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{{CharNavbox_XV}}
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==Combo Notation Guide==
{|class="wikitable"
! Notation !! Meaning
|-
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.
|-
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
|-
| ''',''' || Link the previous move into the following move.
|-
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.
|-
| '''~''' || Cancel the previous special into the following special.
|-
| '''cl.''' || Close to opponent.
|-
| '''f.''' || Far from opponent.
|-
| '''j.''' || Jumping move.
|-
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.
|-
| '''[X]''' || Hold input briefly.
|-
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
|-
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).
|-
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".
|-
|}


==General Notes==
==Starters==
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/>
The other starters in each table should also work in each case, but may not.


* '''Light Starter''' will denote a 2B > 2B > f.B starter. Assume any combos with this starter will also work off of heavy starters. Other light starters include, but not limited to:
Because Yuri has 3D, which can combo from lights and has the hitstun of a heavy normal, optimally Yuri's combos from lights or heavies are the same. In the combos listed with '''Starter''', the damage values will represent the first two bolded starters in the table below.
**2B > 2A > f.B
 
* '''Heavy Starter''' will denote a cl.D. Other heavy starters include, but not limited to:
===Heavy Starters===
**cl.C
{|class="wikitable sortable"
**2C
! Combo !! Damage !! Notes
**2A, 2C
|-
* Any combo using aforementioned starters can be used after a jump in.
| '''2B > 2A > 3D''' || 74 || Standard low confirm. Stopping at 2A leaves you plus on block.
* Many combos will end in a normal > 623B/D ~ AC for optimum damage but will sacrifice okizeme and the corner if done in the corner. Next to those enders in the combos will have a move in parentheses that can be used instead for better oki and screen positioning, but less damage.
|-
| cl.B > 2A > 3D || 89 || Stronger, more precise low confirm.
|-
| '''2C > 3D''' || 108 || Standard heavy starter. 2C is just barely more reliable after a jump-in than cl.C, having a bit more range. At further ranges 3D will whiff on block.
|-
| 2A, 2C || 91 || Strong link from a close 2A, providing a hit-confirm and a damaging combo from a quick button. 3D works after 2C but will leave you at too far range for some combos.
|-
| cl.D > 3D || 118 || Most damaging combo starter. Use when you can in punishes.  
|}
 
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD || 75 ||
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)


==Combos==
==Combos==
===Meterless===
 
{|class="wikitable"
'''General Notes:'''
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
* Many combos will end in ''X > 623K ~ AC'' for optimal damage but will sacrifice okizeme and the corner if done in the corner.
* Those combos will have an alternative in parentheses next to them that can be used instead for better oki and screen positioning, but less damage.
* '''WIP'''
 
===Beginner Combos===
{|class="wikitable sortable"
! Combo!! Damage !! Meter cost !! Location !! notes
|-
| 2B > 2B > f.B > 214A || 127 || 0 || Anywhere || Basic light confirm. For a bit more damage, try ending in 623C instead.
|-
| j.D > cl.C > 236A || 194 || 0 || Anywhere || Basic heavy combo. Safe on block which makes up for Yuri's difficult heavy confirms.
|-
|-
| '''Light Starter''' > 623C || 168 || 230 || 0 || 25% || Anywhere || Basic light confirm. 623C must be inputted quickly or else it won't combo. 63214B can also be used, but the stun and advantage after is less.
| 2B > 2B > f.B > 214A > 214214A '''/''' 214214AC || 283'''/'''395 || 1'''/'''2 || Anywhere || After 214A, all you need to do is another 214A/214AC and the super will come out, i.e. "214A > 214A" will give you 214A into Super.
|-
|-
| '''Light Starter''' > 3D > 623C || 147 || 210 || 0 || 25% || Anywhere || Less damage but more time to confirm. 623A does more damage but can be inconsistent at further ranges.
| j.D > cl.C > 236A > 236214B '''/''' 236214BD || 360'''/'''483 || 1'''/'''2 || Anywhere || Nice and long confirm window for the super.
|}
 
