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[[File:KOFXV Yuri Profile.png|right|thumb]]
{{CharNavbox_XV}}
{{TOClimit|3}}
<section begin="image"/>[[File:KOFXV Yuri Profile.png|thumb|Ryo Sakazaki's younger sister managed to learn deadly techniques in less than one year after joining the Kyokugenryu Dojo. As a fighting genius, Yuri has brought her own personal touch to the martial art.<br/>She joins this KOF to once and for all prove her strength to her brother.
==Introduction==
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">
Ryo Sakazaki’s younger sister managed to learn deadly techniques in less than one year after joining the Kyokugenryu Dojo. As a fighting genius, Yuri has brought her own personal touch to the martial art.  
<big>'''Jump:''' 40f
<br>'''Hop:''' 33f
<br>'''Backdash:''' 19f
<br>'''Run Speed Ranking:''' 4
</big></div>]]<section end="image"/>
{{TOClimit|3}} 
==Movelist==
(*) = EX OK


She joins this KOF to once and for all prove her strength to her brother.
(!) = MAX OK


==Movelist==
(Midair Only) = Can only be done in the air.


(Hold OK) = Can be held for a different effect.


'''Throws'''


'''Throws'''
Oni Harite - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]
 
Silent Nage - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]


'''Command Normals'''
'''Command Normals'''
Enyoku - [[image:fd.gif]] + [[image:a.gif]]
Yuri Raijin Kyaku - [[image:df.gif]] + [[image:b.gif]] (Midair Only)
Shien - [[image:df.gif]] + [[image:d.gif]]


'''Special Moves'''
'''Special Moves'''
Ko-Ou Ken - [[image:Qcf.gif]] + [[image:A.gif]] / [[image:C.gif]] (*) (Hold OK)
Kuuga (Yuri chou Upper) - [[image:Dp.gif]] + [[image:A.gif]] / [[image:C.gif]] (*)
Saiha - [[image:Qcb.gif]] + [[image:A.gif]] / [[image:C.gif]] (*)
Raiou Ken - [[image:Qcf.gif]] + [[image:B.gif]] / [[image:D.gif]] (*) (Midair Only)
Hyakuretsu Binta - [[image:Hcb.gif]] + [[image:B.gif]] / [[image:D.gif]] (*)
Houyoku - [[image:Dp.gif]] + [[image:B.gif]] / [[image:D.gif]] (*)
:┗Hein Souha - [[image:a.gif]] / [[image:c.gif]]
:┗Yuri Raijin Kyaku - [[image:b.gif]] / [[image:d.gif]] 
:┗Tsubame Otoshi - [[image:a.gif]] [[image:c.gif]]
:┗Raiou Ken - [[image:Qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]


'''Super Special Moves'''
'''Super Special Moves'''
Chou Saiha (Kyokugenryu • Raiha) - [[image:qcb.gif]] [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)
Hien Houou Kyaku - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)
Haoh Shoukou Ken -  [[image:fd.gif]] [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)
'''Climax Super Special Moves'''
Chou! Ryuuko Ranbu - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]


==Quick Combo Reference==
==Quick Combo Reference==
Line 52: Line 95:


==Gameplay Overview==
==Gameplay Overview==
{{StrengthsAndWeaknesses
| intro = Yuri appears to be another shoto-like character, but in reality has many unique tools that give her a terrifying offense. Between her command jump in 623B/D, command grab in 61234B/D, and infamous dive kick, Yuri excels at cracking a defensive opponent open. When the opponent tries to mount an offense back, she can defend well with a plethora of anti-airs, including the unique ability to combo after anti-air normals. Her primary weakness is a somewhat lackluster ground game, outside of her sweep and fireball, and short range on her specials, making confirming some combos difficult. Yuri works well as a point, where defensive options are fewer, or mid, where her medium bar damage combos can shine.
| pros=
* '''Queen of Hops''': Yuri is extremely fast on the ground and in the air. Her jump arcs are huge and difficult to track thanks to her small frame and quick movement, while her run speed is solid. Complimenting this are many fast buttons.
* '''Mini-Akuma''': Between her command jumps, her command grab, her great pressure buttons, her solid pressure enders, her great crossup buttons and her aforementioned jump arcs, Yuri has fantastic pressure capabilities and can open people up very easily.
* '''Dive Kick''': Yuri's j.3B is an absurd button with incredible creative potential. With it, Yuri zips around the screen and resets pressure while punish low abare attempts.
* '''Burst Damage''': While Yuri's damage with a full tank of meter is nothing to sneeze at, her 0.5 to 1.5 meter damage is completely absurd. Yuri can get over ''480 damage midscreen'' with good execution and 0.5 bars, which is a competitive advantage to have when your pressure is this good.
* '''Anti-Air and Space Control''': Yuri's fireballs and long normals are great at stuffing aggressive approaches. She also has many anti-airs for covering numerous angles and approach types.
| cons=
* '''Short Limbs''': Yuri's ground normals are a tad stubby outside of sweep and 3D, making the midrange poking game difficult for her. She wants to get in.
* '''Limited Meter Dumps''': While Yuri's full bar combos are good and deal good damage, they are often location specific and require her to dump all five bars to get any reward. Routing into her climax in particular can be annoying, maxing it difficult for her to make use of Quick Max effectively.
}}


==Normals==
==Normals==
===Far Standing Normals===
===Far Standing Normals===
====Far A====
====Far A====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=yuri_fa
|caption=
|name=far A
|name=Far A
|input=f.A
|data=
|description=
{{AttackData-KOFXV
* Whiffs on crouchers.
|damage=
* Plus on block.
|stun=
 
|startup=
A quick jab. Standard KOF jab; stop hops pre-emptively with it. Can hit crouchers. Cannot cancel into 3D for some reason.
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Far B====
{{FrameDataCargo-KOFXV
|moveId=yuri_fb
|name=far B
|input=f.B
|description=
* Can be chained into.


====Far B====
Yuri sticks her foot out up high. Can function even better than f.A at stopping hops. This has a bigger hitbox and doesn't whiff on crouchers. Only 1f slower, which can come into play, but rarely. Use over f.A when possible. Also your primary light cancel option.
{{MoveData
|image=
|caption=
|name=Far B
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Far C====
{{FrameDataCargo-KOFXV
|moveId=yuri_fc
|name=far C
|input=f.C
|description=
* Whiffs on crouchers.


====Far C====
Yuri does a big punch. Angled high and fantastic at stopping hops. Cannot be cancelled however which limits its reward despite its higher damage than f.B. Still a strong tool to throw out. Be wary of sweeps. This is also your best option for Quick Max confirms with its speed and range.
{{MoveData
|image=
|caption=
|name=Far C
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Far D====
{{FrameDataCargo-KOFXV
|moveId=yuri_fd
|name=far D
|input=f.D
|description=
* Whiffs on crouchers.


