses
|ext=jpg
| description =Yuri is a poking- and rushdown-focused character with a large bag of tools to deal with every situation. In neutral, she has access to a lot of strong options: on the ground she has some great normal pokes, a dash punch, a stationary projectile, and a projectile DM, and in the air she has access to more good normals, an air throw, and an air projectile. On offense, Yuri has access to an overhead, a good low confirm, and multiple crossup options. On defense, she has access to a good DP and some fast long-range light normals for mashing out of pressure.}}
== Changes from Previous Versions ==
'''98 to 98UM'''
* st.C is now cancelable
* st.D now has fewer startup frames
* j.C now has a smaller hitbox vertically
* nj.C's hitbox has been moved up to align with the hurtbox
* j.A is now cancelable
Specials:
* j.qcf+K has been added
* qcb+P now has a bigger hitbox vertically, and no longer whiffs on small or tiny crouchers
Supers:
* qcf,hcb+BD now has the same startup as the regular version
* dp+C now launches on the first hit, so it won't drop mid-combo
* f,hcf+A now has faster startup, and can now combo from heavies
* f,hcf+C now travels faster
''' 98UM to 98UMFE'''
Specials:
* qcf+K now has less recovery on landing, and less frame advantage on block (patch notes do not specify whether it's the air or ground version)
* qcb+D now does less damage, but also has less recovery; you can link a st.A or cr.A on hit afterward


== Normal Moves ==
== Normal Moves ==


''Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN''
'''Close'''
 
* cl.A: Same as st.A.
 
* cl.B: A cancelable standing low. Has a very short activation range, so if the spacing isn't correct, st.B might come out.
 
* cl.C: Kinda funny-looking uppercut. Hits quite high, so it can be good to stop jump-outs. Has a notable dead zone where it activates but whiffs. Unsafe on block. Cancelable.
 
* cl.D: Knee to the midsection. Safer and more useful than cl.C. Cancelable.
 
'''Standing'''
 
* st.A: A decent-ranged quick jab. Good for poking, mashing out of pressure, and stopping hops. Safe on block. Chainable and cancelable.
 
* st.B: A quick high kick that's good for stopping hops and controlling space.
 
* st.C: A fast hook punch. Good for ending blockstrings with because of the pushback, or to catch mashers in the corner. Cancelable, but hard to combo out of due to pushback.


'''Close'''
* st.D: Good for zoning and anti-airing, but has bad recovery. Has a lot of pushback on block, but can still be punished by moves that go very far very fast.
*cl. A:  
 
*cl. B:  
'''Crouching'''
*cl. C:  
 
*cl. D:  
* cr.A: Fast, safe on block, and overall very similar to st.A. Chainable and cancelable.
 
* cr.B: Standard low combo starter. Has good recovery. Chainable.
 
* cr.C: An uppercut with fast startup that's good for anti-airing normal jumps. Cancelable.
 
* cr.D: Sweep with bad recovery but decent range. Cancelable.
 
'''Jumping'''
 
* j.A: Good for jump-ins, but has poor damage.
 
* nj.A: Short-ranged elbow hook.
 
* j.B: Good for jump-ins, and also has a big enough hitbox to be used as an instant overhead from a backward jump.
 
* nj.B: A low, close-ranged kick.
 
* j.C: A strong hammerfist. It can be performed fairly deep and is good for jumping in and starting combos with.
 
* nj.C: A double-palmed attack that has limited range.
 
* j.D: It can crossup, it hits deep, and it has a decent-sized hitbox.