===Meterless===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
|-
|-
| '''Heavy Starter''' > 63214D || 173 || 70 || 0 || 20% || Anywhere || 63214B/D does more damage when used in heavy combos. Go for a 3D combo if you need more time to confirm.
| '''Starter''' > 623C || 170/209 || 245/270 || 25% || Anywhere || Basic confirm. Yuri can set up a meaty throw after by running.
|-
|-
| '''Light Starter''' > 214A, 2C > 623B/D ~ AC || 263 || 220 || 0 || 40% || Corner || You can swap out the 2C > 623B/D ~ AC for a 623A to keep the corner for significantly less damage, which is often worth it unless it kills.
| '''Starter''' > 214A, 623A || 174/215 || 265/290 || 40% || Corner || 214A will whiff at some ranges.
|-
|-
| '''Heavy Starter''' > 236A, 623A || 201 || 210 || 0 || 25% || Corner || Safe confirm.
| 236A, 623A || 134 || 160 || 20% || Corner || Confirm from a fireball.  
|-
|-
| (anti air) f.B > 623D ~ AC || 130 || 30 || 0 || 15% || Anywhere || Also works off of anti air cl.C, a falling jump normal air-to-air, or anti air 2C if it hits early enough in 2C's animation. Yuri can get much more reward off of anti airs this way. Remember that the oki after landing the air throw is not very good.
| (anti air) f.B > 623D ~ AC || 130 || 30 || 15% || Anywhere || Also works off of anti air cl.C, a falling jump normal air-to-air, or anti air 2C if it hits early enough in 2C's animation. Yuri can get much more reward off of anti airs this way. Remember that the oki after landing the air throw is not very good.
|-
|-
| 214C, run, cl.D > 623B/D ~ AC || 231 || 130 || 0 || 30% || Anywhere || Works off an anti-air 214C as well. Great damage and meter gain for meterless. cl.C can be used for more consistently as it's faster. You can swap the cl.D > 623B/D ~ AC for a 623C for better oki.
| 214C, run, cl.D > 623K ~ AC (623C) || 231 (167) || 130 || 30% || Anywhere || Works off an anti-air 214C as well. Great damage and meter gain for meterless. cl.C can be used for more consistently as it's faster.
|-
|-
| CD > 623D, 2D || 143 || 170 || 0 || 20% || Non-Corner || Anywhere CD conversion. CD > 623D is not a bad sequence on block and can get you some damage if it hits. If you land close enough, a 623C is also possible.  
| CD > 623D, 2D || 143 || 170 || 20% || Non-Corner || Anywhere CD conversion. CD > 623D is not a bad sequence on block and can get you some damage if it hits. If you land close enough, a 623C is also possible.  
|-
|-
| CD > 623D ~ A/C, cl.D > 623B/D ~ AC || 278 || 270 || 0 || 40% || Corner || CD corner combo. Delay the A/C follow-up from the first 623D as much as possible. Use 623C instead of cl.D > 623B/D ~ AC to keep the corner.
| CD > 623D ~ P, 214A, cl.D > 623K ~ AC || 209 || 330 || 55% || Corner || CD corner combo. Delay the A/C follow-up from the first 623D as much as possible. Omit the air throw to keep the corner.
|-
|-
| CD > 236C, 623C || 216 || 300 || 0 || 30% || Near Corner || CD > 236C is also a good sequence on block. If Yuri is completely in the corner, use dp A or a normal into 623B/D ~ AC instead.
| CD > 236C, 623C || 228 || 300 || 35% || Near Corner || CD > 236C is also a good sequence on block. If Yuri is completely in the corner, use dp A or a normal into 623K ~ AC instead.
|}
|}


