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The King of Fighters XV/Yuri Sakazaki: Difference between revisions
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[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.]] | <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. | ||
{{TOClimit|3}} | <div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | ||
<big>'''Jump:''' 40f | |||
<br>'''Hop:''' 33f | |||
<br>'''Backdash:''' 19f | |||
<br>'''Run Speed Ranking:''' 4 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | |||
==Movelist== | ==Movelist== | ||
(*) = EX OK | (*) = EX OK | ||
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| 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. | | 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= | | 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= | | 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==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=yuri_fa | |moveId=yuri_fa | ||
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* Plus on block. | * Plus on block. | ||
A quick jab. Standard KOF jab; stop hops pre-emptively with it. Cannot cancel into 3D for some reason. | A quick jab. Standard KOF jab; stop hops pre-emptively with it. Can hit crouchers. Cannot cancel into 3D for some reason. | ||
}} | }} | ||
=== | ====Far B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=yuri_fb | |moveId=yuri_fb | ||
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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. | 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==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=yuri_fc | |moveId=yuri_fc | ||
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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. | 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==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=yuri_fd | |moveId=yuri_fd | ||
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* Whiffs on crouchers. | * Whiffs on crouchers. | ||
A high angled roundhouse. | A high angled roundhouse. Only ok as an anti air. Also whiffs on crouchers so be careful when using this on the ground. | ||
}} | }} | ||
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===Crouch Normals=== | ===Crouch Normals=== | ||
=== | ====Crouch A==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=yuri_2a | |moveId=yuri_2a | ||
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* Can be chained from and into. | * Can be chained from and into. | ||
A small low punch. Better than close A generally, being able to be used at more distances | 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==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=yuri_2b | |moveId=yuri_2b | ||
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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. | 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==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=yuri_2c | |moveId=yuri_2c | ||
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|input=2C | |input=2C | ||
|description= | |description= | ||
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. | 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==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=yuri_2d | |moveId=yuri_2d | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2= | |description2= | ||
A small air punch. One of Yuri's fastest air normals. Use to fake an empty jump. | A small air punch. One of Yuri's fastest air normals. Use to fake an empty jump. | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2= | |description2= | ||
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. | 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. | ||
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|moveId=yuri_cd | |moveId=yuri_cd | ||
|description= | |description= | ||
A big upwards slap. Terrible horizontal range but fantastic vertical range. | 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. | ||
}} | }} | ||
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|moveId=yuri_236cd | |moveId=yuri_236cd | ||
|description= | |description= | ||
Uses Far C's animation, making it more normalized to other Shatter Strikes than her Blowback. | |||
}} | |||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=yuri_214cd | |||
|description= | |||
* | |||
}} | }} | ||
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|name=Enyoku | |name=Enyoku | ||
|input=6A | |input=6A | ||
|hitboxCaptions= Raw Version, Cancel Version | |||
|description= | |description= | ||
* values in [] indicate when move has been cancelled into | * values in [] indicate when move has been cancelled into | ||
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|name=Shien | |name=Shien | ||
|input=3D | |input=3D | ||
|hitboxCaptions= Raw Version, Cancel Version | |||
|description= | |description= | ||
* Hits low. | * 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 | 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. | ||
}} | }} | ||
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|name=Ko-Ou Ken | |name=Ko-Ou Ken | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|hitboxCaptions= Normal Version, , Normal Version Charged, , EX Version, , EX Version Charged | |||
|description3= | |description3= | ||
* Short projectile, full screen projectile when charged ( | * Short projectile, full screen projectile when charged (46 frames) | ||
* A version is quick and recovers slower | * A version is quick and recovers slower | ||
* C version is slower and has frame advantage | * C version is slower and has frame advantage | ||
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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. | 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 | 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 | 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 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 | 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. | ||
