* Multiple advancing yolo options to control ground in neutral
* Multiple advancing yolo options to control ground in neutral
| cons=
| cons=
* Normals are sluggish and leave her vulnerable
* Normals are sluggish and leave her vulnerable
* Anti-airs do really bad damage
* Anti-airs do really bad damage unless she's willing to spend meter on Saiha
* Hard time securing knockdowns
* Struggles to play neutral unless she's spending a lot of meter on Hyakuretsu Binta
* Hard time securing knockdowns that lead to meaningful oki
* Can't combo off lights at most ranges, or do two-hit confirms into anything
* Reactable throw that can be punished on tech by almost half the cast
* No reversal
* No reversal
}}
}}
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==Normals==
==Normals==
===Standing Normals===
===Standing Normals===
====5LP====
====cl.LP====
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_5lp
| moveId = yuri_cllp
| description = Placeholder text
| description = Slow, minus, and not any more rewarding on hit than her other lights. Not useful at the ranges where it'll activate. The prox range is also way larger than the range of the move, which means this move doubles as a nerf to f.LP.
}}
====f.LP====
{{FrameDataCargo-AOF2
| moveId = yuri_flp
| description = A great, fast, plus, disjointed normal, just like Ryo's. Unlike Ryo, however, Yuri has a bad cl.LP holding hers back, making this deceptively hard to apply.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_5lk
| moveId = yuri_5lk
| description = Placeholder text
| description = All the whiff recovery of a heavy and all the damage of a light? Talk about a win-win!
In all seriousness, this move is a fine anti-air, if unrewarding.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_clhp
| moveId = yuri_clhp
| description = Placeholder text
| description = Bog-standard close heavy for punishes and the like.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_fhp
| moveId = yuri_fhp
| description = Placeholder text
| description = Slow and less damaging than most heavies. Regrettably, this is one of your best pokes.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_clhk
| moveId = yuri_clhk
| description = Placeholder text
| description = Another humdrum close heavy. cl.HP is faster and more damaging, so this doesn't have much to do.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_fhk
| moveId = yuri_fhk
| description = Placeholder text
| description = Unique far-reaching neutral option, but unfortunately sucks. Punishable on block and hit, even with absolutely perfect spacing, and also pretty reactable on startup, making this a very bad neutral option unless your opponent is at 16 health or less, you think they'll be caught dashing, *and* you don't have the Spirit to use the much better Hyakuretsu Binta.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_2lp
| moveId = yuri_2lp
| description = Placeholder text
| description = Great crouching jab. Since Yuri's stand jab situation is so wonky, this is a great normal to press a bunch instead.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_2lk
| moveId = yuri_2lk
| description = Placeholder text
| description = Less range and less frame advantage than 2LP, which is also a low. Not much point.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_2hp
| moveId = yuri_2hp
| description = Placeholder text
| description = Very fast anti-air that reaches pretty high up.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_2HK
| moveId = yuri_2HK
| description = Placeholder text
| description = Very fast sweep that's deceptively hard to punish. One of Yuri's only ways of securing knockdowns from farther away than literally right on top of them.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_jlp
| moveId = yuri_jlp
| description = Placeholder text
| description = Strictly worse than j.LK in every way.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_jlk
| moveId = yuri_jlk
| description = Placeholder text
| description = Big and very fast flying kick. Good air-to-air and jump-in.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_jhp
| moveId = yuri_jhp
| description = Placeholder text
| description = Also strictly worse than j.LK in every way.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_jhk
| moveId = yuri_jhk
| description = Placeholder text
| description = Pretty slow, but the 6 extra damage helps a lot on a character who struggles so much to deal damage. Covers basically the same screen space as j.LK. Useful if you think you have the time.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_uppercut
| moveId = yuri_uppercut
| description = Placeholder text
| description = No real advantage as an anti-air over 2HP aside from the knockdown.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_lowattack
| moveId = yuri_lowattack
| description = Placeholder text
| description = This move is tiny horizontally, but has a unique property that makes it stand out. While Yuri is lifting her leg, she actually can't be tagged with lows unless the opponent hits her back leg, making this move usable as a low crush. This is a nifty way to beat options like sweeps, other low attacks, and King's slide.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_throw
| moveId = yuri_throw
| description = Placeholder text
| description = Comically bad frame advantage on hit, a long animation that makes this move pretty easy to tech, and the fullscreen launch means this practically sets the situation back to roundstart. Not ideal, but you'll have to rely on it to open people up, since Yuri has no other mixup tools.