===EX===
===EX===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Location !! notes
|-
|'''Starter''' > 63214BD || 195/233 || 115/130 || 10% || Anywhere || Weak, but 100% consistent and leads to a safe jump set-up.
|-
|'''Starter''' > 214AC, run, cl.D > 623K ~ AC (623C) || 298/346 (244/289) || 175/200 || 30% || Anywhere || 214AC has short range and can sometimes drop from further ranges.
|-
|'''Starter''' > 236CD, run, cl.D > 3D > 623C || 251/300 || 375/400 || 40% || Anywhere || Because this uses a Shatter Strike, this technically costs 1 bar but gains 90% back, effectively making it a 0.5 bar combo. A little better for keeping oki.
|-
|'''Starter''' > 214AC, 214C, 236A, cl.C > 623K ~ AC (623A) || 369/423 (300/350) || 295/320 || 45% || Corner || Be careful if you use the button hold trick for 236A, as you can accidentally charge the move, causing the combo to drop. 214AC also combos after an uncancelled CD in the corner, and leads to the exact same combo.
|-
| 236C, 63214BD || 211 || 60 || 10% || Corner || Reliable conversion from 236C.
|-
| CD, 623BD ~ P, cl.D > 623K ~ AC || 304 || 170 || 25% || Midscreen || This confirm is only possible at certain spacings, particularly when Yuri is around the middle of the screen.
|-
|-
| '''Light Starter''' > 3D > 623AC || 257 || 150 || 0.5 || 15% || Anywhere || More consistent than meterless options from 3D, but can still drop at max range.
| CD > 623D, 63214BD || 196 || 100 || 15% || Non-Corner || Very consistent.  
|-
|-
| '''Light Starter''' > 3D > 63214BD || 229 || 150 || 0.5 || 15% || Anywhere || 100% consistent and leads to a safe jump set-up. Recommended most as your light confirm.
| CD > 623D, run, cl.D > 623BD ~ AC (623AC) || 255 || 170 || 20% || Non-Corner ||  
|-
|-
|'''Heavy Starter''' > 214AC, 623C, cl.C > 623B/D ~ AC || 345 || 200 || 0.5 || 45% || Anywhere || Almost meter neutral. 214AC has short range and can sometimes drop from further ranges, especially if done from the 2A, 2C link. If you're not confident about your range, use the light confirm combo instead. 623A works instead of cl.C > 623B/D ~ AC for oki.
| CD > 623D ~ P, 214AC, 214C, 236A, cl.C > 623K ~ AC (623A) || 417 (347) || 390 || 60% || Corner ||
|}
|}


===1 Bar===
===1 Bar===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| j. D > cl. D, 214AC > 623BD~C > 236BD > 5D > 623D~A+C || 550 || 1.5 || || || Anywhere ||  
| '''Starter''' > 214AC, 623BD ~ P, cl.D > 623K ~ AC (623C) || 369/422 (318/368) || 175/200 || 1 || 30% || Anywhere || Yuri will switch sides after the 623BD ~ A/C, so swap your inputs accordingly.
|-
| '''Starter''' > 236A > 2363214K || 281/332 || 165 || 1 || 15% || Anywhere || Easy conversion from stray hits of 236A.
|-
| '''Starter''' > 214AC, 214C, 236A, 2C > 623BD ~ AC (623AC) || 390/446 (368/423) || 295 || 1 || 30% || Corner ||
|-
| CD > 623D, 2363214K || 241 || 100 || 1 || 15% || Non-Corner || Reliable CD combo. Only does slightly more than a normal into air throw.
|-
| CD > 623D, 623C > 214214P || 286 || 180 || 1 || 30% || Midscreen || More screen position dependent conversion but more rewarding.
|-
| 236CD, cl.D > 623K ~ AC (623C) || 255 (173) || 70 || 1 || 70% || Anywhere || Shatter Strike conversion. Yuri can get more complex combos if the Shatter Strike hits airborne, but they're very inconsistent based on positioning and spacing, so just aim for this conversion.
|-
| '''Starter''' > 214AC, 623BD~P > j.236BD, cl.D > 623K ~ AC || 452/512 (387/442) || 175/200 || 1.5 || 30% || Anywhere || Very strong combo for the meter spent, even stronger than her 2-2.5 bar conversions bar conversions. Landing this combo will be your primary goal as Yuri. If you're in the corner and don't want to lose the corner, just omit the last air throw.
|-
| '''Starter''' > 214AC, 214C, 236A, 623A > 214214P || 398/458 || 285 || 1.5 || 40% || Corner || Stronger corner combo if you decide to not go for the air throw ender.
|-
| 236CD, 214AC, run, cl.D > 623K ~ AC (623C) || 341 (277) || 70 || 1.5 || 75% || Anywhere || Your Shatter strike combos will match your 214AC combos.
|}
|}