'''Stand'''
* nj.D: A great jumping side kick that is active for a while, which is great to be used defensively.
*st. A:
*st. B:
*st. C:
*st. D:


'''Crouch'''
'''CD Normals'''
*cr. A:
*cr. B:
*cr. C:
*cr. D:


'''Jump'''
* st.CD: Cancelable on hit, block, and whiff.
*j. A:  
*j. B:
*j. C:
*j. D:


'''Blowback'''
* j.CD: Good for hop pressure due to its long blockstun.
*st. CD:
*j. CD:


== Throws ==
== Throws ==


'''Oni Harite:''' b/f + C (close)  
'''Oni Harite:''' <code>b/f+C (close)</code>
                                       
 
'''Silent Nage:''' b/f + D (close)                                        
* Regular throw, techable. Yuri grabs the opponent and slaps them, sending them fullscreen with a soft knockdown.                                       
 
'''Silent Nage:''' <code>b/f+D (close)</code>
 
* Regular throw, techable. Yuri grabs the opponent, throws herself backward, and kicks them to the other side of the screen with a soft knockdown. Switches sides.


'''Tsubame Otoshi:'''  b/d/f + C/D (close in the air)
'''Tsubame Otoshi:'''  <code>b/d/f+C/D (close, in air)</code>
 
* Air throw, not techable. Yuri grabs the opponent in the air and dives with them into the ground, causing them to slide to the other end of the screen with a hard knockdown.


== Command Moves ==
== Command Moves ==


'''En Yoku:''' f + B  
'''En Yoku:''' <code>f+B</code>
* is an overhead attack
 
* When done raw, it's a good overhead. When canceled into, it's a mid-hitting move that cannot be canceled out of (doesn't work as combo filler).
 
* When late-canceled into, however, it maintains the overhead property, letting you surprise your opponent with an overhead in pressure.


== Special Moves ==
== Special Moves ==


'''Ko'oh Ken:''' qcf + A/C
'''Ko'oh Ken:''' <code>qcf+A/C</code>
 
* Yuri throws out a projectile that barely leaves her hand.
 
* The A version goes about half screen and the C version about 3/4s of the screen, mostly from Yuri sliding forward.
 
* A good long-distance poke that recovers quicker than regular projectiles; still has enough recovery to be easily whiff-punished/jumped over/rolled through if done at the wrong time.
 
* Can also be used to counter the opponent's projectiles, since it has a very active projectile hitbox.
                                                
                                                
'''Yuri Chou Upper:''' dp + A/C  
'''Yuri Chou Upper:''' <code>dp+A/C</code>
                               
 
'''Double Yuri Chou Upper:''' dp + C (during C version of Yuri Chou Upper)
* Yuri's DP move.
 
 
'''Yuri Chou Knuckle:''' qcb + A/C  
* The A version is an invincible reversal that hits once.
 
* The C version is not a reversal, but it hits more times and deals more damage, moves forward significantly before hitting, and also has a followup.
 
* The C version is one of Yuri's staple combo tools, as it will combo from both lights and heavies due to it travelling forwards a lot and coming out fairly quickly.                               
 
* Both versions are very punishable on block.
 
: '''Double Yuri Chou Upper:''' <code>dp+C (during dp+C)</code>
 
:* A followup to Yuri's dp+C, where she does a second one. Basically just adds more combo damage.
 
:* Unlike followups to a lot of other moves, this one will come out even on whiff.
 
:* Does two hits, just like dp+C, but on a successful hit only one will connect.
 
:* If the opponent blocks your dp+C, this move may make them mess up their punish, and the threat of it might make them hold off on punishing the first DP as well.
 
'''Yuri Chou Knuckle:''' <code>qcb+A/C</code>
 
* Yuri does a dash punch with lots of startup, similar to Terry's Burn Knuckle.
 
* Can be used as a longer poke that also lets Yuri get closer to the opponent.
 
* The A version is very safe on block even at close ranges; the opponent needs a 1f command grab to consistently punish it point-blank, so outside of that range it is very safe.
 
* Does have a fair amount of startup, so it can be hit before the punch comes out.
 
* The C version is slightly less safe, but travels a larger distance.
                                      
                                      
'''Rai'oh Ken:''' qcf + B/D (in the air)  
'''Rai'oh Ken:''' <code>qcf+B/D (can be performed in the air)</code>
 
* Yuri jumps up into the air and comes down with a close-ranged mid-hitting projectile.
 