====Far D====
A high angled roundhouse. Only ok as an anti air. Also whiffs on crouchers so be careful when using this on the ground.
{{MoveData
|image=
|caption=
|name=Far D
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
*
}}
}}
}}


===Close Standing Normals===
===Close Standing Normals===
====Close A====
====Close A====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=yuri_cla
|caption=
|description=
|name=Close A
* Plus on block.
|data=
* Links into 2C on hit.
{{AttackData-KOFXV
* Can be chained from and into.
|damage=
 
|stun=
A short elbow. Plus on block and hits crouchers; great for pressure, but overshadowed by 2A. Has a hitbox inside of Yuri's hurtbox, potentially making it better that blocking over the head jump ins in the corner than close C or 2C.
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


====Close B====
====Close B====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=yuri_clb
|caption=
|description=
|name=Close B
* Hits low.
|data=
* Plus on block.
{{AttackData-KOFXV
 
|damage=
A small foot stomp. Hits low and is plus on hit and block, but Yuri has better options.
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


====Close C====
====Close C====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=yuri_clc
|caption=
|description=
|name=Close C
An uppercut. Fast at 4f and covers above Yuri's head. Good anti-air and punish option. Be careful when using this while cornered; Yuri's hurtbox moves forward during this, leaving her open to cross-ups that normally wouldn't happen.
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.  
*
*
}}
}}
}}


====Close D====
====Close D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=yuri_cld
|caption=
|description=
|name=Close D
A knee to the chest. Strongest combo starter Yuri has. Use in punishes when possible.
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
}}
}}
}}


===Crouch Normals===
===Crouch Normals===
====Crouch A====
====Crouch A====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=yuri_2a
|caption=
|name=crouch A
|name=Crouch A
|input=2A
|data=
|description=
{{AttackData-KOFXV
* Plus on block.
|damage=
* Links into 2C on hit.
|stun=
* Can be chained from and into.
|startup=
 
|active=
A small low punch. Better than close A generally, being able to be used at more distances. It also causes less pushback, which makes it easier to combo into 2C after. Use to keep the pressure up.
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*  
*
}}
}}
}}


====Crouch B====
====Crouch B====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=yuri_2b
|caption=
|name=crouch B
|name=Crouch B
|input=2B
|data=
|description=
{{AttackData-KOFXV
* Hits low.
|damage=
* Can be chained from and into.
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}


A low kick. Yuri has several 4f normals, but this one is one of the best at beating bad blockstrings and punishing jump ins or unsafe moves. Use frequently to get openings.
}}
====Crouch C====
====Crouch C====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=yuri_2c
|caption=
|name=crouch C
|name=Crouch C
|input=2C
|data=
|description=
{{AttackData-KOFXV
A crouching uppercut. Great option after a blocked 2A or close A to catch someone pressing buttons on block. Also combos from those normals if they hit. Also works as an anti-air directly above Yuri's head. The range is similar to the range at which close C will come out instead of far C, so the uses are similar, but the lack of promiximity requirement for 2C can make it more reliable. This can also have the hurtbox-moving issue that close C has, so be wary of cross-ups. Note that it cannot be cancelled later into its active frames.
|damage=
}}
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}  


====Crouch D====
====Crouch D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=yuri_2d
|caption=
|name=crouch D
|name=Crouch D
|input=2D
|data=
|description=
{{AttackData-KOFXV
* Hits low.
|damage=
 
|stun=
A sweep at the legs. Yuri's longest reaching normal, fantastic at punishing opponents to like to pre-emptively jab to stop air approaches. Cancellable on whiff which helps its safety.
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=  
|description= * Enter move description here.
*
*
}}
}}
}}


===Jump Normals===
===Jump Normals===
====Jump A====
====Jump A====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=yuri_ha,yuri_ja
|caption=
|name=jump A
|name=Jump A
|input=j.A
|data=
|hitboxCaptions= Hop Version, Jump Version
{{AttackData-KOFXV
|description2=
|version=jump
A small air punch. One of Yuri's fastest air normals. Use to fake an empty jump.
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Jump B====
{{FrameDataCargo-KOFXV
|moveId=yuri_hb,yuri_jb
|name=jump B
|input=j.B
|description2=
* Whiffs on crouchers.
* Not special cancellable.


====Jump B====
An upwards air kick. Good at stopping air approaches. Can easily be low profiled and punished so be careful of overuse.
{{MoveData
|image=
|caption=
|name=Jump B
|data=
{{AttackData-KOFXV
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Jump C====
====Jump C====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=yuri_hc,yuri_jc
|caption=
|name=jump C
|name=Jump C
|input=j.C
|data=
|description2=
{{AttackData-KOFXIV
A two-handed hammer slam. Great downwards hitbox making this a great jump in, epsecially against low profile moves. Horizontal range is lacking however. Can cross up, such as after two blocked 2As > '''hyper hop''' > j.C.
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXIV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Jump D====
====Jump D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=yuri_hd,yuri_jd
|caption=
|name=jump D
|name=Jump D
|input=j.D
|data=
|hitboxCaptions= Hop Version, Jump Version
{{AttackData-KOFXV
|description2=
|version=jump
A classic shoto-style air kick. Better horizontal hitbox than j.C, with a slightly worse downwards hitbox. Use to jump in at a range. Can also cross-up, such as after two blocked 2As > '''full jump''' > j.D. Notice the difference in the j.C and j.D set-ups. Knowing when to use j.C vs j.D is an important part of Yuri's offense.
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


===Rush Moves===
{{FrameDataCargo-KOFXV
|moveId=yuri_rush1,yuri_rush2
|name=rush
|input=cl.AA/cl.AAX
|description2=* Placeholder
}}


===Blowback===
===Blowback===
{{MoveData
====Blowback====
|image=
{{FrameDataCargo-KOFXV
|caption=
|moveId=yuri_cd
|name=Stand CD
|description=
|data=
A big upwards slap. Terrible horizontal range but fantastic vertical range and speed. The extra block stun is useful for Yuri as it allows her to string into her slower moves such as 623B/D or 236C, which can help her offense and also lead to combos if the CD hits.
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


====ShatterStrike====
{{FrameDataCargo-KOFXV
|moveId=yuri_236cd
|description=
Uses Far C's animation, making it more normalized to other Shatter Strikes than her Blowback.
}}


{{MoveData
====AdvanceStrike====
|image=
{{FrameDataCargo-KOFXV
|caption=
|moveId=yuri_214cd
|name=Jump CD
|description=
|data=
{{AttackData-KOFXV
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=  
}}
{{AttackData-KOFXV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
*
 
}}
}}
 
====jump CD====
{{FrameDataCargo-KOFXV
|moveId=yuri_hcd,yuri_jcd
|name=jump CD
|input=j.CD
|description2=
A forward facing air kick. Has the largest horizontal range of Yuri's air normals. Great for controlling air space and poking at a distance. An important part of Yuri's neutral.
}}
}}


==Throws==
==Throws==
===Oni Harite===
{{FrameDataCargo-KOFXV
|moveId=yuri_cthrow
|name=C throw
|input=(close) 4/6C
|description=
A quick slap across the face. Leave Yuri at the perfect distance to set up an ambiguous cross up with a super jump, depending on how far she runs before hand. In the corner, leaves you point blank, ready for a mix-up.
}}
===Silent Nage===
{{FrameDataCargo-KOFXV
|moveId=yuri_dthrow
|name=D throw
|input=(close) 4/6D
|description=
Flips Yuri's opponent over. Can be followed-up similarly to her forward throw.
}}


==Command Moves==
==Command Moves==
===Enyoku===
{{FrameDataCargo-KOFXV
|moveId=yuri_6a
|name=Enyoku
|input=6A
|hitboxCaptions= Raw Version, Cancel Version
|description=
* values in [] indicate when move has been cancelled into
* Overhead
* Variable frame advantage depending on distance.
Yuri shoots her butt forward. Hits overhead and has great range, but overall unrewarding, as it cannot be followed up in any way. Unsafe point blank, but safer the further away the spacing is. When cancelled into it loses the overhead property and becomes completely useless barring an unrewarding frame trap. At proper spacings Yuri can get plus frames in blockstun, but she's pushed far back making it difficult to press the advantage after.
}}
===Yuri Raijin Kyaku===
{{FrameDataCargo-KOFXV
|moveId=yuri_j3b
|name=Yuri Raijin Kyaku
|input=j.3B
|description=
* Can be performed any time during a jump.
* Can be performed after the apex of a hop.
* Frame advantage varies depending on how deep the kick connects.
* Hits mid.
Yuri's signature dive kick. This drastically opens up Yuri's offense, allowing her to throw off the opponent's anti air timing, fake a retreat, quickly avoid grounded moves, and much more, depending on the players creativity. It can easily be comboed after if the kick connects around below waist level, so aiming this properly can lead to great reward. It can only be negative if used directly on top of a standing opponent, so avoid those situations. Note that although Yuri has cancellable air normals, Yuri cannot cancel air normals into 3B.
}}
===Shien===
{{FrameDataCargo-KOFXV
|moveId=yuri_3d
|name=Shien
|input=3D
|hitboxCaptions= Raw Version, Cancel Version
|description=
* Hits low.
A quick low kick. Being only 1f slower than 2D with slightly shorter range, this can be an alternative low option that Yuri can combo from at a distance. This is also used in Yuri's combo and block strings, giving her access to a quick low mid string and heavy combos even from lights.
}}