===2 Bars===
===2 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ||  || || || || Anywhere ||  
| '''Starter''' > 214AC, 623BD ~ P > j.236BD, cl.D > 623BD ~ AC (623AC) || 471/533 (443/504) || 175/200 || 2 || 20% || Anywhere ||
|-
| '''Starter''' > 236A > 236214BD || 393/455 || 165 || 2 || 15% || Anywhere || Safe confirm into super.
|-
| '''Starter''' > 214AC, 214C, 236AC, 623C > 214214P || 453/516 || 245 || 2 || 35% || Corner || Good oki and damage.
|-
| ''(QM)'' '''Starter''' > BC, cl.D > 214AC, 623BD ~ P, cl.D > 623K ~ AC (623C) || 382/441 (344/400) || 305/330 || 2 || 35% || Anywhere || 1000 Max Gauge combo. Not very strong, but far C > Quick Max is a strong whiff punish option so you may get some mileage out of this. The extra hitstun on 3D makes it easy to get confirms even if you're out of range for 214AC.
|-
| ''(QM)'' '''Starter''' > BC, cl.D > 3D > 214AC, 623BD ~ P > j.236BD, cl.D > 623K ~ AC || 437/503 || 305/330 || 2 || 35% || Anywhere || 1250 Max Gauge combo. Omit the air throw for oki.
|-
| ''(QM)'' '''Starter''' > BC, cl.D > 3D > 214AC, 623BD ~ P, 623C > 214214P || 420/486 || 315 || 2 || 10% || Anywhere || 1500 Max Guage combo. Although weaker than the 1250 combo, this has better oki compared to omitting the air throw. Due to the cross-up that occurs, the common 632146C longcut for 623C to make cancelling into 214214P becomes less reliable. Try inputting 623C early and holding the button to give yourself more time to input the super. This combo is possible at 1250 if you omit the 3D after Quick Max.
|-
| ''(QM)'' '''Starter''' > BC, cl.D > 214AC, 214C, 236A, 623A > 214214P || 407/461 || 415/440 || 2 || 10% || Corner || 1000 Max Gauge combo. If you have to run for too long after the Quick Max, you may not have enough time to get the super. Omit the 3D in that case.
|-
| ''(QM)'' '''Starter''' > BC, cl.D > 214AC, neutral jump, j.236BD, 623C > 214214P || 424/490 || 255/280 || 2 || 10% || Corner || Optimized 1250 Max Gauge combo. Opt for the {{tt|midscreen|cl.D > 214AC, 623BD ~ P, 623C > 214214P}} if you prefer for 418/482.
|-
''(QM)'' '''Starter''' > BC, cl.D > 3D > 214AC, 214C, 236AC, 623C > 214214P || 447/504 || 375/400 || 2 || 10% || Corner || 1500 Max Gauge combo.
|-
| CD, 2363214BD || 364 || 900 || 2 || 10% || Anywhere || Very consistent, no cancel needed.
|-
| 214C, 2363214BD || 382 || 60 || 2 || 10% || Anywhere || Consistent conversion from 214C.
|-
| '''Starter''' > 214AC, 623BD ~ P > j.236BD, 623A > 214214P || 478/534 || 165 || 2.5 || 20% || Anywhere ||
|-
| '''Starter''' > 214AC, 214C, 236A, 623A > 2363214BD || 501/557 || 285/310 || 2.5 || 40% || Corner ||
|}
|}