* Both versions are plus on block, making this a good tool to use in a blockstring to reset pressure with. This frame advantage also makes the D version a good approach tool.
 
* The move does have long startup, so can be hit before the hitbox comes out.
 
* The air version just does the projectile without the leap, and does not change Yuri's aerial trajectory at all. It hits mid and does a hard knockdown.
 
* Both air versions are also significantly less safe than the grounded versions, although their frame advantage varies.
 
* The best trick about the air version is that if you do it while jumping over the opponent, Yuri will turn around midair and hit it as a crossup. This can lead to looping crossup oki.
 
* Air version cannot be done during backdash or a step dash.
                                            
                                            
'''Yuri Chou Mawashi Geri:''' qcb + B/D
'''Yuri Chou Mawashi Geri:''' <code>qcb+B/D</code>
 
* Yuri does a spinning kick that makes her travel forward. Both versions don't connect fully on crouchers, making them punishable.
 
* B version travels a shorter distance and has more recovery, making it mostly worse than the D version.
 
* D version is good to use in combos when the opponent is standing, as it's plus enough on hit that it lets her link a normal and combo afterwards. This puts her meterless damage through the roof.
 
* D version is fairly safe on block if blocked standing.
 
* This is a move best used for combos or blockstrings only, as she has better tools for moving forward in neutral.


== Desperation Moves ==
== Desperation Moves ==


'''Haoh Shokou Ken:''' f,hcf + A/C
'''Haoh Shokou Ken:''' <code>f,hcf+A/C</code>
 
* Standard Kyokugen projectile DM. Great for controlling neutral, as it does a lot of damage, has a lot of speed variance between the two versions, and blows through normal projectiles.
 
* A version is slower than the C version, but it can be combo-ed into (though the timing is a little tricky).
 
* MAX version is basically the same as the C version, but with more hits and damage.
                                      
                                      
'''Hien Rekkou:''' qcf,qcf + A/C
'''Hien Rekkou:''' <code>qcfx2+A/C</code>
 
* DP DM. Has invincibility frames, so it can be used as a reversal.
 
* A version consistently combos from 2 lights or heavies, making it a good option for metered combos.
 
* C version only connects from heavies, limiting its use.
 
* MAX version functions the same as the C version, just with more hits and damage, so it's also pretty limited.
                                          
                                          
'''Hien Hou'ou Kyaku:''' qcf,hcb + B/D
'''Hien Hou'ou Kyaku:''' <code>qcf,hcb+B/D</code>
 
* A ranbu DM.
 
* Can combo from lights, so this DM gives her some 3-hit confirms into DM.
 
* Can also be used as a kinda fast, longer-range punish.


== Combos ==
== Combos ==


===0 Stock===
'''General Notes:'''
 
* In any metered combo, replace qcf,hcb+K with qcf,hcb+BD or f,hcf+P with f,hcf+AC for more damage if you have the resources.
 
===Meterless===
 
''Low''
''Low''
* cr.Bx1~2, cr.A/st.A, dp+C > dp+C


''Anywhere''
: <code>cr.Bx1-2, cr.A/st.A, dp+C > dp+C</code>
* (jump-in), cl.C, qcf+P
 
''Mid/Jump-In''
 
: <code>(j.X), cl.C/cl.D, qcf+P</code>


* (jump-in), cl.C, dp+C > dp+C
: <code>(j.X), cl.C/cl.D, dp+C > dp+C</code>


''Very Close''
: <code>cl.C/cl.D, qcb+D, st.A, dp+C > dp+C</code>
* cl.C, qcb+D, st.A, dp+C > dp+C
: Does great damage, but cannot be done out of a jump-in, and only works on standing opponents.
: -Note: this cannot be done out of a jump-in, and it only works on standing opponents
 
=== With Meter ===


===1 Stock===
''Low''
''Low''
* cr.Bx1~2, cr.A/st.A, qcf,hcb+K
: -Note: this can be done as cr.Bx1~2, qcf+A, hcb+K for an easier cancel


''Anywhere''
: <code>cr.Bx1-2, cr.A/st.A, qcf,hcb+K</code>
* (jump-in), cl.C/cr.C, qcf,hcb+K
: This can be done as cr.Bx1-2, qcf+A, hcb+K for an easier cancel.
 
