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The King of Fighters '98 UMFE/Yuri Sakazaki: Difference between revisions
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[[File:kof98umfeyuri.jpg]] | <section begin="image"/>[[File:kof98umfeyuri.jpg]]<section end="image"/> | ||
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== Introduction == | == Introduction == | ||
== Changes | {{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.C is now cancelable | ||
* st.D has | |||
* st.D now has fewer startup frames | |||
* j.C now has a smaller hitbox vertically | * j.C now has a smaller hitbox vertically | ||
* | |||
* j.A is now | * nj.C's hitbox has been moved up to align with the hurtbox | ||
* j.A is now cancelable | |||
Specials: | Specials: | ||
* j.qcf+K added | |||
* qcb+P | * j.qcf+K has been added | ||
* qcb+P now has a bigger hitbox vertically, and no longer whiffs on small or tiny crouchers | |||
Supers: | Supers: | ||
* qcf,hcb+BD now | |||
* dp+C now launches on first hit so it' | * qcf,hcb+BD now has the same startup as the regular version | ||
* f,hcf+A faster startup, can now combo from heavies | |||
* 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 | * f,hcf+C now travels faster | ||
Line 32: | Line 46: | ||
Specials: | Specials: | ||
* qcf+K | |||
* qcb+D | * 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 == | ||
''' | '''Close''' | ||
* cl.A: | |||
* cl.B: A | * cl.A: Same as st.A. | ||
* cl.C: Kinda funny looking uppercut | |||
* cl.D: Knee to the midsection. Cancelable | * 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. | |||
* st.D: Good for zoning | |||
'''Crouching''' | '''Crouching''' | ||
* cr.A: Fast, | |||
* cr.B: | * cr.A: Fast, safe on block, and overall very similar to st.A. Chainable and cancelable. | ||
* cr.C: | |||
* cr.D: | * 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''' | '''Jumping''' | ||
* j.A: Good for | * j.A: Good for jump-ins, but has poor damage. | ||
* j.B: Good for jump-ins, and also has a big enough hitbox to be used as an instant overhead | |||
* j.C: A strong | * nj.A: Short-ranged elbow hook. | ||
* j.D: It can crossup, hits deep and has a decent sized hitbox. | |||
* 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 == | == Throws == | ||
'''Oni Harite:''' b/f + C (close) | '''Oni Harite:''' <code>b/f+C (close)</code> | ||
* | |||
* 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 | '''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> | ||
* | * 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 | * 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:''' <code>dp+A/C</code> | |||
* | * 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:''' <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:''' qcb + A/C | '''Yuri Chou Knuckle:''' <code>qcb+A/C</code> | ||
* Yuri does a | |||
* 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 ( | '''Rai'oh Ken:''' <code>qcf+B/D (can be performed in the air)</code> | ||
* Yuri | * Yuri jumps up into the air and comes down with a close-ranged mid-hitting projectile. | ||
* this | * 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. | ||
* can be | * 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 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. | * 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 | * 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. | * 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 | * 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. | ||
* MAX version | * 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:''' | '''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 | * A version consistently combos from 2 lights or heavies, making it a good option for metered combos. | ||
* C version only connects from heavies limiting | * 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 == | ||
=== | '''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'' | ||
'' | : <code>cr.Bx1-2, cr.A/st.A, dp+C > dp+C</code> | ||
''Mid/Jump-In'' | |||
: <code>(j.X), cl.C/cl.D, qcf+P</code> | |||
: <code>(j.X), cl.C/cl.D, dp+C > dp+C</code> | |||
: <code>cl.C/cl.D, qcb+D, st.A, dp+C > dp+C</code> | |||
: Does great damage, but cannot be done out of a jump-in, and only works on standing opponents. | |||
=== With Meter === | |||
''Low'' | ''Low'' | ||
: <code>cr.Bx1-2, cr.A/st.A, qcf,hcb+K</code> | |||
: This can be done as cr.Bx1-2, qcf+A, hcb+K for an easier cancel. | |||
'''Quick | ''Mid/Jump-In'' | ||
: <code>(j.X), cl.C/cr.C, qcf,hcb+K</code> | |||
===With Quick MAX=== | |||
''Low'' | ''Low'' | ||
: <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'' | ||
: <code>f+B, ABC, st.A, dp+C > dp+C</code> | |||
''Mid'' | |||
: <code>cl.C/cl.D, qcb+D, st.A, ABC, st.C, qcf,hcb+K</code> | |||
: 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.