===3 Bars===
===3 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || Anywhere ||  
| '''Starter''' > 623C > 214214P > 2363214BD || 554/603 || 185/210 || 3 || 25% || Anywhere || 214A can be used instead of 623C for an easier cancel, doing 528/576 damage.
|-
| '''Starter''' > 236A > 641236C > 2363214BD || 529/583 || 165/190 || 3 || 15% || Anywhere || Hit confirmable combo. You have to input the supers earlier than usual.
|-
| '''Starter''' > 214AC, 623BD ~ P, 623C > 2363214BD || 525/598 || 185/210 || 3 || 25% || Anywhere || Conversion from BNB.
|-
| ''(QM)'' '''Starter''' > BC, cl.D > 214AC, 623C, 623A > 2141236CD || 497/551 || 295/320 || 3 || 10% || Non-Corner || 1000 Max Gauge combo. Only works midscreen and by omitting the 3D after the Quick Max. Not very worth it.
|-
| ''(QM)'' '''Starter''' > BC, cl.D > 3D > 623C > 214214P > 214236CD || 582/636 || 315/280 || 3 || 10% || Anywhere || 1250/1500 Max Gauge combo. Very strong, and will be Yuri's best use of 3 bars. Stronger than even 3.5 meter dump combos.
|-
| ''(QM)'' '''Starter''' > BC, cl.D > 214AC, 623BD ~ P, 623C > 2141236CD || 564/623 || 255/270 || 3 || 10% || Anywhere || Potentially easier 1250/1500 Max Guage combo. You can add a 3D after the Quick Max at 1500 Guage for 577/632.
|-
| '''Starter''' > 214AC, 214C, 236AC, 623C > 2363214BD || 556/615 || 245/260 || 3 || 40% || Corner ||
|-
| ''(QM)'' '''Starter''' > BC, cl.D > 3D > 214AC, 214C, 236A, 623A > 2141236CD || 564/618 || 415/440 || 3 || 10% || Corner || 1000 Max Gauge corner combo. Use the {{tt|midscreen|cl.D > 3D > 623C > 214214P > 214236CD}} combo for 1250 Guage.
|-
| ''(QM)'' '''Starter''' > BC, cl.D > 214AC, 214C, 236AC, 623C > 2141236CD || 604/661 || 375/400 || 3 || 10% || Corner || 1500 Max Gauge corner combo.
|-
| '''Starter''' > 214AC, 214C, 236A, 623A > 214214P > 236214BD || 596/681 || 285 || 3.5 || 40% || Corner || Her only useful 3.5 bar combo.
|}
|}


===4 Bars===
===4 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ||  || || ||  || Anywhere ||  
| ''(QM)'' '''Starter''' > 3D > BC, cl.D > 3D > 623C > 214214AC > 214236CD || 666/719 || 315/340 || 4 || 10% || Anywhere || 1250/1500 Max Guage. Using Max combos is Yuri's best source of damage at 4 bars. 214214AC will only cancel on the last hit, so you don't need to precisely time the Climax. Just input it early and hold the CD.
|-
| '''Starter''' > 214AC, 214C, 236AC, 623C > 214214P > 2363214BD || 651/739 || 245/260 || 4 || 30% || Corner || Only does more damage as a heavy confirm.
|-
| Max Mode > j.D > cl.D > 214A > 214214A > 641236AC > 2141236CD || 960 || 200 || 4 ||  || Anywhere || Very simple jump-in Blue Max combo (1250/1500)
|-
| Max Mode > 2C > 214A > 214214A > 641236AC > 2141236CD || 919 || 130 || 4 ||  || Anywhere || Heavy starter version of the above combo (1250/1500)
|}
|}


===5 Bars===
===5 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || Anywhere ||  
| '''Starter''' > 623C > 214214AC > 2141236CD || 717/782 || 185/210 || 5 || 25% || Anywhere || Yuri's only efficient 5 bar combo.
|-
|}
|}



Latest revision as of 00:53, 31 May 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

Notation Meaning
X Starter Use the corresponding starter(s) from the 'Starters' section of this page.
> Cancel the previous move into the following move.
If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
, Link the previous move into the following move.
(X) A move in brackets must whiff (not hit).
Can also mean the move must be Kara Canceled.
~ Cancel the previous special into the following special.
cl. Close to opponent.
f. Far from opponent.
j. Jumping move.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input briefly.
P & K P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

Starters

Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.