Unfortunately, the frame advantage is so bad that some characters can actually punish this move on tech. King, Mickey, Mr. Big, Lee, and Yuri herself can do so anywhere, while Eiji and John can only punish if they were thrown into the corner. The punishes these characters get all do more damage than the teched throw, and since Yuri's throw animation is long and not super difficult to react to with tech, this means Yuri really struggles to do much of anything vs some characters when they get a life lead.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_airthrow
| moveId = yuri_airthrow
| description = Placeholder text
| description = The hit detection on airthrow is as comically tiny and as finnicky as ground throws are in this game, making this unfeasible as a reaction anti-air, as you will be swatted by buttons. Potentially very hard-hitting as a read or as a panic air-to-air, though you get sent back to neutral on hit. Can also be easily option-selected with lights by just doing j.C and praying.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_taunt
| moveId = yuri_taunt
| description = Placeholder text
| description = Same frame data and spirit drain as Ryo and Robert. Taunting is useful in neutral due to the Spirit drain it inflicts on your opponent.
}}
}}
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| moveId = yuri_236a
| moveId = yuri_236a
| description = Costs 20% Spirit.
| description = Costs 20% Spirit.
OK fireball with slightly better frame data than Ryo's version. Not useful as a close- or mid-range tool due to the frame data. Not ideal as a far-range option either; Yuri's unrewarding normal anti-airs means you don't get much from forcing them into the air unless you cash out with Saiha, and doing that too often means giving up future Saiha anti-airs and the ability to threaten with Hyakuretsu Binta in neutral as often. Weigh the cost of using accordingly.
At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 6 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.
}}
}}
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| moveId = yuri_214a
| moveId = yuri_214a
| description = Costs 20% Spirit.
| description = Costs 20% Spirit.
Actually a really good anti-air. Starts up faster than you'd think and is more annoying to whiff punish than you'd think, since it's active from the moment the particle effects appear onscreen and is active well into the animation of the fireball dissipating. By far her most rewarding anti-air, making this a useful part of her kit.
At low Spirit, the fireball will become much smaller, and will do 6 damage. It's actually still got a very good anti-air hitbox in this state, but the low reward means options like 5LK and 2HP are preferred.
}}
}}
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| moveId = yuri_214b
| moveId = yuri_214b
| description = Consumes 20% Spirit on use if available, but is unchanged at low Spirit.
| description = Consumes 20% Spirit on use if available, but is unchanged at low Spirit.
Pretty wimpy. The second and third hit don't combo, the third and fourth hit don't combo, and at range, the first and second hit don't combo. It's safe on block, which is nice for tacking on an extra 8 damage to your combos and then immediately resetting to neutral.
}}
}}
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| moveId = yuri_236b
| moveId = yuri_236b
| description = Costs 25% Spirit.
| description = Costs 25% Spirit.
Not an air fireball in this game. Instead, you input it on the ground, Yuri neutral jumps while loudly announcing what attack she's about to use, then throws the fireball. Not really all that good as a neutral tool, due to being very telegraphed and covering a pretty whatever angle that leaves you vulnerable to having the ball forward jumped over and getting punished on your landing.
At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 8 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.
}}
}}
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| moveId = yuri_646a
| moveId = yuri_646a
| description = Costs 40% Spirit.
| description = Costs 40% Spirit.
Yuri's best feature by far. Very fast, safe on block, and highly-damaging yolo move that wins trades. Adds some layers to Yuri's neutral, since your opponent has to respect the threat of it from midrange. Good to threaten with from time to time, but the Spirit cost means you ought to be conservative.
At low Spirit, this move is replaced with Yuri's f.HP. Humorously, even though you can cancel this f.HP into itself, it has too much pushback to combo, preventing Yuri from getting a stun setup.
}}
}}
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| moveId = yuri_641236a
| moveId = yuri_641236a
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit.
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit.