''Mid/Jump-In''
 
: <code>(j.X), cl.C/cr.C, qcf,hcb+K</code>


'''Quick Max'''
===With Quick MAX===


''Low''
''Low''
* cr.Bx2, ABC, cl.D, f,hcf+P
: -Note: hold forward during quick max activation to ensure you're close enough for cl.D


* cr.B, st.A, ABC, st.C, qcf,hcb+K
: <code>cr.Bx2, ABC, cl.D, f,hcf+P</code>
: Requires a microwalk after the Quick MAX to ensure you're close enough for cl.D
 
: <code>cr.B, st.A, ABC, st.C, qcf,hcb+K</code>


''Overhead''
''Overhead''
* f+B, ABC, st.A, dp+C > dp+C


''Very Close''
: <code>f+B, ABC, st.A, dp+C > dp+C</code>
* cl.C, qcb+D, st.A, ABC, st.C, qcf,hcb+K
 
: -Note: this cannot be done out of a jump-in, and it only works on standing opponents
''Mid''


===3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode===
: <code>cl.C/cl.D, qcb+D, st.A, ABC, st.C, qcf,hcb+K</code>
* In any 1 stock combo, replace qcf,hcb+K with qcf,hcb+BD or f,hcf+P with f,hcf+AC
: This cannot be done from a normal jump-in, but it does work from a crossup jump-in. It only works on standing opponents.


== Strategy & Tips ==
== Strategy & Tips ==

Latest revision as of 20:33, 25 September 2022


Introduction

Yuri is a poking- and rushdown-focused character with a large bag of tools to deal with every situation. In neutral, she has access to a lot of strong options: on the ground she has some great normal pokes, a dash punch, a stationary projectile, and a projectile DM, and in the air she has access to more good normals, an air throw, and an air projectile. On offense, Yuri has access to an overhead, a good low confirm, and multiple crossup options. On defense, she has access to a good DP and some fast long-range light normals for mashing out of pressure.

Changes from Previous Versions

98 to 98UM

  • st.C is now cancelable
  • st.D now has fewer startup frames
  • j.C now has a smaller hitbox vertically
  • nj.C's hitbox has been moved up to align with the hurtbox
  • j.A is now cancelable

Specials:

  • j.qcf+K has been added
  • qcb+P now has a bigger hitbox vertically, and no longer whiffs on small or tiny crouchers

Supers:

  • qcf,hcb+BD now has the same startup as the regular version
  • dp+C now launches on the first hit, so it won't drop mid-combo
  • f,hcf+A now has faster startup, and can now combo from heavies
  • f,hcf+C now travels faster

98UM to 98UMFE

Specials:

  • qcf+K now has less recovery on landing, and less frame advantage on block (patch notes do not specify whether it's the air or ground version)
  • qcb+D now does less damage, but also has less recovery; you can link a st.A or cr.A on hit afterward

Normal Moves

Close

  • cl.A: Same as st.A.
  • cl.B: A cancelable standing low. Has a very short activation range, so if the spacing isn't correct, st.B might come out.
  • cl.C: Kinda funny-looking uppercut. Hits quite high, so it can be good to stop jump-outs. Has a notable dead zone where it activates but whiffs. Unsafe on block. Cancelable.
  • cl.D: Knee to the midsection. Safer and more useful than cl.C. Cancelable.