Because Yuri has 3D, which can combo from lights and has the hitstun of a heavy normal, optimally Yuri's combos from lights or heavies are the same. In the combos listed with Starter, the damage values will represent the first two bolded starters in the table below.

Heavy Starters

Combo Damage Notes
2B > 2A > 3D 74 Standard low confirm. Stopping at 2A leaves you plus on block.
cl.B > 2A > 3D 89 Stronger, more precise low confirm.
2C > 3D 108 Standard heavy starter. 2C is just barely more reliable after a jump-in than cl.C, having a bit more range. At further ranges 3D will whiff on block.
2A, 2C 91 Strong link from a close 2A, providing a hit-confirm and a damaging combo from a quick button. 3D works after 2C but will leave you at too far range for some combos.
cl.D > 3D 118 Most damaging combo starter. Use when you can in punishes.

Other Starters

Combo Damage Notes
CD 75

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

General Notes:

  • Many combos will end in X > 623K ~ AC for optimal damage but will sacrifice okizeme and the corner if done in the corner.
  • Those combos will have an alternative in parentheses next to them that can be used instead for better oki and screen positioning, but less damage.
  • WIP

Beginner Combos

Combo Damage Meter cost Location notes
2B > 2B > f.B > 214A 127 0 Anywhere Basic light confirm. For a bit more damage, try ending in 623C instead.
j.D > cl.C > 236A 194 0 Anywhere Basic heavy combo. Safe on block which makes up for Yuri's difficult heavy confirms.
2B > 2B > f.B > 214A > 214214A / 214214AC 283/395 1/2 Anywhere After 214A, all you need to do is another 214A/214AC and the super will come out, i.e. "214A > 214A" will give you 214A into Super.
j.D > cl.C > 236A > 236214B / 236214BD 360/483 1/2 Anywhere Nice and long confirm window for the super.

Meterless

Combo Damage Stun Meter Gain Location notes
Starter > 623C 170/209 245/270 25% Anywhere Basic confirm. Yuri can set up a meaty throw after by running.
Starter > 214A, 623A 174/215 265/290 40% Corner 214A will whiff at some ranges.
236A, 623A 134 160 20% Corner Confirm from a fireball.
(anti air) f.B > 623D ~ AC 130 30 15% Anywhere Also works off of anti air cl.C, a falling jump normal air-to-air, or anti air 2C if it hits early enough in 2C's animation. Yuri can get much more reward off of anti airs this way. Remember that the oki after landing the air throw is not very good.
214C, run, cl.D > 623K ~ AC (623C) 231 (167) 130 30% Anywhere Works off an anti-air 214C as well. Great damage and meter gain for meterless. cl.C can be used for more consistently as it's faster.
CD > 623D, 2D 143 170 20% Non-Corner Anywhere CD conversion. CD > 623D is not a bad sequence on block and can get you some damage if it hits. If you land close enough, a 623C is also possible.
CD > 623D ~ P, 214A, cl.D > 623K ~ AC 209 330 55% Corner CD corner combo. Delay the A/C follow-up from the first 623D as much as possible. Omit the air throw to keep the corner.
CD > 236C, 623C 228 300 35% Near Corner CD > 236C is also a good sequence on block. If Yuri is completely in the corner, use dp A or a normal into 623K ~ AC instead.

EX

Combo Damage Stun Meter cost Location notes
Starter > 63214BD 195/233 115/130 10% Anywhere Weak, but 100% consistent and leads to a safe jump set-up.
Starter > 214AC, run, cl.D > 623K ~ AC (623C) 298/346 (244/289) 175/200 30% Anywhere 214AC has short range and can sometimes drop from further ranges.
Starter > 236CD, run, cl.D > 3D > 623C 251/300 375/400 40% Anywhere Because this uses a Shatter Strike, this technically costs 1 bar but gains 90% back, effectively making it a 0.5 bar combo. A little better for keeping oki.
Starter > 214AC, 214C, 236A, cl.C > 623K ~ AC (623A) 369/423 (300/350) 295/320 45% Corner Be careful if you use the button hold trick for 236A, as you can accidentally charge the move, causing the combo to drop. 214AC also combos after an uncancelled CD in the corner, and leads to the exact same combo.
236C, 63214BD 211 60 10% Corner Reliable conversion from 236C.
CD, 623BD ~ P, cl.D > 623K ~ AC 304 170 25% Midscreen This confirm is only possible at certain spacings, particularly when Yuri is around the middle of the screen.
CD > 623D, 63214BD 196 100 15% Non-Corner Very consistent.
CD > 623D, run, cl.D > 623BD ~ AC (623AC) 255 170 20% Non-Corner
CD > 623D ~ P, 214AC, 214C, 236A, cl.C > 623K ~ AC (623A) 417 (347) 390 60% Corner

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214AC, 623BD ~ P, cl.D > 623K ~ AC (623C) 369/422 (318/368) 175/200 1 30% Anywhere Yuri will switch sides after the 623BD ~ A/C, so swap your inputs accordingly.
Starter > 236A > 2363214K 281/332 165 1 15% Anywhere Easy conversion from stray hits of 236A.
Starter > 214AC, 214C, 236A, 2C > 623BD ~ AC (623AC) 390/446 (368/423) 295 1 30% Corner
CD > 623D, 2363214K 241 100 1 15% Non-Corner Reliable CD combo. Only does slightly more than a normal into air throw.
CD > 623D, 623C > 214214P 286 180 1 30% Midscreen More screen position dependent conversion but more rewarding.
236CD, cl.D > 623K ~ AC (623C) 255 (173) 70 1 70% Anywhere Shatter Strike conversion. Yuri can get more complex combos if the Shatter Strike hits airborne, but they're very inconsistent based on positioning and spacing, so just aim for this conversion.
Starter > 214AC, 623BD~P > j.236BD, cl.D > 623K ~ AC 452/512 (387/442) 175/200 1.5 30% Anywhere Very strong combo for the meter spent, even stronger than her 2-2.5 bar conversions bar conversions. Landing this combo will be your primary goal as Yuri. If you're in the corner and don't want to lose the corner, just omit the last air throw.
Starter > 214AC, 214C, 236A, 623A > 214214P 398/458 285 1.5 40% Corner Stronger corner combo if you decide to not go for the air throw ender.
236CD, 214AC, run, cl.D > 623K ~ AC (623C) 341 (277) 70 1.5 75% Anywhere Your Shatter strike combos will match your 214AC combos.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214AC, 623BD ~ P > j.236BD, cl.D > 623BD ~ AC (623AC) 471/533 (443/504) 175/200 2 20% Anywhere
Starter > 236A > 236214BD 393/455 165 2 15% Anywhere Safe confirm into super.
Starter > 214AC, 214C, 236AC, 623C > 214214P 453/516 245 2 35% Corner Good oki and damage.
(QM) Starter > BC, cl.D > 214AC, 623BD ~ P, cl.D > 623K ~ AC (623C) 382/441 (344/400) 305/330 2 35% Anywhere 1000 Max Gauge combo. Not very strong, but far C > Quick Max is a strong whiff punish option so you may get some mileage out of this. The extra hitstun on 3D makes it easy to get confirms even if you're out of range for 214AC.
(QM) Starter > BC, cl.D > 3D > 214AC, 623BD ~ P > j.236BD, cl.D > 623K ~ AC 437/503 305/330 2 35% Anywhere 1250 Max Gauge combo. Omit the air throw for oki.
(QM) Starter > BC, cl.D > 3D > 214AC, 623BD ~ P, 623C > 214214P 420/486 315 2 10% Anywhere 1500 Max Guage combo. Although weaker than the 1250 combo, this has better oki compared to omitting the air throw. Due to the cross-up that occurs, the common 632146C longcut for 623C to make cancelling into 214214P becomes less reliable. Try inputting 623C early and holding the button to give yourself more time to input the super. This combo is possible at 1250 if you omit the 3D after Quick Max.
(QM) Starter > BC, cl.D > 214AC, 214C, 236A, 623A > 214214P 407/461 415/440 2 10% Corner 1000 Max Gauge combo. If you have to run for too long after the Quick Max, you may not have enough time to get the super. Omit the 3D in that case.
(QM) Starter > BC, cl.D > 214AC, neutral jump, j.236BD, 623C > 214214P 424/490 255/280 2 10% Corner Optimized 1250 Max Gauge combo. Opt for the midscreencl.D > 214AC, 623BD ~ P, 623C > 214214P if you prefer for 418/482.
(QM) Starter > BC, cl.D > 3D > 214AC, 214C, 236AC, 623C > 214214P 447/504 375/400 2 10% Corner 1500 Max Gauge combo.
CD, 2363214BD 364 900 2 10% Anywhere Very consistent, no cancel needed.
214C, 2363214BD 382 60 2 10% Anywhere Consistent conversion from 214C.
Starter > 214AC, 623BD ~ P > j.236BD, 623A > 214214P 478/534 165 2.5 20% Anywhere
Starter > 214AC, 214C, 236A, 623A > 2363214BD 501/557 285/310 2.5 40% Corner