Too much startup and Spirit cost to be useful in virtually any situation. As an added bonus, it has much more recovery than other characters' versions of the move, making it even more useless than before. Does a sizable 18 damage on block and travels fast, so it can be useful for chip kills vs a low-health opponent you just knocked down.
}}
}}
==Hidden Super Move/Desperation Move==
==Desperation Move==
===Hien Houou Kyaku===
===Hien Houou Kyaku===
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = yuri_6463214bc
| moveId = yuri_6463214bc
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.
Big, damaging unblockable. Yuri being starved for good knockdowns means you can't really set this up often, unless you're landing a lot of raw sweeps or cancel an anti-air normal into it. Still useful as a checkmate option off those hits.
After her father dissappeared when she was young, Yuri became heavily dependent on Ryo. This dependency helped motivate Ryo to become a better fighter, but was to her detriment when she was kidnapped by Mr. Big. After being saved by Ryo and Robert, she was able to convince her father Takuma to train her, which he reluctantantly agreed to as he began to teach her the basics before she was invited to the King of Fighters tournament.
Introduction
Yuri is by no means the strongest character in the game, but she does have some tools that help her win some matchups. A lot of times, though, the odds are not in her favor.
Strengths
Weaknesses
Good range on her normals
Good fireball
Multiple advancing yolo options to control ground in neutral
Normals are sluggish and leave her vulnerable
Anti-airs do really bad damage unless she's willing to spend meter on Saiha
Struggles to play neutral unless she's spending a lot of meter on Hyakuretsu Binta
Hard time securing knockdowns that lead to meaningful oki
Can't combo off lights at most ranges, or do two-hit confirms into anything
Reactable throw that can be punished on tech by almost half the cast
No reversal
Colors
Movelist
Special Moves
Ko-Oh Ken - + - 20% Spirit
Saiha - + - 20% Spirit
Enbu Kyaku - + - 20% Spirit
Raioh Ken - + - 25% Spirit
Hyakuretsu Binta - + - 40% Spirit
Super Move
Haoh Shoukou Ken - + - 75% Spirit
Desperation Move
Hien Houou Kyaku - + + - 75% Spirit
Normals
Standing Normals
cl.LP
Close LP
5A
5A
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. Max health is 128.
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 cancelable. If not, 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.
8
Mid
Yes
8
5
7
-1
+1
-
Slow, minus, and not any more rewarding on hit than her other lights. Not useful at the ranges where it'll activate. The prox range is also way larger than the range of the move, which means this move doubles as a nerf to f.LP.
f.LP
Far LP
5A
5A
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. Max health is 128.
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 cancelable. If not, 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.
6
Mid
No
3
4
2
+5
+7
-
A great, fast, plus, disjointed normal, just like Ryo's. Unlike Ryo, however, Yuri has a bad cl.LP holding hers back, making this deceptively hard to apply.
5LK
Stand LK
5B
5B
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. Max health is 128.
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 cancelable. If not, 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.
8
Mid
Yes
9
8
16
-9
-7
-
All the whiff recovery of a heavy and all the damage of a light? Talk about a win-win!
In all seriousness, this move is a fine anti-air, if unrewarding.
cl.HP
Close HP
5[A]
5[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. Max health is 128.
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 cancelable. If not, 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.
16
Mid
Yes
6
6
17
-2
-6
-
Bog-standard close heavy for punishes and the like.
f.HP
Far HP
5[A]
5[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. Max health is 128.
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 cancelable. If not, 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.
13
Mid
Yes
10
8
17
-16
-20
-
Slow and less damaging than most heavies. Regrettably, this is one of your best pokes.
cl.HK
Close HK
5[B]
5[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. Max health is 128.
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 cancelable. If not, 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.
10
Mid
Yes
7
8
5
+2
-2
-
Another humdrum close heavy. cl.HP is faster and more damaging, so this doesn't have much to do.
f.HK
Far HK
5[B]
5[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. Max health is 128.
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 cancelable. If not, 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.
16
Mid
No
25
11
21
-15~-6
-19~-10
-
Unique far-reaching neutral option, but unfortunately sucks. Punishable on block and hit, even with absolutely perfect spacing, and also pretty reactable on startup, making this a very bad neutral option unless your opponent is at 16 health or less, you think they'll be caught dashing, *and* you don't have the Spirit to use the much better Hyakuretsu Binta.