}} | }} | ||
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|name=Kuuga (Yuri chou Upper) | |name=Kuuga (Yuri chou Upper) | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|hitboxCaptions= A Version, , C Version, , , , EX Version | |||
|description3= | |description3= | ||
* Reversal dragon punch | * Reversal dragon punch | ||
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The C version has no invincibility whatsoever and should only be used for combos. | The C version has no invincibility whatsoever and should only be used for combos. | ||
---- | ---- | ||
The EX version has 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. | 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=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Saiha | |name=Saiha | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description3= | |description3= | ||
* Pre-emptive anti air tool | * Pre-emptive anti air tool | ||
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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. | 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 to | 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 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. | ||
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}} | }} | ||
===Raiou Ken=== | ===Raiou Ken=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Raiou Ken | |name=Raiou Ken | ||
|input=j.236B/D/BD | |input=j.236B/D/BD | ||
|hitboxCaptions= B Version, , D Version, , EX Version | |||
|description3= | |description3= | ||
* Air fireball | * Air fireball | ||
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|name=Hyakuretsu Binta | |name=Hyakuretsu Binta | ||
|input=63214B/D/BD | |input=63214B/D/BD | ||
|hitboxCaptions= B Version, D Version, , EX Version | |||
|description3=* Command throw | |description3=* Command throw | ||
* B is quick, D is a running grab | * B is quick, D is a running grab | ||
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---- | ---- | ||
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 | 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. | ||
---- | ---- | ||
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|name=Houyoku | |name=Houyoku | ||
|input=623B/D/BD | |input=623B/D/BD | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description2=* B version goes up at nearly the same angle as regular jump forward | |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. | * 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 | * 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 | 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. | ||
}} | }} | ||
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|moveId=yuri_623p_p,yuri_623ac_p | |moveId=yuri_623p_p,yuri_623ac_p | ||
|name=Hein Souha | |name=Hein Souha | ||
|input= | |input=623B/D/BD~A/C | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description2=*Overhead. | |description2=*Overhead. | ||
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|moveId=yuri_623p_k,yuri_623ac_k | |moveId=yuri_623p_k,yuri_623ac_k | ||
|name=Yuri Raijin Kyaku | |name=Yuri Raijin Kyaku | ||
|input= | |input=623B/D/BD~B/D | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description2= | |description2= | ||
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|moveId=yuri_623p_ac,yuri_623ac_ac | |moveId=yuri_623p_ac,yuri_623ac_ac | ||
|name=Tsubame Otoshi | |name=Tsubame Otoshi | ||
|input= | |input=623B/D/BD~AC | ||
|description2=* Air throw | |description2=* Air throw | ||
* Has anywhere juggle property. | * Has anywhere juggle property. | ||
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|moveId=yuri_623p_236b,yuri_623ac_236b,yuri_623p_236d,yuri_623ac_236d | |moveId=yuri_623p_236b,yuri_623ac_236b,yuri_623p_236d,yuri_623ac_236d | ||
|name=Raiou Ken | |name=Raiou Ken | ||
|input= | |input=623B/D/BD~236B/D | ||
|hitboxCaptions= Normal Version, , EX Version, , Normal Version, , EX Version | |||
|description4= | |description4= | ||
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===Chou Saiha (Kyokugenryu • Raiha)=== | ===Chou Saiha (Kyokugenryu • Raiha)=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=yuri_214214a,yuri_214214c, yuri_214214ac | ||
|name=Chou Saiha (Kyokugenryu • Raiha) | |name=Chou Saiha (Kyokugenryu • Raiha) | ||
|input=214214A/C/AC | |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. | 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. | ||
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|name=Hien Houou Kyaku | |name=Hien Houou Kyaku | ||
|input=2363214B/D/BD | |input=2363214B/D/BD | ||
|hitboxCaptions= Normal Version, Max Version | |||
|description2=* Level 2 version has invincibility. | |description2=* Level 2 version has invincibility. | ||
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===Haoh Shoukou Ken=== | ===Haoh Shoukou Ken=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=yuri_641236a,yuri_641236c,yuri_641236ac | ||
|name=Haoh Shoukou Ken | |name=Haoh Shoukou Ken | ||
|input=641236A/C/AC | |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, | 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 | 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. | Be careful when using this in neutral, as the input tends to overlap with 623P. | ||
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==Misc== | ==Misc== | ||
{{Colors-KOFXV}} | |||
==Videos== | ==Videos== | ||
{{#ev:youtube|-kpwZvG5gZ4|||'''Yuri Reveal Trailer'''|frame}} | {{#ev:youtube|-kpwZvG5gZ4|||'''Yuri Reveal Trailer'''|frame}} |
Latest revision as of 03:05, 27 July 2024
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Hold OK) = Can be held for a different effect.