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 623C > 214214P > 2363214BD 554/603 185/210 3 25% Anywhere 214A can be used instead of 623C for an easier cancel, doing 528/576 damage.
Starter > 236A > 641236C > 2363214BD 529/583 165/190 3 15% Anywhere Hit confirmable combo. You have to input the supers earlier than usual.
Starter > 214AC, 623BD ~ P, 623C > 2363214BD 525/598 185/210 3 25% Anywhere Conversion from BNB.
(QM) Starter > BC, cl.D > 214AC, 623C, 623A > 2141236CD 497/551 295/320 3 10% Non-Corner 1000 Max Gauge combo. Only works midscreen and by omitting the 3D after the Quick Max. Not very worth it.
(QM) Starter > BC, cl.D > 3D > 623C > 214214P > 214236CD 582/636 315/280 3 10% Anywhere 1250/1500 Max Gauge combo. Very strong, and will be Yuri's best use of 3 bars. Stronger than even 3.5 meter dump combos.
(QM) Starter > BC, cl.D > 214AC, 623BD ~ P, 623C > 2141236CD 564/623 255/270 3 10% Anywhere Potentially easier 1250/1500 Max Guage combo. You can add a 3D after the Quick Max at 1500 Guage for 577/632.
Starter > 214AC, 214C, 236AC, 623C > 2363214BD 556/615 245/260 3 40% Corner
(QM) Starter > BC, cl.D > 3D > 214AC, 214C, 236A, 623A > 2141236CD 564/618 415/440 3 10% Corner 1000 Max Gauge corner combo. Use the midscreencl.D > 3D > 623C > 214214P > 214236CD combo for 1250 Guage.
(QM) Starter > BC, cl.D > 214AC, 214C, 236AC, 623C > 2141236CD 604/661 375/400 3 10% Corner 1500 Max Gauge corner combo.
Starter > 214AC, 214C, 236A, 623A > 214214P > 236214BD 596/681 285 3.5 40% Corner Her only useful 3.5 bar combo.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
(QM) Starter > 3D > BC, cl.D > 3D > 623C > 214214AC > 214236CD 666/719 315/340 4 10% Anywhere 1250/1500 Max Guage. Using Max combos is Yuri's best source of damage at 4 bars. 214214AC will only cancel on the last hit, so you don't need to precisely time the Climax. Just input it early and hold the CD.
Starter > 214AC, 214C, 236AC, 623C > 214214P > 2363214BD 651/739 245/260 4 30% Corner Only does more damage as a heavy confirm.
Max Mode > j.D > cl.D > 214A > 214214A > 641236AC > 2141236CD 960 200 4 Anywhere Very simple jump-in Blue Max combo (1250/1500)
Max Mode > 2C > 214A > 214214A > 641236AC > 2141236CD 919 130 4 Anywhere Heavy starter version of the above combo (1250/1500)

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 623C > 214214AC > 2141236CD 717/782 185/210 5 25% Anywhere Yuri's only efficient 5 bar combo.

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