Crouching Normals
2LP
Crouch LP
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. Max health is 128.
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 cancelable. If not, 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.
6
Low
No
3
4
2
+5
+7
-
Great crouching jab. Since Yuri's stand jab situation is so wonky, this is a great normal to press a bunch instead.
2LK
Crouch LK
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. Max health is 128.
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 cancelable. If not, 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.
8
Low
No
3
2
3
+4
+6
-
Less range and less frame advantage than 2LP, which is also a low. Not much point.
2HP
Crouch HP
2[A]
2[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. Max health is 128.
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 cancelable. If not, 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.
10
Mid
Yes
4
8
11
-10
-14
-
Very fast anti-air that reaches pretty high up.
2HK
Crouch HK
2[B]
2[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. Max health is 128.
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 cancelable. If not, 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.
8
Low
Yes
5
6
23
+37 (KD)
-12
-
Very fast sweep that's deceptively hard to punish. One of Yuri's only ways of securing knockdowns from farther away than literally right on top of them.
Jumping Normals
j.LP
J.LP
j.A
j.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. Max health is 128.
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 cancelable. If not, 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.
6
High
No
5
12
7 on ground
N/A
N/A
-
Strictly worse than j.LK in every way.
j.LK
j.LK
j.B
j.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. Max health is 128.
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 cancelable. If not, 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.
10
High
No
3
14
7 on ground
N/A
N/A
-
Big and very fast flying kick. Good air-to-air and jump-in.
j.HP
j.HP
j.[A]
j.[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. Max health is 128.
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 cancelable. If not, 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.
10
High
No
8
12
7 on ground
N/A
N/A
-
Also strictly worse than j.LK in every way.
j.HK
j.HK
j.[B]
j.[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. Max health is 128.
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 cancelable. If not, 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.
16
High
No
13
16
7 on ground
N/A
N/A
-
Pretty slow, but the 6 extra damage helps a lot on a character who struggles so much to deal damage. Covers basically the same screen space as j.LK. Useful if you think you have the time.
System Mechanics
Uppercut
Uppercut
AC
AC
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. Max health is 128.
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 cancelable. If not, 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.
10
Mid
Yes
4
8
21
+82 (KD)
-16
-
No real advantage as an anti-air over 2HP aside from the knockdown.
Low Attack
Low Attack
BC
BC
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. Max health is 128.
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 cancelable. If not, 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.
8
Low
Yes
9
6
7
+53 (KD)
+2
-
This move is tiny horizontally, but has a unique property that makes it stand out. While Yuri is lifting her leg, she actually can't be tagged with lows unless the opponent hits her back leg, making this move usable as a low crush. This is a nifty way to beat options like sweeps, other low attacks, and King's slide.
Throw
Throw
6/4 C
6/4 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. Max health is 128.
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 cancelable. If not, 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.
30
Throw
No
1
1
0
+7 (KD)
N/A
-
Comically bad frame advantage on hit, a long animation that makes this move pretty easy to tech, and the fullscreen launch means this practically sets the situation back to roundstart. Not ideal, but you'll have to rely on it to open people up, since Yuri has no other mixup tools.
Unfortunately, the frame advantage is so bad that some characters can actually punish this move on tech. King, Mickey, Mr. Big, Lee, and Yuri herself can do so anywhere, while Eiji and John can only punish if they were thrown into the corner. The punishes these characters get all do more damage than the teched throw, and since Yuri's throw animation is long and not super difficult to react to with tech, this means Yuri really struggles to do much of anything vs some characters when they get a life lead.
Air Throw
Air Throw
j.C
j.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. Max health is 128.
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 cancelable. If not, 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.
30
Throw
No
1
1
0
+20 (KD)
N/A
-
The hit detection on airthrow is as comically tiny and as finnicky as ground throws are in this game, making this unfeasible as a reaction anti-air, as you will be swatted by buttons. Potentially very hard-hitting as a read or as a panic air-to-air, though you get sent back to neutral on hit. Can also be easily option-selected with lights by just doing j.C and praying.
Taunt
Taunt
D
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. Max health is 128.
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 cancelable. If not, 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.
0
N/A
No
1
0
49
N/A
N/A
-
Same frame data and spirit drain as Ryo and Robert. Taunting is useful in neutral due to the Spirit drain it inflicts on your opponent.
Special Moves
Ko-oh Ken
Ko-Oh Ken
236A
236A
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. Max health is 128.
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 cancelable. If not, 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.
27
Mid
No
20
Projectile
38
-10
-14
-
Costs 20% Spirit.
OK fireball with slightly better frame data than Ryo's version. Not useful as a close- or mid-range tool due to the frame data. Not ideal as a far-range option either; Yuri's unrewarding normal anti-airs means you don't get much from forcing them into the air unless you cash out with Saiha, and doing that too often means giving up future Saiha anti-airs and the ability to threaten with Hyakuretsu Binta in neutral as often. Weigh the cost of using accordingly.
At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 6 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.
Saiha
Saiha
214A
214A
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. Max health is 128.
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 cancelable. If not, 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.
26
Mid
No
15
33
14
-17
-21
-
Costs 20% Spirit.
Actually a really good anti-air. Starts up faster than you'd think and is more annoying to whiff punish than you'd think, since it's active from the moment the particle effects appear onscreen and is active well into the animation of the fireball dissipating. By far her most rewarding anti-air, making this a useful part of her kit.
At low Spirit, the fireball will become much smaller, and will do 6 damage. It's actually still got a very good anti-air hitbox in this state, but the low reward means options like 5LK and 2HP are preferred.
Enbu Kyaku
Enbu Kyaku
214B
214B
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. Max health is 128.
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 cancelable. If not, 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.
8,8,8,8
Mid
No
3
4(10)6(17)4(17)4
10
+5
-1
-
Consumes 20% Spirit on use if available, but is unchanged at low Spirit.
Pretty wimpy. The second and third hit don't combo, the third and fourth hit don't combo, and at range, the first and second hit don't combo. It's safe on block, which is nice for tacking on an extra 8 damage to your combos and then immediately resetting to neutral.
Raioh Ken
Raioh Ken
236B
236B
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. Max health is 128.
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 cancelable. If not, 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.
26
Mid
No
39
Projectile
43
-11~-3
-16~-8
-
Costs 25% Spirit.
Not an air fireball in this game. Instead, you input it on the ground, Yuri neutral jumps while loudly announcing what attack she's about to use, then throws the fireball. Not really all that good as a neutral tool, due to being very telegraphed and covering a pretty whatever angle that leaves you vulnerable to having the ball forward jumped over and getting punished on your landing.
At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 8 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.
Hyakuretsu Binta
Hyakuretsu Binta
646A
646A
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. Max health is 128.
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 cancelable. If not, 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.
32
Mid
No
5
24
8
+37 (KD)
-11
-
Costs 40% Spirit.
Yuri's best feature by far. Very fast, safe on block, and highly-damaging yolo move that wins trades. Adds some layers to Yuri's neutral, since your opponent has to respect the threat of it from midrange. Good to threaten with from time to time, but the Spirit cost means you ought to be conservative.
At low Spirit, this move is replaced with Yuri's f.HP. Humorously, even though you can cancel this f.HP into itself, it has too much pushback to combo, preventing Yuri from getting a stun setup.
Super Move
Haoh Shoukou Ken
Haoh Shoukou Ken
641236A
641236A
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. Max health is 128.
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 cancelable. If not, 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.
52
Mid
No
43
Projectile
73
+60 (KD)
-48
-
Costs 75% Spirit. Can only be executed with sufficient Spirit.
Too much startup and Spirit cost to be useful in virtually any situation. As an added bonus, it has much more recovery than other characters' versions of the move, making it even more useless than before. Does a sizable 18 damage on block and travels fast, so it can be useful for chip kills vs a low-health opponent you just knocked down.
Desperation Move
Hien Houou Kyaku
No results
No results
No results
NO IMAGE FOUND
No results
Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.
Big, damaging unblockable. Yuri being starved for good knockdowns means you can't really set this up often, unless you're landing a lot of raw sweeps or cancel an anti-air normal into it. Still useful as a checkmate option off those hits.