==Special Moves==
==Special Moves==
===Ko-Ou Ken===
{{FrameDataCargo-KOFXV
|moveId=yuri_236a,yuri_236c,yuri_236ac
|name=Ko-Ou Ken
|input=236A/C/AC
|hitboxCaptions= Normal Version, , Normal Version Charged, , EX Version, , EX Version Charged
|description3=
* Short projectile, full screen projectile when charged (46 frames)
* A version is quick and recovers slower
* C version is slower and has frame advantage
* EX version is can combo from lights
Yuri throws out a quick burst of fire from her hand. Counts as a projectile but behaves like a poke. The range is slightly larger than 2D, and can be used in the KOF rock-paper-scisscors game of hop-jab-sweep. Its safety and large hitbox, especially vertically, makes it very strong for this application.
All versions of this move can be charged to fire a fullscreen projectile as well. This doesn't mean Yuri can necessarily zone, the startup is too slow to really prevent the opponent from approaching. However, fully charged fireballs gain a level in priority, with meterless versions clashing with EX projectiles and the EX version clashing with Level 1 Super projectiles.
----
The A version is quick and can combo from heavies. This keeps your blockstrings gapless, and can be confirmed into further combos in the corner. Cancelling 2D or CD on whiff into this can cover a lot of ground at once. When charged this fires a slow fireball. Yuri recovers fast enough to follow behind it to apply pressure from full screen.
----
The C version is slower but has slightly more range and better recovery. This makes it plus on block, especially when spaced. At midscreen Yuri doesn't get a lot of options to keep the pressure up, but in the corner she can go for a 2D, re-hop, or another fireball to keep the opponent guessing. When learning match-ups it can be useful to know what options your opponent has after a blocked fireball to keep your pressure strong. Charged, this fires a fast projectile.
----
The EX version has larger range and more speed, being comboable off of lights, but slightly worse frame advantage. The speed can make it useful in neutral as a fast poke or in blockstrings for a tighter plus blocked ender. When charged, this fires a fast, 2-hit projectile that beats other EX fireballs.
}}
===Kuuga (Yuri chou Upper)===
{{FrameDataCargo-KOFXV
|moveId=yuri_623a,yuri_623c,yuri_623ac
|name=Kuuga (Yuri chou Upper)
|input=623A/C/AC
|hitboxCaptions= A Version, , C Version, , , , EX Version
|description3=
* Reversal dragon punch
* A is full invuln, C has none
* EX has full invuln
Yuri does a rising uppercut. Classic DP (dragon punch) style move.
----
The A version has full invincibility and the fastest start-up. Use for anti-airs and reversals. The forward movement can be problematic at times, as it gives Yuri a deadzone right above her head. Be careful at that range and opt for close C or 2C instead.
----
The C version has no invincibility whatsoever and should only be used for combos.
----
The EX version has only 4f of startup, invincibility, and does two uppercuts. It has more forward movement than the A version which can make it more consistent at going through certain blockstrings, such as normal > fireball.
}}
===Saiha===
{{FrameDataCargo-KOFXV
|moveId=yuri_214a,yuri_214c,yuri_214ac
|name=Saiha
|input=214A/C/AC
|hitboxCaptions= Normal Version, EX Version
|description3=
* Pre-emptive anti air tool
* A version is fast and weaker, C version is slow and stronger
* EX version is your primary combo starter
Yuri holds up a shield-like blast above her head. This is a very rewarding anti air option that gives Yuri a unique defensive gameplan.
----
The A version is the fastest version. It's not quite fast enough to be used on reaction, except potentially to full or super jumps. It offers a limited juggle state that can only be comboed with Super Cancels or short juggles in the corner. Whiffing this at range is a good way to build meter.
----
The C version is slower but stronger and recovers slightly faster. Yuri can get a free juggle combo after this connects. This is the ideal version to use when expecting a jump, but it must be done on prediction. Use when possible, but be careful as this can easily be punished by staying on the ground and waiting for the animation to finish.
----
The EX version is primarily used as a combo tool, as it's fast enough to combo from heavies and causes a juggle state. Unfortunately the range is very short, meaning your confirms into this must be done quickly. Incorporating this into your combo game can greatly amplify your damage however, so it's worth going for.
}}
===Raiou Ken===
{{FrameDataCargo-KOFXV
|moveId=yuri_j236b,yuri_j236d,yuri_j236bd
|name=Raiou Ken
|input=j.236B/D/BD
|hitboxCaptions= B Version, , D Version, , EX Version
|description3=
* Air fireball
* B version halts air momentum, D version keeps air momentum
* EX version fires two fireballs and keeps momentum
* No height limit
Yuri throws a fireball downwards in the air. This is a very unique tool for Yuri that allows her to vary her air game. Yuri has substantial recovery when she lands from all versions however. Because of this they should not be used as your primary air option; rather, they should be used to throw your opponent off or briefly create space. These can be cancelled from all of Yuri's air normals except for j.B, but isn't recommended as it is usually negative, even on hit.
----
B version halts Yuri's momentum in place as she throws the fireball. The halt can throw off your opponents' anti-air game potentially, but the extended recovery makes it hard to Yuri to take advantage of this. 3B is usually better at that job. When used for zoning, the angles you can cover are effective at discouraging approaches, but the halt makes it extremely punishable if the fireball is avoided. Can be an overall useful tool to throw off someone's gameplan, but shouldn't be abused as it's easy to take advantage of.
----
D version keeps Yuri's momentum. Doing this instantly off of a forward hop or jump can allow her to approach while covering unusual ranges that can potentially be hard for opponents to deal with, especially if they try to anti-air Yuri without an invincible move. The frame advantage tends to be minimal however, so be careful about pressing too much advantage when it hits or is blocked. Using this while jumping backwards can make it difficult for opponents trying to get through the B air fireball. It's also useful for nullifying other projectiles.
----
The EX fires two fireballs, and otherwise functions similar to the D version. The second fireball travels at a lower trajectory than the first fireball. This doesn't cover more ground that would be useful generally speaking, and the second fireball doesn't help in the frame advantage at all. Outside of certain combos, there are likely better uses for your meter.
}}
===Hyakuretsu Binta===
{{FrameDataCargo-KOFXV
|moveId=yuri_63214b,yuri_63214d,yuri_63214bd
|name=Hyakuretsu Binta
|input=63214B/D/BD
|hitboxCaptions= B Version, D Version, , EX Version
|description3=* Command throw
* B is quick, D is a running grab
* EX is a hit grab, causes hard knockdown
Yuri's command throw. This gives her an extra edge to deal with a turtling opponent.
----
B version is a stationary command grab that's not instant, but still quick. Has slightly more range than regular throw range. The slight start-up can be a blessing in some cases, as it makes it easier to connect the throw after the opponent's throw invincibility is gone. Only causes a soft knockdown which makes it inferior to a regular throw for oki situations, but can be strong in the corner as a quick rise sets them up to be vulnerable to another throw. Scaring your opponent into jumping can be beneficial for Yuri as she can convert into substantial damage on an airborne opponent if you're prepared.
----
D version has Yuri run for a bit before grabbing the opponent. The run animation is near identical to her regular run animation, aside from a puff of smoke. 16f start-up is on the cusp of reactability, but that's assuming point blank range, which usually is not the situations this version is used. Rather, it's ideally used after a blocked normal or two to mix up your opponent's defensive response. As soon as your opponent catches on they can jump and land a full punish however, so be very careful not to make this your dominant strategy. The run during this version makes this a consistent combo ender from heavies, although the oki isn't as good as ending in 623C.
----
EX version is not a grab, but instead a hit that goes into the grab animation. Not only is this a good combo option off of lights and 3D chains, but it causes a hard knockdown which sets up a safe jump with a simple full jump > hop D or super jump > hyper hop D. The speed of this can potentially make it useful as a whiff punish option, but be careful as it's unsafe on block. This had invincibility in previous games, but that is not true for XV.
}}
===Houyoku===
{{FrameDataCargo-KOFXV
|moveId=yuri_623k,yuri_623bd
|name=Houyoku
|input=623B/D/BD
|hitboxCaptions= Normal Version, EX Version
|description2=* B version goes up at nearly the same angle as regular jump forward
* D version goes at the same angle as hyper hop forward but goes much further.
* BD version goes the same as D version but covers more horizontal distance
Yuri's command jump, also referred commonly as "Demon Flip". The jumps cover similar ranges to universal hops and jumps, but being a special move means that Yuri can cancel into this jump from normals. Although this tactic is prone to reversals and anti-airs when done on block, if your opponent has been conditioned to sit still, Yuri can get away with lots of pressure reset situations and steal back her turn. You can also use it after air resets to set up strong meaty options on your opponents wake-up. The B version is higher but is easier to connect with an opponent midscreen. The D version is shallower and best in the corner where the issue of going over your opponent's head disappears. The EX version travels about 80% of the screen and can go into its follow-ups faster than the meterless versions, while also giving the follow-ups new properties.
}}
====Houyoku Follow ups====
{{FrameDataCargo-KOFXV
|moveId=yuri_623p_p,yuri_623ac_p
|name=Hein Souha
|input=623B/D/BD~A/C
|hitboxCaptions= Normal Version, EX Version
|description2=*Overhead.
Yuri does a move similar to her j.C. Acts like a standard jumping attack, hitting high, but the floater fall speed of the 623B/D can make it harder to be advantageous after. This move has a surprisingly small hurtbox, meaning it can be hard to anti air. This follow-up is in general good for pressure, whether after a blocked normal or an air reset, and should be mixed with the dive kick follow-up to keep your opponent on their toes. If this hits air-to-air, you get a soft knockdown. It is also cancelable into j.236B/D.
When done from an EX flip, this causes a groundbounce instead. This comes into play in many of Yuri's metered combos. Has no particular use on block. Against larger opponents, you can do this instantly off of EX flip for an overhead. This would otherwise normally whiff on crouching opponents when done as early as possible. This technique is unsafe on block, however.
}}
<!--Yuri Raijin Kyaku-->
{{FrameDataCargo-KOFXV
|moveId=yuri_623p_k,yuri_623ac_k
|name=Yuri Raijin Kyaku
|input=623B/D/BD~B/D
|hitboxCaptions= Normal Version, EX Version
|description2=
Yuri does her j.3B. This is almost identical to the command normal, and should be used in similar ways: aim below the waist for the most frame advantage as possible, or use to fake a high and go low after. This follow up is the most prone to anti-airs out of all the follow-ups, so only go for after your opponent has been conditioned to sit still.
When done from an EX flip it always hits low enough for maximum frame advantage. It also does slightly more damage.
}}
<!--Tsubame Otoshi-->
{{FrameDataCargo-KOFXV
|moveId=yuri_623p_ac,yuri_623ac_ac
|name=Tsubame Otoshi
|input=623B/D/BD~AC
|description2=* Air throw
* Has anywhere juggle property.
Yuri grabs the opponent in the air an does an izuna drop. At first glance this seems like just an option against opponents who jump out of her flip mix-ups, which is a common option, and it does work in those situations. The grab has another property however; it is capable of comboing opponents even if they are in an air reset state. This means something such as an anti-air 2C > 623B ~ AC will fully combo. This causes Yuri's anti air game to be much more damaging that the rest of the cast. Something to note is that after landing this, Yuri swaps sides and is sent full screen. In some situations, especially in the corner, it can be worth not going for this to not give up screen space.
This does more damage from an EX flip.
}}
<!--Raiou Ken-->
{{FrameDataCargo-KOFXV
|moveId=yuri_623p_236b,yuri_623ac_236b,yuri_623p_236d,yuri_623ac_236d
|name=Raiou Ken
|input=623B/D/BD~236B/D
|hitboxCaptions= Normal Version, , EX Version, , Normal Version, , EX Version
|description4=
Yuri uses her j.236B/D. As mentioned earlier Yuri's air fireballs are useful for creating space and discouraging approaches, but when done off of 623B/D which only moves Yuri forward, this is almost completely useless. The one situation this can be useful, particularly the B fireball, is causing a reversal to whiff, though this is character specific and also incredibly dangerous if they don't go for the reversal.
This can be used in juggle combos when done off of an EX flip.
}}


