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The King of Fighters XIII/Yuri Sakazaki: Difference between revisions
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===Crouching=== | ===Crouching=== | ||
''' | '''d.A:''' 25 damage, chain/cancel-able, hits mid. Similar to her s.A but in a crouch position. | ||
'''d.B:''' 30 damage, chain-able, hits low. Swift, quick crouching low kick which is a great starter for a lot of her ground combos. A great low poke that is safe on block. | |||
- | '''d.C''' - 70 damage, cancel-able, hits mid. Good for stopping some jump-in. Can combo into light damage specials, and her supers. | ||
'''d.D''' - 80 damage, whiff/cancel-able, hits low. A sweep with decent range which can be whiff canceled. | |||
''' | |||
- | |||
===Jumping=== | ===Jumping=== |
Revision as of 04:08, 27 November 2011
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
s.A - 25 damage, chain/cancel-able, hits mid. A quick jab that leaves her at a slight advantage on block. The range is really short though.
s.B - 30 damage, whiff/cancel-able, hits mid. This high aiming kick is good for stopping hops, can be whiff canceled and is safe on block.
far C - 80 damage, hits mid. A strong swift punch. Can be good to stop hops preemptively.
far D - 80 damage, hits mid. Yuri performs a roundhouse kick that is safe on block, and has some pushback. This kick can be used some stop some far hops.
s.C - 70 damage, cancel-able, hits mid. A standing uppercut that is easy to combo into a qcf+A, dp+P or super, but isn't safe on block.
s.D - 70 damage, cancel-able, hits mid. Knee to the gut that is similar to s.C cancel wise, but is a bit more safer on block.
Crouching
d.A: 25 damage, chain/cancel-able, hits mid. Similar to her s.A but in a crouch position.
d.B: 30 damage, chain-able, hits low. Swift, quick crouching low kick which is a great starter for a lot of her ground combos. A great low poke that is safe on block.
d.C - 70 damage, cancel-able, hits mid. Good for stopping some jump-in. Can combo into light damage specials, and her supers.
d.D - 80 damage, whiff/cancel-able, hits low. A sweep with decent range which can be whiff canceled.
Jumping
j. A -
- Cancel-able
- Hit Detection: Mid
- Damage: 45(40)
j. B -
- Hit Detection: Mid
- Damage: 45(40)
j. C -
- Hit Detection: Mid
- Damage: 72(70)
j. D -
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
CD -
- Whiff/Cancel-able
- Hit Detection: High
- Damage: 75
j. CD -
- Cancel-able
- Hit Detection: High
- Damage: 90(80)
GCCD: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Throw
Oni Harite = (b/f+C/D)
- Can be broken
- Hit Detection: Close
- Damage: 100
Tsubame Otoshi = (b/d/f+C) in air
- Can't be broken
- Hit Detection: Close in air
- Damage: 100
Command Moves
Yuri Raijin Kyaku = (df+B) in air
- Hit Detection: High
- Damage: 45
Tsubame Tsubasa (f+A)
- Hit Detection: Mid
- Damage: 60
Special Moves
Saiha = (qcb+P)
(EX) = qcb+AC
- Super Cancel-able
- Hit Detection: High
- Damage: 50/60/110
Yuri Chou Upper = (dp+P)
(EX) = dp+AC
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 40+35/65+35/20x5+65+35x2
Raiouken = (qcf+K)
(EX) = qcf+BD
- Hit Detection: High
- Damage: 60/70/45x3
Raiouken Air = (qcf+K) in air
(EX) = qcf+BD in air
- Hit Detection: High
- Damage: 55/70x2
Ko Ou Ken = (qcf+P)
(EX) = qcf+AC
- Super Cancel-able
- Hit Detection: High
- Damage: 60/75/120
Hyakuretsu Binta = (hcb+K)
(EX) = hcb+BD
- Hit Detection: Close/High
- Damage: 0+4x4+120/0+4x10+160
Houyoku = (dp+K)
(EX) = dp+BD
- Hit Detection: None
∟Nage (P)
- Hit Detection: Mid
- Damage: 70(100)
∟Yuri Raijin Kyaku = (K)
- Hit Detection: High
- Damage: 45(60)
∟Dageki = (AC)
- Hit Detection: Close (in air)
- Damage: 100(150)
∟Raiouken Air = (qcf+K)
- Hit Detection: High
- Damage: 55(70x2)
Desperation Moves
Haoh Shou Kou Ken = (f hcf+P)
- Hit Detection: High
- Damage: 190
Hien Hou'ou Kyaku (qcf hcb+K)
(EX) = qcf hcb+BD
- Max Cancel-able
- Hit Detection: High
- Damage: 0+15x11+55/0+10x18+40+100
Neomax
Haoh Raiouken = (qcbx2+AC) also in air
- Hit Detection: High
- Damage: 10xN+25x17
Combos
No Stock, No Drive Gauge -
cr. Bx2, st.B, dp+C
cl.C, dp+C
1 Stock, 1+ Drive Gauge -
cr.Bx2, st.B, dp+C (1), [SC] qcf hcb+K
(Corner) st.C, dp+C (1), (DC) qcb+C, qcb+A, qcf hcb+K
cr.Bx2, st.B, dp+C (1), [DC] dp+K~P, cr.C, dp+K~AC
2 Stock, No Drive Gauge -
(Corner) st.C, qcb+AC, qcb+C, qcb+A, qcf hcb+K
2 Stock, 1+ Drive Gauge -
(Corner) st.C, qcb+AC, qcb+C, qcb+A, dp+A (1), [DC] qcb+C, qcb+A, qcf hcb+K
HD Combo
(1)(Corner) cr.Bx2, st.B, [HD] st.C, dp+C, [(HDC)] qcb+C, qcb+A, dp+A (1)]xN, [HDC] qcb+C, qcf hcb+D, [MC] qcbx2+AC, qcf hcb+D
Strategies
Far Range
Mid Range
Close Range
Cornered Opponent
Cornered
Videos
http://www.youtube.com/watch?v=U66VV2gBUxU
Discussion Threads
Discuss at Dream Cancel