Throws
Command Normals
Yuri Raijin Kyaku - + (Midair Only)
Special Moves
Kuuga (Yuri chou Upper) - + / (*)
Raiou Ken - + / (*) (Midair Only)
Super Special Moves
Chou Saiha (Kyokugenryu • Raiha) - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = 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 |
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Normals
Far Standing Normals
Far A
far A
f.A
f.A
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Far B
far B
f.B
f.B
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Far C
far C
f.C
f.C
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Far D
far D
f.D
f.D
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Close Standing Normals
Close A
close A
cl.A
cl.A
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Close B
close B
cl.B
cl.B
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Close C
close C
cl.C
cl.C
|
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Close D
close D
cl.D
cl.D
|
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Crouch Normals
Crouch A
crouch A
2A
2A
|
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Crouch B
crouch B
2B
2B
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Crouch C
crouch C
2C
2C
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Crouch D
crouch D
2D
2D
|
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Jump Normals
Jump A
jump A
j.A
j.A
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Jump B
jump B
j.B
j.B
|
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Jump C
jump C
j.C
j.C
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Jump D
jump D
j.D
j.D
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Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
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Blowback
Blowback
Blowback
CD
CD
|
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ShatterStrike
Shatterstrike
236CD
236CD
|
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AdvanceStrike
AdvanceStrike
214CD
214CD
|
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jump CD
jump CD
j.CD
j.CD
|
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Throws
Oni Harite
C throw
(close) 4/6C
(close) 4/6C
|
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Silent Nage
D throw
(close) 4/6D
(close) 4/6D
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Command Moves
Enyoku
Enyoku
6A
6A
|
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Yuri Raijin Kyaku
Yuri Raijin Kyaku
j.3B
j.3B
|
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Shien
Shien
3D
3D
|
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Special Moves
Ko-Ou Ken
Ko-Ou Ken
236A/C/AC
236A/C/AC
|
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Kuuga (Yuri chou Upper)
Kuuga (Yuri chou Upper)
623A/C/AC
623A/C/AC
|
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Saiha
Saiha
214A/C/AC
214A/C/AC
|
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Raiou Ken
Raiou Ken
j.236B/D/BD
j.236B/D/BD
|
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Hyakuretsu Binta
Hyakuretsu Binta
63214B/D/BD
63214B/D/BD
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Houyoku
Houyoku
623B/D/BD
623B/D/BD
|
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Houyoku Follow ups
Hein Souha
623B/D/BD~A/C
623B/D/BD~A/C
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Yuri Raijin Kyaku
623B/D/BD~B/D
623B/D/BD~B/D
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Tsubame Otoshi
623B/D/BD~AC
623B/D/BD~AC
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Raiou Ken
623B/D/BD~236B/D
623B/D/BD~236B/D
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Super Special Moves
Chou Saiha (Kyokugenryu • Raiha)
Chou Saiha (Kyokugenryu • Raiha)
214214A/C/AC
214214A/C/AC
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Hien Houou Kyaku
Hien Houou Kyaku
2363214B/D/BD
2363214B/D/BD
|
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Haoh Shoukou Ken
Haoh Shoukou Ken
641236A/C/AC
641236A/C/AC
|
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Climax Super Special Moves
Chou! Ryuuko Ranbu
Chou! Ryuuko Ranbu
2141236CD
2141236CD
|
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Misc
Alternate Colors