==Super Special Moves==
==Super Special Moves==
===Chou Saiha (Kyokugenryu • Raiha)===
{{FrameDataCargo-KOFXV
|moveId=yuri_214214a,yuri_214214c, yuri_214214ac
|name=Chou Saiha (Kyokugenryu • Raiha)
|input=214214A/C/AC
|hitboxCaptions= Normal Version, , Max Version
|description3=* Invincible start-up
Giant Saiha. Your go-to reversal super and Advanced Cancel filler. Has a hitbox behind Yuri making it effective against cross ups as well. Has a lot of knockdown advantage making this a good safe jump starter.
EX version does more damage but knocks Yuri back after it hits and has very little knockdown advantage, leading to less oki afterwards. Burn your 2 bars on her other supers.
}}
===Hien Houou Kyaku===
{{FrameDataCargo-KOFXV
|moveId=yuri_2363214k,yuri_2363214bd
|name=Hien Houou Kyaku
|input=2363214B/D/BD
|hitboxCaptions= Normal Version, Max Version
|description2=* Level 2 version has invincibility.
Yuri's classic ranbu super. The range lets this be used from 3D strings if you're fast enough.
Level 2 version is Yuri's fastest super and has start-up invincibility, making it her ideal level 2 reversal.
Note that Yuri cannot Advanced or Climax cancel from this super.
}}
===Haoh Shoukou Ken===
{{FrameDataCargo-KOFXV
|moveId=yuri_641236a,yuri_641236c,yuri_641236ac
|name=Haoh Shoukou Ken
|input=641236A/C/AC
|hitboxCaptions= Normal Version, , Max Version
|description3=* A version is slow, C version is fast.
Fireball super. Yuri can do extended juggle combos with the super. It has potential in neutral, especially the C version is incredibly fast and very good at punishing fireballs. This has enough pushback to where its hard to punish on block, meaning Yuri can potentially go for 623A > 641236A for a "safe" dp. It is still punishable though, but the opponent might need to use a dedicated option, such as Yuri's own 63214BD.
The EX version is about as fast as the C version and and is stronger.
Be careful when using this in neutral, as the input tends to overlap with 623P.
}}
==Climax Super Special Moves==
===Chou! Ryuuko Ranbu===
{{FrameDataCargo-KOFXV
|moveId=yuri_2141236cd
|input=2141236CD
|description=* Invincible
Super ranbu super! Goes about 75% of the screen and has enough invincibility to go through a projectile.
}}


==Misc==
==Misc==


{{Colors-KOFXV}}
==Videos==
==Videos==
{{#ev:youtube|-kpwZvG5gZ4|||'''Yuri Reveal Trailer'''|frame}}
{{#ev:youtube|-kpwZvG5gZ4|||'''Yuri Reveal Trailer'''|frame}}


==Navigation==
{{CharNavbox_XV}}
{{CharNavbox_XV}}
{{Navbox XV}}
{{Navbox XV}}

Latest revision as of 03:05, 27 July 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Ryo Sakazaki's younger sister managed to learn deadly techniques in less than one year after joining the Kyokugenryu Dojo. As a fighting genius, Yuri has brought her own personal touch to the martial art.
She joins this KOF to once and for all prove her strength to her brother.
Jump: 40f
Hop: 33f
Backdash: 19f
Run Speed Ranking: 4

Movelist

(*) = EX OK

(!) = MAX OK

(Midair Only) = Can only be done in the air.