Standing

  • st.A: A decent-ranged quick jab. Good for poking, mashing out of pressure, and stopping hops. Safe on block. Chainable and cancelable.
  • st.B: A quick high kick that's good for stopping hops and controlling space.
  • st.C: A fast hook punch. Good for ending blockstrings with because of the pushback, or to catch mashers in the corner. Cancelable, but hard to combo out of due to pushback.
  • st.D: Good for zoning and anti-airing, but has bad recovery. Has a lot of pushback on block, but can still be punished by moves that go very far very fast.

Crouching

  • cr.A: Fast, safe on block, and overall very similar to st.A. Chainable and cancelable.
  • cr.B: Standard low combo starter. Has good recovery. Chainable.
  • cr.C: An uppercut with fast startup that's good for anti-airing normal jumps. Cancelable.
  • cr.D: Sweep with bad recovery but decent range. Cancelable.

Jumping

  • j.A: Good for jump-ins, but has poor damage.
  • nj.A: Short-ranged elbow hook.
  • j.B: Good for jump-ins, and also has a big enough hitbox to be used as an instant overhead from a backward jump.
  • nj.B: A low, close-ranged kick.
  • j.C: A strong hammerfist. It can be performed fairly deep and is good for jumping in and starting combos with.
  • nj.C: A double-palmed attack that has limited range.
  • j.D: It can crossup, it hits deep, and it has a decent-sized hitbox.
  • nj.D: A great jumping side kick that is active for a while, which is great to be used defensively.

CD Normals

  • st.CD: Cancelable on hit, block, and whiff.
  • j.CD: Good for hop pressure due to its long blockstun.

Throws

Oni Harite: b/f+C (close)

  • Regular throw, techable. Yuri grabs the opponent and slaps them, sending them fullscreen with a soft knockdown.

Silent Nage: b/f+D (close)

  • Regular throw, techable. Yuri grabs the opponent, throws herself backward, and kicks them to the other side of the screen with a soft knockdown. Switches sides.

Tsubame Otoshi: b/d/f+C/D (close, in air)

  • Air throw, not techable. Yuri grabs the opponent in the air and dives with them into the ground, causing them to slide to the other end of the screen with a hard knockdown.

Command Moves

En Yoku: f+B

  • When done raw, it's a good overhead. When canceled into, it's a mid-hitting move that cannot be canceled out of (doesn't work as combo filler).
  • When late-canceled into, however, it maintains the overhead property, letting you surprise your opponent with an overhead in pressure.

Special Moves

Ko'oh Ken: qcf+A/C

  • Yuri throws out a projectile that barely leaves her hand.
  • The A version goes about half screen and the C version about 3/4s of the screen, mostly from Yuri sliding forward.
  • A good long-distance poke that recovers quicker than regular projectiles; still has enough recovery to be easily whiff-punished/jumped over/rolled through if done at the wrong time.
  • Can also be used to counter the opponent's projectiles, since it has a very active projectile hitbox.

Yuri Chou Upper: dp+A/C

  • Yuri's DP move.
  • The A version is an invincible reversal that hits once.
  • The C version is not a reversal, but it hits more times and deals more damage, moves forward significantly before hitting, and also has a followup.
  • The C version is one of Yuri's staple combo tools, as it will combo from both lights and heavies due to it travelling forwards a lot and coming out fairly quickly.
  • Both versions are very punishable on block.
Double Yuri Chou Upper: dp+C (during dp+C)
  • A followup to Yuri's dp+C, where she does a second one. Basically just adds more combo damage.
  • Unlike followups to a lot of other moves, this one will come out even on whiff.
  • Does two hits, just like dp+C, but on a successful hit only one will connect.
  • If the opponent blocks your dp+C, this move may make them mess up their punish, and the threat of it might make them hold off on punishing the first DP as well.

Yuri Chou Knuckle: qcb+A/C

  • Yuri does a dash punch with lots of startup, similar to Terry's Burn Knuckle.
  • Can be used as a longer poke that also lets Yuri get closer to the opponent.
  • The A version is very safe on block even at close ranges; the opponent needs a 1f command grab to consistently punish it point-blank, so outside of that range it is very safe.
  • Does have a fair amount of startup, so it can be hit before the punch comes out.
  • The C version is slightly less safe, but travels a larger distance.