(Hold OK) = Can be held for a different effect.

Throws

Oni Harite - / +

Silent Nage - / +

Command Normals

Enyoku - +

Yuri Raijin Kyaku - + (Midair Only)

Shien - +

Special Moves

Ko-Ou Ken - + / (*) (Hold OK)

Kuuga (Yuri chou Upper) - + / (*)

Saiha - + / (*)

Raiou Ken - + / (*) (Midair Only)

Hyakuretsu Binta - + / (*)

Houyoku - + / (*)

┗Hein Souha - /
┗Yuri Raijin Kyaku - /
┗Tsubame Otoshi -
┗Raiou Ken - + /

Super Special Moves

Chou Saiha (Kyokugenryu • Raiha) - + / (!)

Hien Houou Kyaku - + / (!)

Haoh Shoukou Ken - + / (!)

Climax Super Special Moves

Chou! Ryuuko Ranbu - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Yuri appears to be another shoto-like character, but in reality has many unique tools that give her a terrifying offense. Between her command jump in 623B/D, command grab in 61234B/D, and infamous dive kick, Yuri excels at cracking a defensive opponent open. When the opponent tries to mount an offense back, she can defend well with a plethora of anti-airs, including the unique ability to combo after anti-air normals. Her primary weakness is a somewhat lackluster ground game, outside of her sweep and fireball, and short range on her specials, making confirming some combos difficult. Yuri works well as a point, where defensive options are fewer, or mid, where her medium bar damage combos can shine.
Pros Cons
  • Queen of Hops: Yuri is extremely fast on the ground and in the air. Her jump arcs are huge and difficult to track thanks to her small frame and quick movement, while her run speed is solid. Complimenting this are many fast buttons.
  • Mini-Akuma: Between her command jumps, her command grab, her great pressure buttons, her solid pressure enders, her great crossup buttons and her aforementioned jump arcs, Yuri has fantastic pressure capabilities and can open people up very easily.
  • Dive Kick: Yuri's j.3B is an absurd button with incredible creative potential. With it, Yuri zips around the screen and resets pressure while punish low abare attempts.
  • Burst Damage: While Yuri's damage with a full tank of meter is nothing to sneeze at, her 0.5 to 1.5 meter damage is completely absurd. Yuri can get over 480 damage midscreen with good execution and 0.5 bars, which is a competitive advantage to have when your pressure is this good.
  • Anti-Air and Space Control: Yuri's fireballs and long normals are great at stuffing aggressive approaches. She also has many anti-airs for covering numerous angles and approach types.
  • Short Limbs: Yuri's ground normals are a tad stubby outside of sweep and 3D, making the midrange poking game difficult for her. She wants to get in.
  • Limited Meter Dumps: While Yuri's full bar combos are good and deal good damage, they are often location specific and require her to dump all five bars to get any reward. Routing into her climax in particular can be annoying, maxing it difficult for her to make use of Quick Max effectively.


Normals

Far Standing Normals

Far A

far A
f.A
f.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 4 8 +3 +1 - 30 60
  • Whiffs on crouchers.
  • Plus on block.

A quick jab. Standard KOF jab; stop hops pre-emptively with it. Can hit crouchers. Cannot cancel into 3D for some reason.

Far B

far B
f.B
f.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 5 4 10 +1 -1 - 30 60
  • Can be chained into.

Yuri sticks her foot out up high. Can function even better than f.A at stopping hops. This has a bigger hitbox and doesn't whiff on crouchers. Only 1f slower, which can come into play, but rarely. Use over f.A when possible. Also your primary light cancel option.

Far C

far C
f.C
f.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid super 8 7 16 -2 (Close Range) to -1 (Max Range) -4 (Close Range) to -3 (Max Range) - 70 120
  • Whiffs on crouchers.

Yuri does a big punch. Angled high and fantastic at stopping hops. Cannot be cancelled however which limits its reward despite its higher damage than f.B. Still a strong tool to throw out. Be wary of sweeps. This is also your best option for Quick Max confirms with its speed and range.

Far D

far D
f.D
f.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid - 9 3 16 +2 0 - 70 120
  • Whiffs on crouchers.

A high angled roundhouse. Only ok as an anti air. Also whiffs on crouchers so be careful when using this on the ground.

Close Standing Normals

Close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 4 6 +5 +3 - 30 60
  • Plus on block.
  • Links into 2C on hit.
  • Can be chained from and into.

A short elbow. Plus on block and hits crouchers; great for pressure, but overshadowed by 2A. Has a hitbox inside of Yuri's hurtbox, potentially making it better that blocking over the head jump ins in the corner than close C or 2C.

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low command 5 3 9 +3 +1 - 30 60
  • Hits low.
  • Plus on block.

A small foot stomp. Hits low and is plus on hit and block, but Yuri has better options.

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 4 7 13 +1 -1 - 70 120

An uppercut. Fast at 4f and covers above Yuri's head. Good anti-air and punish option. Be careful when using this while cornered; Yuri's hurtbox moves forward during this, leaving her open to cross-ups that normally wouldn't happen.

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 6 7 16 -2 -4 - 70 120

A knee to the chest. Strongest combo starter Yuri has. Use in punishes when possible.

Crouch Normals

Crouch A

crouch A
2A
2A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 7 +5 +3 - 30 60
  • Plus on block.
  • Links into 2C on hit.
  • Can be chained from and into.

A small low punch. Better than close A generally, being able to be used at more distances. It also causes less pushback, which makes it easier to combo into 2C after. Use to keep the pressure up.

Crouch B

crouch B
2B
2B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low - 4 3 11 +1 -1 - 15 30
  • Hits low.
  • Can be chained from and into.

A low kick. Yuri has several 4f normals, but this one is one of the best at beating bad blockstrings and punishing jump ins or unsafe moves. Use frequently to get openings.

Crouch C

crouch C
2C
2C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 5 9 17 -5 -7 - 70 120

A crouching uppercut. Great option after a blocked 2A or close A to catch someone pressing buttons on block. Also combos from those normals if they hit. Also works as an anti-air directly above Yuri's head. The range is similar to the range at which close C will come out instead of far C, so the uses are similar, but the lack of promiximity requirement for 2C can make it more reliable. This can also have the hurtbox-moving issue that close C has, so be wary of cross-ups. Note that it cannot be cancelled later into its active frames.

Crouch D

crouch D
2D
2D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 8 5 19 KND (+25) -5 - 70 120
  • Hits low.

A sweep at the legs. Yuri's longest reaching normal, fantastic at punishing opponents to like to pre-emptively jab to stop air approaches. Cancellable on whiff which helps its safety.

Jump Normals

Jump A

jump A
j.A
j.A

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High special 5 7 1 on ground - - - 30 50

jump jump

45 High special 5 9 1 on ground - - - 30 60

A small air punch. One of Yuri's fastest air normals. Use to fake an empty jump.

Jump B

jump B
j.B
j.B

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 5 9 1 on ground - - - 30 50

jump jump

45 High - 5 11 1 on ground - - - 30 60
  • Whiffs on crouchers.
  • Not special cancellable.

An upwards air kick. Good at stopping air approaches. Can easily be low profiled and punished so be careful of overuse.

Jump C

jump C
j.C
j.C

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High special 8 4 1 on ground - - - 70 100

jump jump

70 High special 8 6 1 on ground - - - 70 120

A two-handed hammer slam. Great downwards hitbox making this a great jump in, epsecially against low profile moves. Horizontal range is lacking however. Can cross up, such as after two blocked 2As > hyper hop > j.C.

Jump D

jump D
j.D
j.D

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 6 6 1 on ground - - - 70 100

jump jump

70 High - 6 7 1 on ground - - - 70 120

A classic shoto-style air kick. Better horizontal hitbox than j.C, with a slightly worse downwards hitbox. Use to jump in at a range. Can also cross-up, such as after two blocked 2As > full jump > j.D. Notice the difference in the j.C and j.D set-ups. Knowing when to use j.C vs j.D is an important part of Yuri's offense.

Rush Moves

rush
cl.AA/cl.AAX
cl.AA/cl.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid - 8 - - -4 -6 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid - 9 - - -6 -8 - 30 120 (60+60+60)
  • Placeholder

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 10 9 17 WallSplat (+74~+90) -3 - 100 160

A big upwards slap. Terrible horizontal range but fantastic vertical range and speed. The extra block stun is useful for Yuri as it allows her to string into her slower moves such as 623B/D or 236C, which can help her offense and also lead to combos if the CD hits.

ShatterStrike

Shatterstrike
236CD
236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple (+93) -10 Armor: 4 to 14 (11 frames) 0 200

Uses Far C's animation, making it more normalized to other Shatter Strikes than her Blowback.

AdvanceStrike

AdvanceStrike
214CD
214CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150

jump CD

jump CD
j.CD
j.CD

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid special 14 6 1 on ground SKD - - 80 120

jump jump

90 Mid special 14 6 1 on ground SKD - - 80 140

A forward facing air kick. Has the largest horizontal range of Yuri's air normals. Great for controlling air space and poking at a distance. An important part of Yuri's neutral.

Throws

Oni Harite

C throw
(close) 4/6C
(close) 4/6C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (40) Unblockable - - -

A quick slap across the face. Leave Yuri at the perfect distance to set up an ambiguous cross up with a super jump, depending on how far she runs before hand. In the corner, leaves you point blank, ready for a mix-up.

Silent Nage

D throw
(close) 4/6D
(close) 4/6D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (40) Unblockable - - -

Flips Yuri's opponent over. Can be followed-up similarly to her forward throw.

Command Moves

Enyoku

Enyoku
6A
6A

Raw Version
Cancel Version

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
60 High [Mid] - 20 [18] 8 [10] 15 -2~+5 -4~+3 - 100 120
  • values in [] indicate when move has been cancelled into
  • Overhead
  • Variable frame advantage depending on distance.

Yuri shoots her butt forward. Hits overhead and has great range, but overall unrewarding, as it cannot be followed up in any way. Unsafe point blank, but safer the further away the spacing is. When cancelled into it loses the overhead property and becomes completely useless barring an unrewarding frame trap. At proper spacings Yuri can get plus frames in blockstun, but she's pushed far back making it difficult to press the advantage after.

Yuri Raijin Kyaku

Yuri Raijin Kyaku
j.3B
j.3B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
45 Mid - 10 Active until on ground 7 9 (Lowest height) to -1 (Highest height) 7 (Lowest height) to -3 (Highest height) - 40 60
  • Can be performed any time during a jump.
  • Can be performed after the apex of a hop.
  • Frame advantage varies depending on how deep the kick connects.
  • Hits mid.

Yuri's signature dive kick. This drastically opens up Yuri's offense, allowing her to throw off the opponent's anti air timing, fake a retreat, quickly avoid grounded moves, and much more, depending on the players creativity. It can easily be comboed after if the kick connects around below waist level, so aiming this properly can lead to great reward. It can only be negative if used directly on top of a standing opponent, so avoid those situations. Note that although Yuri has cancellable air normals, Yuri cannot cancel air normals into 3B.

Shien

Shien
3D
3D

Raw Version
Cancel Version

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
40 Low [ Mid ] special 10 4 18 -1 -3 - 60 80
  • Hits low.

A quick low kick. Being only 1f slower than 2D with slightly shorter range, this can be an alternative low option that Yuri can combo from at a distance. This is also used in Yuri's combo and block strings, giving her access to a quick low mid string and heavy combos even from lights.

Special Moves

Ko-Ou Ken

Ko-Ou Ken
236A/C/AC
236A/C/AC

Normal Version
Normal Version Charged
EX Version
EX Version Charged

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

65 [80] Mid super 17 [36] 9 [Full Screen Projectile] 24 [30] SKD -2 (Close) to +6 (Max Range) [+4 (Close) to +24 (Max Range)] - 60 80

C C

75 [80] Mid super 23 [36] 13 [Full Screen Projectile] 16 [30] SKD +2 (Close) to +13 (Max Range) [+4 (Close) to +24 (Max Range)] - 60 80

AC AC

100 [117 (60+60)] Mid - 12 [36] 17 [Full Screen Projectile] 29 [20] SKD +3 (Close) to +15 (Max Range) [+13 (Close) to +20 (Max Range)] - 0 180 [100 (50+50)]
  • Short projectile, full screen projectile when charged (46 frames)
  • A version is quick and recovers slower
  • C version is slower and has frame advantage
  • EX version is can combo from lights


Yuri throws out a quick burst of fire from her hand. Counts as a projectile but behaves like a poke. The range is slightly larger than 2D, and can be used in the KOF rock-paper-scisscors game of hop-jab-sweep. Its safety and large hitbox, especially vertically, makes it very strong for this application.

All versions of this move can be charged to fire a fullscreen projectile as well. This doesn't mean Yuri can necessarily zone, the startup is too slow to really prevent the opponent from approaching. However, fully charged fireballs gain a level in priority, with meterless versions clashing with EX projectiles and the EX version clashing with Level 1 Super projectiles.


The A version is quick and can combo from heavies. This keeps your blockstrings gapless, and can be confirmed into further combos in the corner. Cancelling 2D or CD on whiff into this can cover a lot of ground at once. When charged this fires a slow fireball. Yuri recovers fast enough to follow behind it to apply pressure from full screen.


The C version is slower but has slightly more range and better recovery. This makes it plus on block, especially when spaced. At midscreen Yuri doesn't get a lot of options to keep the pressure up, but in the corner she can go for a 2D, re-hop, or another fireball to keep the opponent guessing. When learning match-ups it can be useful to know what options your opponent has after a blocked fireball to keep your pressure strong. Charged, this fires a fast projectile.


The EX version has larger range and more speed, being comboable off of lights, but slightly worse frame advantage. The speed can make it useful in neutral as a fast poke or in blockstrings for a tighter plus blocked ender. When charged, this fires a fast, 2-hit projectile that beats other EX fireballs.

Kuuga (Yuri chou Upper)

Kuuga (Yuri chou Upper)
623A/C/AC
623A/C/AC

A Version
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

73 (40+35) Mid super (1) 5 11 54 (33 on ground) SKD (24: Tech / 51: Non-tech) -44 Full Body: 1 to 6 (6 Frames) 100 (60+40) 120 (80+40)

C C

113 (80+40) [35] Mid super (1) 12 12 32 (9 on ground) SKD (25: Tech / 52: Non-tech) -23 - 140 (80+60) 160 (100+60)

AC AC

177 (50+35+50+30+30) Mid - 4 8 (30) 10 44 (13 on ground) SKD (22: Tech / 49 Non-tech) -33 Full Body: 1 to 10 (10 Frames) 0 150 (40+30+40+20+20)
  • Reversal dragon punch
  • A is full invuln, C has none
  • EX has full invuln

Yuri does a rising uppercut. Classic DP (dragon punch) style move.


The A version has full invincibility and the fastest start-up. Use for anti-airs and reversals. The forward movement can be problematic at times, as it gives Yuri a deadzone right above her head. Be careful at that range and opt for close C or 2C instead.


The C version has no invincibility whatsoever and should only be used for combos.


The EX version has only 4f of startup, invincibility, and does two uppercuts. It has more forward movement than the A version which can make it more consistent at going through certain blockstrings, such as normal > fireball.

Saiha

Saiha
214A/C/AC
214A/C/AC

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

50 Mid super 14 18 15 Juggle - SKD (33: Tech / 60: Non-tech) -8 - 60 100

C C

60 Mid super 25 18 14 Juggle - SKD (47: Tech / 74: Non-tech) -7 - 60 120

AC AC

95 Mid - 19 18 8 Juggle - SKD (53: Tech / 80: Non-tech) -1 - 0 160
  • Pre-emptive anti air tool
  • A version is fast and weaker, C version is slow and stronger
  • EX version is your primary combo starter

Yuri holds up a shield-like blast above her head. This is a very rewarding anti air option that gives Yuri a unique defensive gameplan.


The A version is the fastest version. It's not quite fast enough to be used on reaction, except potentially to full or super jumps. It offers a limited juggle state that can only be comboed with Super Cancels or short juggles in the corner. Whiffing this at range is a good way to build meter.


The C version is slower but stronger and recovers slightly faster. Yuri can get a free juggle combo after this connects. This is the ideal version to use when expecting a jump, but it must be done on prediction. Use when possible, but be careful as this can easily be punished by staying on the ground and waiting for the animation to finish.


The EX version is primarily used as a combo tool, as it's fast enough to combo from heavies and causes a juggle state. Unfortunately the range is very short, meaning your confirms into this must be done quickly. Incorporating this into your combo game can greatly amplify your damage however, so it's worth going for.

Raiou Ken

Raiou Ken
j.236B/D/BD
j.236B/D/BD

B Version
D Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

50 Mid - 10 Diagonal Projectile 14 on ground -5 (Lowest height) to -15 (Highest height) - Close -7 (Lowest height) to -17 (Highest height) - Close - 40 60

D D

50 Mid - 14 Diagonal Projectile 23 on ground +3 (Lowest height) to -3 (Highest height) - Close 0 (Lowest height) to -5 (Highest height) - Close - 40 60

BD BD

136 (70+70) Mid - 9 Diagonal Projectile 23 on ground 3 (Lowest height) to -6 (Highest height) - Close 1 (Lowest height) to -8 (Highest height) - Close - 0 120 (60+60)
  • Air fireball
  • B version halts air momentum, D version keeps air momentum
  • EX version fires two fireballs and keeps momentum
  • No height limit

Yuri throws a fireball downwards in the air. This is a very unique tool for Yuri that allows her to vary her air game. Yuri has substantial recovery when she lands from all versions however. Because of this they should not be used as your primary air option; rather, they should be used to throw your opponent off or briefly create space. These can be cancelled from all of Yuri's air normals except for j.B, but isn't recommended as it is usually negative, even on hit.


B version halts Yuri's momentum in place as she throws the fireball. The halt can throw off your opponents' anti-air game potentially, but the extended recovery makes it hard to Yuri to take advantage of this. 3B is usually better at that job. When used for zoning, the angles you can cover are effective at discouraging approaches, but the halt makes it extremely punishable if the fireball is avoided. Can be an overall useful tool to throw off someone's gameplan, but shouldn't be abused as it's easy to take advantage of.


D version keeps Yuri's momentum. Doing this instantly off of a forward hop or jump can allow her to approach while covering unusual ranges that can potentially be hard for opponents to deal with, especially if they try to anti-air Yuri without an invincible move. The frame advantage tends to be minimal however, so be careful about pressing too much advantage when it hits or is blocked. Using this while jumping backwards can make it difficult for opponents trying to get through the B air fireball. It's also useful for nullifying other projectiles.


The EX fires two fireballs, and otherwise functions similar to the D version. The second fireball travels at a lower trajectory than the first fireball. This doesn't cover more ground that would be useful generally speaking, and the second fireball doesn't help in the frame advantage at all. Outside of certain combos, there are likely better uses for your meter.

Hyakuretsu Binta

Hyakuretsu Binta
63214B/D/BD
63214B/D/BD

B Version
D Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

100 (10*4+60) N/A - 5 1 32 SKD (28: Tech / 55: Non-tech) Unblockable Full Body: 5 (1 Frame) - -

D D

100 (10*4+60) N/A - 16 1 27 SKD (28: Tech / 55: Non-tech) N/A - - -

BD BD

140 ([0+10]+[10*9+52]) Mid - 8 15 26 HKD(+70) -28 Projectile Invincibility: 8 to 24 (15 Frames) 0 0
  • Command throw
  • B is quick, D is a running grab
  • EX is a hit grab, causes hard knockdown

Yuri's command throw. This gives her an extra edge to deal with a turtling opponent.


B version is a stationary command grab that's not instant, but still quick. Has slightly more range than regular throw range. The slight start-up can be a blessing in some cases, as it makes it easier to connect the throw after the opponent's throw invincibility is gone. Only causes a soft knockdown which makes it inferior to a regular throw for oki situations, but can be strong in the corner as a quick rise sets them up to be vulnerable to another throw. Scaring your opponent into jumping can be beneficial for Yuri as she can convert into substantial damage on an airborne opponent if you're prepared.


D version has Yuri run for a bit before grabbing the opponent. The run animation is near identical to her regular run animation, aside from a puff of smoke. 16f start-up is on the cusp of reactability, but that's assuming point blank range, which usually is not the situations this version is used. Rather, it's ideally used after a blocked normal or two to mix up your opponent's defensive response. As soon as your opponent catches on they can jump and land a full punish however, so be very careful not to make this your dominant strategy. The run during this version makes this a consistent combo ender from heavies, although the oki isn't as good as ending in 623C.


EX version is not a grab, but instead a hit that goes into the grab animation. Not only is this a good combo option off of lights and 3D chains, but it causes a hard knockdown which sets up a safe jump with a simple full jump > hop D or super jump > hyper hop D. The speed of this can potentially make it useful as a whiff punish option, but be careful as it's unsafe on block. This had invincibility in previous games, but that is not true for XV.

Houyoku

Houyoku
623B/D/BD
623B/D/BD

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

- N/A - - - 49 (Total Frames, 9 on ground) - N/A - - -

BD BD

- N/A - - - 46 (Total Frames, 6 on ground) - N/A - - -
  • B version goes up at nearly the same angle as regular jump forward
  • D version goes at the same angle as hyper hop forward but goes much further.
  • BD version goes the same as D version but covers more horizontal distance

Yuri's command jump, also referred commonly as "Demon Flip". The jumps cover similar ranges to universal hops and jumps, but being a special move means that Yuri can cancel into this jump from normals. Although this tactic is prone to reversals and anti-airs when done on block, if your opponent has been conditioned to sit still, Yuri can get away with lots of pressure reset situations and steal back her turn. You can also use it after air resets to set up strong meaty options on your opponents wake-up. The B version is higher but is easier to connect with an opponent midscreen. The D version is shallower and best in the corner where the issue of going over your opponent's head disappears. The EX version travels about 80% of the screen and can go into its follow-ups faster than the meterless versions, while also giving the follow-ups new properties.

Houyoku Follow ups

Hein Souha
623B/D/BD~A/C
623B/D/BD~A/C

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A/C A/C

70 High - 10 6 7 on ground 19 (Lowest height) to 1 (Highest height) 17 (Lowest height) to -1 (Highest height) - 100 100

EX A/C EX A/C

100 High - 10 6 7 on ground Ground Bounce - HKD 17 (Lowest height) to -6 (Highest height) - 0 100
  • Overhead.

Yuri does a move similar to her j.C. Acts like a standard jumping attack, hitting high, but the floater fall speed of the 623B/D can make it harder to be advantageous after. This move has a surprisingly small hurtbox, meaning it can be hard to anti air. This follow-up is in general good for pressure, whether after a blocked normal or an air reset, and should be mixed with the dive kick follow-up to keep your opponent on their toes. If this hits air-to-air, you get a soft knockdown. It is also cancelable into j.236B/D.

When done from an EX flip, this causes a groundbounce instead. This comes into play in many of Yuri's metered combos. Has no particular use on block. Against larger opponents, you can do this instantly off of EX flip for an overhead. This would otherwise normally whiff on crouching opponents when done as early as possible. This technique is unsafe on block, however.

Yuri Raijin Kyaku
623B/D/BD~B/D
623B/D/BD~B/D

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B/D B/D

45 Mid - 10 Active until on ground 7 9 (Lowest height) to -2 (Highest height) 7 (Lowest height) to -4 (Highest height) - 40 60

EX B/D EX B/D

60 Mid - 10 Active until on ground 3 10 (Lowest height) to 6 (Highest height) 11 (Lowest height) to 6 (Highest height) - - 60

Yuri does her j.3B. This is almost identical to the command normal, and should be used in similar ways: aim below the waist for the most frame advantage as possible, or use to fake a high and go low after. This follow up is the most prone to anti-airs out of all the follow-ups, so only go for after your opponent has been conditioned to sit still.

When done from an EX flip it always hits low enough for maximum frame advantage. It also does slightly more damage.

Tsubame Otoshi
623B/D/BD~AC
623B/D/BD~AC

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

AC AC

100 N/A - 3 1 7 on ground HKD (+27) N/A Full Body: 3 (1 Frame) - -

EX AC EX AC

140 N/A - 3 1 7 on ground HKD (27) N/A Full Body: 1 to 3 (3 Frames) - -
  • Air throw
  • Has anywhere juggle property.

Yuri grabs the opponent in the air an does an izuna drop. At first glance this seems like just an option against opponents who jump out of her flip mix-ups, which is a common option, and it does work in those situations. The grab has another property however; it is capable of comboing opponents even if they are in an air reset state. This means something such as an anti-air 2C > 623B ~ AC will fully combo. This causes Yuri's anti air game to be much more damaging that the rest of the cast. Something to note is that after landing this, Yuri swaps sides and is sent full screen. In some situations, especially in the corner, it can be worth not going for this to not give up screen space.

This does more damage from an EX flip.

Raiou Ken
623B/D/BD~236B/D
623B/D/BD~236B/D

Normal Version
EX Version
Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

236B 236B

50 Mid - 10 Diagonal Projectile 9 on ground -5 (Lowest height) to -15 (Highest height) - Close -7 (Lowest height) to -17 (Highest height) - Close - 40 60

EX 236B EX 236B

136 (70+70) Mid - 9 Diagonal Projectile 23 on ground 3 (Lowest height) to -6 (Highest height) - Close 1 (Lowest height) to -8 (Highest height) - Close - 0 120 (60+60)

236D 236D

50 Mid - 14 Diagonal Projectile 20 on ground 3 (Lowest height) to -3 (Highest height) - Close 0 (Lowest height) to -5 (Highest height) - Close - 40 60

EX 236D EX 236D

136 Mid - 9 Diagonal Projectile 23 on ground 3 (Lowest height) to -6 (Highest height) - Close 1 (Lowest height) to -8 (Highest height) - Close - - -

Yuri uses her j.236B/D. As mentioned earlier Yuri's air fireballs are useful for creating space and discouraging approaches, but when done off of 623B/D which only moves Yuri forward, this is almost completely useless. The one situation this can be useful, particularly the B fireball, is causing a reversal to whiff, though this is character specific and also incredibly dangerous if they don't go for the reversal.

This can be used in juggle combos when done off of an EX flip.

Super Special Moves

Chou Saiha (Kyokugenryu • Raiha)

Chou Saiha (Kyokugenryu • Raiha)
214214A/C/AC
214214A/C/AC

Normal Version
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

195 (15*9+60) Mid advanced, climax 7 31 30 HKD (+64) -15 Full Body: 1 to 9 (9 Frames) - -

C C

195 (15*9+60) Mid advanced, climax 11 31 30 HKD (+64) -15 Full Body: 1 to 13 (13 Frames) - -

AC AC

335 (15*19+50) Mid climax 20 39 34 HKD (0) -16 Full Body: 1 to 19 (19 Frames) - -
  • Invincible start-up

Giant Saiha. Your go-to reversal super and Advanced Cancel filler. Has a hitbox behind Yuri making it effective against cross ups as well. Has a lot of knockdown advantage making this a good safe jump starter.

EX version does more damage but knocks Yuri back after it hits and has very little knockdown advantage, leading to less oki afterwards. Burn your 2 bars on her other supers.

Hien Houou Kyaku

Hien Houou Kyaku
2363214B/D/BD
2363214B/D/BD

Normal Version
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

199 ([0+12*12]+[58]) Mid - 11 18 24 HKD (+50) -23 Full Body: 1 to 4 (4 Frames) - -

BD BD

348 (11*18+50+100) Mid - 8 22 25 HKD (29) -28 Full Body: 1 to 10 (10 Frames) - -
  • Level 2 version has invincibility.

Yuri's classic ranbu super. The range lets this be used from 3D strings if you're fast enough.

Level 2 version is Yuri's fastest super and has start-up invincibility, making it her ideal level 2 reversal.

Note that Yuri cannot Advanced or Climax cancel from this super.

Haoh Shoukou Ken

Haoh Shoukou Ken
641236A/C/AC
641236A/C/AC

Normal Version
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

180 Mid advanced, climax 17 Full Screen Projectile 49 HKD (+60) -19 (Close) to 30 (Max Range) Full Body: 1 to 3 (3 Frames) - -

C C

180 Mid advanced, climax 11 Full Screen Projectile 55 KND (+50) -29 (Close) to -11 (Max Range) Full Body: 1 to 3 (3 Frames) - -

AC AC

320 (105+105+110) Mid climax 11 Full Screen Projectile 78 HKD (+41) -38 (Close) to -20 (Max Range) Full Body: 1 to 4 (4 Frames) - -
  • A version is slow, C version is fast.

Fireball super. Yuri can do extended juggle combos with the super. It has potential in neutral, especially the C version is incredibly fast and very good at punishing fireballs. This has enough pushback to where its hard to punish on block, meaning Yuri can potentially go for 623A > 641236A for a "safe" dp. It is still punishable though, but the opponent might need to use a dedicated option, such as Yuri's own 63214BD.

The EX version is about as fast as the C version and and is stronger.

Be careful when using this in neutral, as the input tends to overlap with 623P.

Climax Super Special Moves

Chou! Ryuuko Ranbu

Chou! Ryuuko Ranbu
2141236CD
2141236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
432 (30+38+38+28+36+27+34+25+176) Min:250 Mid - 8 11 123 HKD (+44) -115 (Close) to -105 (Max Range) Full Body: 1 to 18 (18 Frames) - -
  • Invincible

Super ranbu super! Goes about 75% of the screen and has enough invincibility to go through a projectile.

Misc

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8


Videos

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The King of Fighters XV
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