Rai'oh Ken: qcf+B/D (can be performed in the air)

  • Yuri jumps up into the air and comes down with a close-ranged mid-hitting projectile.
  • Both versions are plus on block, making this a good tool to use in a blockstring to reset pressure with. This frame advantage also makes the D version a good approach tool.
  • The move does have long startup, so can be hit before the hitbox comes out.
  • The air version just does the projectile without the leap, and does not change Yuri's aerial trajectory at all. It hits mid and does a hard knockdown.
  • Both air versions are also significantly less safe than the grounded versions, although their frame advantage varies.
  • The best trick about the air version is that if you do it while jumping over the opponent, Yuri will turn around midair and hit it as a crossup. This can lead to looping crossup oki.
  • Air version cannot be done during backdash or a step dash.

Yuri Chou Mawashi Geri: qcb+B/D

  • Yuri does a spinning kick that makes her travel forward. Both versions don't connect fully on crouchers, making them punishable.
  • B version travels a shorter distance and has more recovery, making it mostly worse than the D version.
  • D version is good to use in combos when the opponent is standing, as it's plus enough on hit that it lets her link a normal and combo afterwards. This puts her meterless damage through the roof.
  • D version is fairly safe on block if blocked standing.
  • This is a move best used for combos or blockstrings only, as she has better tools for moving forward in neutral.

Desperation Moves

Haoh Shokou Ken: f,hcf+A/C

  • Standard Kyokugen projectile DM. Great for controlling neutral, as it does a lot of damage, has a lot of speed variance between the two versions, and blows through normal projectiles.
  • A version is slower than the C version, but it can be combo-ed into (though the timing is a little tricky).
  • MAX version is basically the same as the C version, but with more hits and damage.

Hien Rekkou: qcfx2+A/C

  • DP DM. Has invincibility frames, so it can be used as a reversal.
  • A version consistently combos from 2 lights or heavies, making it a good option for metered combos.
  • C version only connects from heavies, limiting its use.
  • MAX version functions the same as the C version, just with more hits and damage, so it's also pretty limited.

Hien Hou'ou Kyaku: qcf,hcb+B/D

  • A ranbu DM.
  • Can combo from lights, so this DM gives her some 3-hit confirms into DM.
  • Can also be used as a kinda fast, longer-range punish.

Combos

General Notes:

  • In any metered combo, replace qcf,hcb+K with qcf,hcb+BD or f,hcf+P with f,hcf+AC for more damage if you have the resources.

Meterless

Low

cr.Bx1-2, cr.A/st.A, dp+C > dp+C

Mid/Jump-In

(j.X), cl.C/cl.D, qcf+P
(j.X), cl.C/cl.D, dp+C > dp+C
cl.C/cl.D, qcb+D, st.A, dp+C > dp+C
Does great damage, but cannot be done out of a jump-in, and only works on standing opponents.

With Meter

Low

cr.Bx1-2, cr.A/st.A, qcf,hcb+K
This can be done as cr.Bx1-2, qcf+A, hcb+K for an easier cancel.

Mid/Jump-In

(j.X), cl.C/cr.C, qcf,hcb+K

With Quick MAX

Low

cr.Bx2, ABC, cl.D, f,hcf+P
Requires a microwalk after the Quick MAX to ensure you're close enough for cl.D
cr.B, st.A, ABC, st.C, qcf,hcb+K

Overhead

f+B, ABC, st.A, dp+C > dp+C

Mid

cl.C/cl.D, qcb+D, st.A, ABC, st.C, qcf,hcb+K
This cannot be done from a normal jump-in, but it does work from a crossup jump-in. It only works on standing opponents.

Strategy & Tips

Videos

King of Fighters 98 UM FE: Yuri Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro