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The King of Fighters XIII/Yuri Sakazaki: Difference between revisions
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[http://dreamcancel.com/forum/index.php?action=profile;u=4128 machina] [http://dreamcancel.com/wiki/index.php?title=Yuri_Sakazaki_(XIII)#Yuri.27s_Jumps] | [http://dreamcancel.com/forum/index.php?action=profile;u=4128 machina] [http://dreamcancel.com/wiki/index.php?title=Yuri_Sakazaki_(XIII)#Yuri.27s_Jumps] | ||
[http://dreamcancel.com/forum/index.php?action=profile Great_Dark_Hero]#Character Match-Ups | |||
=Links & References= | =Links & References= |
Revision as of 16:02, 10 August 2012
0 Stock, No Drive Gauge |
Anywhere |
d.Bx2, s.B, dp+C = 168 dmg |
1 Stock, 1+ Drive Gauge |
Anywhere |
hcb+B/D (5), (DC) qcf~hcb+K = 288 dmg |
1 Stock, 0 Drive Gauge | Anywhere | d.Bx2, s.B, dp+AC = 229 dmg |
Console Changes
-The distance travelled on her dp as well as the angle of descent has been adjusted
-Her air throw coming off of dp.K has special follow up properties (special follow up properties –ie- versus normal situations where an opponents in an air status that cannot be followed up on with subsequent attacks)
-s.B is faster
-j.A can be cancelled with her dive kick
-Movement limits on Yuri’s dive kick have been relaxed
-Her hcb.B is now a 1 frame cmd throw
-The invincibility after attack frames on EX hcb.K has been shortened
-Recovery on haoh-shokoken improved
Yamamoto: "Depending on which buttons get pressed on hcb.K, a 1 frame throw, a running throw, an invincible attack, the properties of the move change dramatically so it will be necessary to use the variations according to the situation. This will be a versatile weapon in her arsenal so please give the move a try in depth. The real spectacle here is her air throw from dp.K which is now a hit-anything move. Try racking up on damage in various situations!"
Gameplay Overview
(coming soon!)
Gameplay Notes
Pros
- Fair damage output
- Good zoning capabilities
- Ambiguous crossups, and good pressure with her demon flip dive kick
- Overall increased mixup potential; air resets, command/running throw mixups, high/low game
- Good speed and agility
- Has an air throw
- Easy drive cancel confirms
- Can build meter by whiffing hcb+B, and qcb+P
Cons
- Needs meter to shell out good damage
- Very short and stubby normals range
- Mediocre long-range/zoning game
- Requires good, clean execution for a few of her damaging combos
- Linear and simple blockstrings
- Mediocre corner pressure
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. You can easily confirm this against a jumping opponent into her dp+K~AC for an air throw.
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. In the middle of one of her combos, she can confirm this into her dp+K~AC.
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-ins. Can combo into light damage specials, and her supers. If you anti-air someone with this attack, you can confirm it into her dp+K~AC air throw for more damage.
d.D - 80 damage, whiff/cancel-able, hits low. A sweep with decent range which can be whiff canceled.
Jumping
j. A - 45(40) damage, cancel-able, hits overhead. Range is a little short, and points down diagonally, but it can be canceled into her df+B or her qcf+K.
j. B - 45(40) damage, hits overhead. Has more range than her j.A but isn't cancel-able. Good for air-to-air.
j. C - 72(70) damage, hits overhead. Good for jumping in, and can be option selected into her air throw. Can be used to to cross up standing opponents too.
j. D - 70(68) damage, hits overhead. Good for jumping in, has a nice ranged hitbox, and can crossup standing and crouching opponents.
Blowback Attack
CD - 75 damage, whiff/cancel-able, hits mid. A wide smack that has a lot of pushback. It covers a bit of space diagonally above her head, so it can potentially be used as an anti-air, but it may trade a lot or get beaten out if its activated too late.
j. CD - 90(80) damage, cancel-able, hits mid. A booty bump that can be canceled into her air qcf+K. The range is a little on the short side, though. If you hit a standing, crouch or jumping opponent in a corner with it, you can confirm it into her dp+K~AC air throw for free, without a counter hit. If it does counter hit, you can hit them with other j.CD, then confirm the dp+K~AC for a full 3 hit combo up to 266 damage.
GCCD - 10 damage, hits mid. Guard Cancel Blowback Attack
Throw
Oni Harite = (b/f+C/D) close 100 damage, can be broken and ground teched.
Tsubame Otoshi = (b/d/f+C) in air 100 damage, can't be broken, and give a hard knockdown.
Command Moves
Yuri Raijin Kyaku = (df+B) in air 45 damage, hits mid. A dive kick that is very safe on block, can be performed during a hop, and can even be combo-ed into on hit. A great move.
Tsubame Tsubasa (f+A) 60 damage, hits overhead. Her patented butt overhead that still isn't safe on block. On hit it can connect to her neomax if you're good at hit confirming.
Special Moves
Saiha = (qcb+P) - Yuri performs a fireblast pointed diagonally towards above her head, pointed at 2 o'clock. It is a bit similar to her Saiha in KOF02, which had slow start up, was active for a quite a while, and the C version was neutral on block (which still is). In KOF98, this move had a faster start-up, and reflected fireballs, which doesn't share those qualities in this version. You can only negate the fireballs, but the start-up is so slow, it can be very hard to catch the fireballs on time. The A version can be comboed from light and strong normal attacks, but leaves her at a disadvantage on block, with a little pushback if performed midscreen. It also causes a hard knockdown as well. The C version has slower start up, but is safe on block (as mentioned in contrast to her KOF02 version), does not combo from light and strong normal attacks, and doesn't knockdown hard. It is best to use this move somewhat as a pre-emptive anti-air attack, especially against a cornered opponent mid-range, looking for a escape. Yuri is open to low attacks during the duration of the move, so it is best to use this move in moderation.
(EX) = qcb+AC - Slower start up than both of the standard versions, but knocks the opponent up higher in the air, into a techable knockdown. Yuri isn't invincible at all during this move, and can be easily counter hit because of its slow start-up. When it is active, it lasts almost just as long as the C version, and it is safe if its blocked. If you use it as an early anti-air midscreen, it does cover a decent amount of space, and you can go for an air reset setup if you wish. In the corner, you can use this move for a reset setup, or juggle them with two normal Saiha's (C version, then A) or any other special move or DM.
- Super Cancel-able
- Hit Detection: Mid
- Damage: 50/60/110
Yuri Chou Upper = (dp+P) Yuri's version of the dragon punch has kept somewhat of the same function from previous years, but has changed a bit in this game as well. Overall, it seems like the horizontal range has increased a bit, causing the dp to travel at a more wider space. Also, she can't connect a follow up dp like in some of her early years (dp+C~dp+A), so she can only pop one in a combo. Her recovery is still bad if its whiffed or blocked, so its best to confirm into this as best as you can for you wont get punished. The A version has a small amount of invincibility at its start, and features a much less and tighter distance horizontally, which can be good for anti-airing jumps and super jumps. The C version covers a very far distance (almost half screen when she lands), which can make it susceptible to downright whiffing if you are trying to use it as an anti-air. For damage, it is best to use the C version for combos, while keeping the A version for anti-airing.
(EX) = dp+AC This version features a good amount of invincibility after the first few starting frames, while most of its hits are featured while she skims the ground before she jumps in the air. Kind of reminiscent of the fierce dp of Street Fighter Alpha's Sakura. You can use this move as a risky wake up dp reversal, but keep in mind that the move doesn't hit vertically as fast as dp+A. If this move is blocked or whiffed, you can get hurt.
- Drive/Super Cancel-able
- Hit Detection:Mid
- Damage: 40+33/65+33/20x5+65+35x2
Raiouken = (qcf+K) Yuri's air fireball. In this game, her fireball travels at a downward angle of almost 40 to 60 degrees. Similar to her qcf+K in OG KOF98, she jumps up, and releases the fireball while pausing mid-air for a split second. The B version has her fireball released at a neutral hop height, while the C version releases at a neutral jump level. The fireball itself has somewhat of a slow speed when traveling, but it has a good sized hitbox, and forms another quick hitbox when it hits the ground. Good for zoning and ending blockstrings but she is open to punishment if you roll towards and under her while she is releasing the fireball. She is also open to jump attacks from the opponent before or while the fireball is released.
(EX) = qcf+BD - Yuri slowly hyper-hops forward releasing a fireball that does 3 hits to the opponent, and lands. She has fast recovery after this move hits, or whiffs and it's also safe on block, but she is in a counter hit state during the duration of the move. After the fireball attacks the opponent, she can follow up with a combo or a command throw. You can cancel into this move from a few of her normal attacks, and if they are close enough, Yuri will actually jump over them and land right next to them for a follow-up attack which will connect on hit, or they will have to block the other way if the fireball is blocked.
- Hit Detection: High
- Damage: 60/70/127
Raiouken Air = (qcf+K) in air - When jumping towards or away from the opponent, the timing of the fireball releases either with a slight pause then release for the B version (like jumping qcf+K in 98UM) or Yuri falling and releasing the fireball at the same time for the D version (like jumping qcf+K in KOF02). The angles for the fireballs are a bit more steeper than the normal standing performed qcf+K, especially the D which release at an almost 20-30 degree angle (or less) depending on the type of jump you use.
(EX) = qcf+BD in air - Combining the fireball release angles of both standing performed versions of qcf+K, Yuri release two fireballs while descending (rather quickly) from her jump. Her recovery is very fast after the fireballs make contact if you land close to you opponent which can open up some frame trap possibilities if blocked, or a combo if they are hit with them.
- Hit Detection: High
- Damage: 55/70x2
Ko Ou Ken = (qcf+P) In this game her Ko Ou Ken is similar to her KOF02 version which is just a fireball extending a bit past her fist. The A version combos from just heavy normal attacks but is not safe on block while the C version doesn't seem to combo from anything, has much slower start up, has a bit of frame advantage on block, also covers more space. You can use this move in conjunction with her qcf+K, but understand that the start up for both versions aren't very fast so be careful
while zoning, or trying to end blockstrings with them. Both of the versions do not give the opponent a hard knockdown.
(EX) = qcf+AC The range on the EX is actually quite far, almost a half-screen away, while the fireball travels a fast, short distance from her fist. It can combo from light and heavy normals, but does not give the opponent a hard knockdown. At pointblank range on block, this move pushes the opponent back at a moderately safe range but can be punished by DMs that have very quick start-up frames.
- Super Cancel-able
- Hit Detection: High
- Damage: 65/75/120
Hyakuretsu Binta = (hcb+K) This move now was two totally different properties and uses. The B version is more of a 1 frame instant throw now, which can combo from light and heavy attacks, and ends in a hard knockdown. You can also whiff this throw to build a little meter. This is probably the better light combo finisher because it ends in a hard knockdown, it does more damage than her dp+C, and you can easily drive/super cancel it. The D version is still a running grab which leaves her in a counter state while she is running, and ends in a hard knockdown. It is fun to surprise you opponent with this while they are in a defensive position (still in block stun, or anticipating something else) or finishing up a mid-screen roll. But if you try to abuse it, you can be punished before it actually connects.
(EX) = hcb+BD A much faster version of her hcb+D running grab. The start-up frames seem to have a small amount of invincibility, which can be used (at the correct timing) to phase through projectiles and some meaty wake-up attacks. The grab knocks the opponent back almost half screen with a hard knockdown. The grab can be blocked though, which causes Yuri to bounce back a bit from the opponent at almost safe distance. She can be punished on block by a EX move or DM with quick start-up frames. The move cannot be drive/super cancelled.
- Drive/Super Cancellable (only B and D versions)
- Hit Detection: Close/High
- Damage: 112/100
Houyoku = (dp+K) A brand new move Yuri has in her arsenal for XIII. When canceled from normals, it basically acts like a jump cancel. It is a new move for her, but not new conceptually, because it is basically an Akuma demon flip. The B version travels almost at the same general trajectory has a regular jump but just slower while the D version is like a hyperhop but lands a bit farther. She is open to anti-airs and other forms of punishment if a follow isn't performed during the flip, especially when she lands.
(EX) = dp+BD She takes off at a fast speed, a lower trajectory and travels a longer distance than both of the normal versions.
- Hit Detection: None
∟Nage (P) Pretty much her j.C with the flip. Honestly, the jump comes out really slowly, and has the ability to miss and not cross up at all, so it is probably only good for flip loops and juggles.
- Hit Detection: Overhead
- Damage: 70(100)
∟Yuri Raijin Kyaku = (K) Her df+B with the flip. Much more useful than j.C if you're looking to mix-up your opponent on the ground. The dive kicks are really safe on block and can really confuse your opponent when you are pressuring them with the flips when canceling them from normals, and changing up your flip arcs and dive kick releases. But you can be jabbed out (or worst) of the flip before the dive kick hits, so its best to use this in moderation.
- Hit Detection: Mid
- Damage: 45(60)
∟Dageki = (AC) Yuri's air throw with the whiff animation. It can add some extra damage to combos if you end with this throw (it does throw them away from the corner, if the combo starts there), or can be used as an anti-air finisher after a d.C, or s.B. If you whiff this throw, Yuri is open for punishment.
- Hit Detection: Close (in air)
- Damage: 100(150)
∟Raiouken Air = (qcf+K) Sometimes this move may come out instead of a demon flip especially if you are canceling it from a normal attack. At close range, flipping into this fireball is very dangerous, but you can attempt to throw the fireball after a canceled (and connected) sweep for some added pressure if they tech roll the knockdown. But outside of that, its just best to stick to normal jumps and hops for the Raiouken, using it during a demon flip alone is rather risky.
- Hit Detection: High
- Damage: 55(70x2)
Desperation Moves
Haoh Shou Kou Ken = (f hcf+P) Yuri's version of this move pretty much shares the same properties and respects as they have always had throughout the years. The A version travels slow and catch early jumpers, while the C version travels fast and catches jumpers in mid-air, and can punish normal fireballs. You can combo the C version from heavy normals. It has a bit less damage than her ranbu super though, but it isn't horrible to use for a quick, full or mid-screen punish.
- Hit Detection: Mid
- Damage: 190
Hien Hou'ou Kyaku (qcf hcb+K) This DM is somewhat the same too. You can combo it from lights and heavy normals, and does more damage than her f, hcf+P. You can also perform it raw against moves that very bad recovery as well. Unfortunately, she can be jabbed out of the start-up frames and active frames (no invincibility), so it is best not to use this out of the blue or as an anti-air.
(EX) = qcf hcb+BD This version has very fast start-up which can punish some moves that have poor recovery at a close distance. Yuri is completely invincible during her dash, which is good to use as an anti-air, and for evading all types of projectiles. This move ends in a hard knockdown, and Yuri ends up rather close to their fallen body. You can combo this DM from light and heavy attacks, and you can max cancel it into her neomax for some phat damage. If its blocked, or whiffed, you WILL get hurt.
- Max Cancel-able
- Hit Detection: High
- Damage: 220/320
Neomax
Haoh Raiouken = (qcbx2+AC) also in air - Yuri back flips in the air to release a single nuke of a raiouken that does massive damage. During her back flip ascension, she is invincible but when she releases the fireball, that does take up some time which can cause someone to block on reaction from the super flash. The fireball does have a fixed ranged, it doesn't home or follow in on the opponent but it does have a rather large blast radius, so you may punish someone from full or mid screen trying to throw a projectile towards you. This neomax can be comboed from her heavy normals, and even f+B overhead.
- Hit Detection: Mid
- Damage: 425
Combos
No Stock, No Drive Gauge
d. Bx2, s. B, dp+C = 168 damage *
d.Bx2, s.B, hcb+B = 179 damage (normals must be inputted quickly)
(Anti-Air) st.B, dp+D~AC = 120 damage *
d.B, s.B/s.A, qcb+A = 103 damage
j.C/j.D, s.C, dp+C = 223 damage
j.C, s.C, hcb+B = 236 damage
j.C, s.C, qcf+B = 194 damage
(air) df+B, d.Bx2, s.B, dp+C = 203 damage
0 Stock, 1+ Drive Gauge
d.B, d.B, s.B, dp+C (DC) dp+D~C, d.C, dp+D~AC = 318 damage *
(corner) hcb+B [DC] qcb+C, qcb+A, dp+A (239 dmg) *
1 Stock, No Drive Gauge
cr.D, dp+BD~AC = 222 damage *
d.Bx2, s.B, qcf+AC = 187 damage
j. C, s.C, qcf+BD, d. B, d. A, qcb+A = 213 damage
j. C, d.C/s.C, qcf~hcb+K = 334 damage
j. C, d.B, s.C, dp+C(1),(DC)dp+D~C, d.C, dp+D~AC = 396 damage
1 Stock, 1+ Drive Gauge
(corner) hcb+B [DC] qcb+C, qcf~hcb+D = 322 damage *
d. Bx2, s. B, dp+C (1), [SC] qcf hcb+K
(Corner) s.C, dp+C (1), (DC) qcb+C, qcb+A, qcf hcb+K
d. Bx2, s. B, dp+C (1), [DC] dp+K~P, s.C, dp+K~AC
j.C, s.C, qcb+AC, qcb+C, qcf+C, dp+C (1) (DC), qcb+C, qcb+A, dp+A = 513 damage
j.C, s.C, qcb+AC, qcb+C, qcf+C, dp+C (1) (DC), qcb+C, qcb+A, s.C, dp+D~AC = 567 damage
(j.C/j.D) s.C, qcb+BD, dp+C, dp+A [DC] dp+D~A/C, cr.C, dp+D~A+C = 417/464 damage
(corner) j.C, s.C qcb+AC, qcb+C, qcf+C, dp+C, [DC] qcb+C, qcf+C, s.C dp+D~AC = 583 damage
2 Stock, No Drive Gauge
(Corner) s. C, qcb+AC, qcb+C, qcb+A, qcf hcb+K
2 Stock, 1+ Drive Gauge
(Corner) s.C, qcb+AC, qcb+C, qcb+A, dp+A (1), [DC] qcb+C, qcb+A, qcf hcb+K
j. C, s.C, qcf+BD, qcb+B (SC) qcf~hcb+K = 375 damage
(Corner) hcb+B [DC] qcb+C, qcf~hcb+BD = 411 damage *
HyperDrive Combos
0 Stock
(1) d.B, d.B, s.B [HD] s.C, dp+C [DC] dp+D~C, [dp+A [DC] dp+D~C]x2, [dp+A [DC] qcb+C, qcb+A] x2, dp+A = 509 damage *
(2) d.B, d.B, s.B [HD] s.C, dp+C [DC] dp+D~C, [dp+A (DC) qcb+C, qcb+A]x4 dp+A = 518 damage *
(3) d.B, d.B, s.B [HD] s.C, f+A, (air) qcf+B, [d.C, f+A, (air) qcf+B] x10, d.B, s.B, dp+C = 768 damage *
1 Stock
(1) d.B, d.B, s.B [HD] s.C, dp+C [DC] dp+D~C, [dp+A [DC] dp+D~C] x2, dp+A [DC] qcb+C, qcb+A, dp+A [DC] qcb+C, f~hcf+C = 558 damage, 1 Stock *
(2) d.B, d.B, s.B [HD] s.C, dp+C [DC] dp+D~C, [dp+A (DC) qcb+C, qcb+A]x4 qcf~hcb+D = 624 damage, 1 Stock *
(3) d.B, d.B, s.B (HD) s.C, f+A, (air) qcf+B, [d.C xx f+A xx (air) qcf+B] x9, d.B, s.B, dp+C, qcf~hcb+D =845 damage, 1 Stock *
2 Stock
(1) d.B, d.B, s.B [HD] s.C, dp+C [DC] dp+D~C, [dp+A [DC] dp+D~C]x2, [dp+A [DC] qcb+C, qcb+A]x2, qcf~hcb+BD = 682 damage, 2 Stock *
(2) d.B, d.B, s.B [HD] s.C, dp+C [DC] dp+D~C, [dp+A (DC) qcb+C, qcb+A]x4, qcf~hcb+BD = 691 damage, 2 Stock *
(3) d.B, d.B, s.B (HD) s.C, f+A, (air) qcf+B, [d.C xx f+A xx (air) qcf+B] x9, qcb~qcb+AC = 939 damage, 2 Stock *
3 Stock
(1) d.B, d.B, s.B, dp+BC [HDB], qcf~(hcb+P), [MC] qcb~qcb+AC = 628 damage
(2) j.D, cl.C [HD], cl.C, hcb+B [DC], qcf~hcb+P, [MC] qcb~qcb+AC = 657 damage
4 Stock
(1) d.B, d.B, s.B, [BC], s.C, hcb+B [DC] qcf~hcb+AC, [MC] qcb~qcb+AC = 553 damage
(2) d.B, d.B, s.B, dp+BC [HDB], qcf~(hcb+AC), qcf~hcb+AC, [MC] qcb~qcb+AC = 624 damage
Strategies
Far Range
- Stop incoming superjumps with qcb+P's and incoming dashes with qcf+K
- Negate fireballs with your qcb+A (C version is a little slow), or if you have meter, f,hcf+C
- If you have meter, her hcb+BD can be used as an anti-air option because of its invincibility features. As well as her qcf~hcb+BD if you have 2 meters to spend.
Mid Range
- Be on the lookout for hops by checking the space in front of her head with s.A, s.B, cr.C or s.D. For ranges a bit farther keep a dp+A ready as well as qcb+B incase someone wants to jump or superjump above your head. If a s.B or cr.C hits, confirm it into a dp+K~AC.
- On an opponent that likes to stay grounded, poke sometimes with her qcf+A or EX qcf+A, which range may surprise them.
- Free cancel her cr. D or st.CD into a qcf+P, qcf+K or qcb+D if they are keeping a defensive stance.
- If an opponent that likes to stay grounded and also doesn't like to jump, close the gap by dashing in briefly with a st.C and mixing that up with a qcb+D running throw to surprise while they are on the defense
Close Range
- Poke with her cr.B to hit confirm into a combo. On block, keep the pressure up by mixing it up with her dp+D~K dive kick pressure, or run up throw (either normal or hcb+K), or a hop attack.
- On block, you can do cr.B into cr.C as a frame trap. On hit, you can also link it as a combo.
- Keep in mind that her blockstrings are a little on the boring side, so try to mix your pressure by laying off a bit by waiting and baiting reversals every now and then.
- You can catch a lot of normals with her hcb+BD EX move, if you have the meter, spend it by using it to catch mashing.
- Keep an eye out for opponents trying to hop at you up close by jump checking with st.A or st.B.
Cornered Opponent
- Her block strings are a little on the linear and simple side, so keep a small space between you and opponent to bait reversals or jumps that you can punish with her qcb+A or an air throw.
- After a combo that ends with techable knockdown in the corner, follow it up with a qcf+K to keep pressure
- If you try any dive kick pressure, keep in mind that the opponent can just simply Guard Cancel Roll (or normal roll if the attack gaps are far enough) out of the corner, or EX dp her (ie Kyo, Iori)
- Surprise your opponent once in a while if they are respectable of your attack strings by performing her hcb+D running grab throw
Cornered
- She has a few really good reversals like hcb+BD, dp+A, and dp+AC. If you opponent isn't trying to bait anything out of you, and is only fishing for combos, throw one of those out. Throw them out at the wrong time and with improper judgment can be deadly.
- Don't try to dp+K out of the corner, it's very slow and can be jabbed upon reaction
With No Meter/No Drive
With 1+ Meter/No Drive
With No Meter/50%-100% Drive
With 1+ Meter/50%-100% Drive
Best Team Position?
Character Matchups
Andy Bogard
Ash Crimson
Athena Asamiya
Benimaru Nikaido
Billy Kane
Chin Gentsai
Clark Still
Duo Lon
Elisabeth Branctorche
Goro Daimon
Hwa Jai
Iori Yagami (Claw)
Iori Yagami (Flame)
Joe Higashi
K'
Kim Kaphwan
King
Kula Diamond
Kyo Kusanagi (XIII)
- Saiha and Ko-ou Ken can neglect Kyo's Yami Barai projectile.
- Ko-ou Ken trades with Kyo's regular air Orochinagi
- Yuri's dive kick will beat out Kyo's A version DP. If it connects too late however, a hit trade will happen.
- Yuri's air dive kicks can be used to bait Kyo's anti-air or unsafe reversals.
- Yuri's EX command grabs completely beats out Kyo's EX Kototsuki Yo command grab.
- Yuri's A and EX Chou Upper goes through Kyo's Yami Barai.
- Yuri's EX Haykuretsu Binta, EX Chou Upper, and EX Hein Hanou Kyaku DM all go through Kyo's Neo Max fire ball animation.
- The EX Hein Hanou Kyaku DM beats out Kyo's EX ground Orochinagi.
Kyo Kusanagi (NESTS)
Leona Heidern
Mai Shiranui
Mature
Maxima
Raiden
Ralf Jones
Robert Garcia
Ryo Sakazaki
Saiki
Shen Woo
Sie Kensou
Takuma Sakazaki
Mr. Karate
Terry Bogard
'Vice
Yuri Sakazaki (mirror match)
Move Metadata
Move | Damage | Stun | Startup | On Guard | Remarks |
---|---|---|---|---|---|
cl.A | 25 | 6 | 4 | +1 | |
cr.A | 25 | 6 | 4 | +2 | |
st.A | 25 | 6 | 4 | +1 | |
j.A | 45 | 3 | 5 | - | |
hop A | 40 | 3 | 5 | - | |
st.B | 30 | 6 | 4 | -1 | |
cr.B | 30 | 6 | 4 | +3 | |
j.B | 45 | 3 | 4 | - | |
hop B | 40 | 3 | 4 | - | |
cl.C | 70 | 7 | 4 | -4 | |
cr.C | 70 | 7 | 3 | -4 | |
st.C | 80 | 7 | 6 | -2 | |
j.C | 72 | 7 | 8 | - | |
hop C | 70 | 7 | 8 | - | |
cl.D | 80 | 7 | 6 | -2 | |
cr.D | 80 | 7 | 8 | -5 | |
st.D | 80 | 7 | 9 | 0 | |
j.D | 70 | 7 | 7 | - | |
hop D | 68 | 7 | 7 | - | |
st.CD | 75 | 8 | 13 | +3 | Hit with the tip for +4 on guard |
j.CD | 90 | 8 | 12 | - | |
hop CD | 80 | 10 | 12 | - | |
Enyoku (Tsubame Tsubasa) = f+A | 60 | 10 | 17 | -5 | Close -4, forefront on guard +4, cr.C or st.B will connect in corner |
Yuri Raijinkyaku = df+B (in air) | 45 | 4 | 10 | - | Guard recovery 30, Hit recovery 32, |
Oni Harite = b/f+C/D (close) | 100 | 0 | 1 | - | |
Tsubame Otoshi = b/d/f+C/D (close in air) | 100 | 0 | 1 | - | |
GCCD | 4 | 0 | 13 | -15 | Weak atk 13, Strong akt 17, Jump atk 17 Frame startup? |
A Kou Ou Ken = qcf+A | 65 | 6 | 16 | -7 | Close, startup 28, recovery +5 |
C Kou Ou Ken = qcf+C | 75 | 8 | 22 | +2 | Close, startup 37, recovery +17 |
A Kuuga (Yuri Chou Upper)(1) = dp+A | 40 | 6 | 5 | - | |
A Kuuga (Yuri Chou Upper)(2) = dp+A | 35 | 4 | - | -25 | |
C Kuuga (Yuri Chou Upper)(1) = dp+C | 65 | 8 | 12 | - | |
C Kuuga (Yuri Chou Upper)(2) = dp+C | 35 | 6 | - | - | |
A Saiha = qcb+A | 50 | 6 | 12 | -10 | |
C Saiha = qcb+C | 60 | 6 | 27 | -2 | |
B Hyakuretsu Binta (1) = hcb+B | 0 | 0 | 1 | - | Whiff 35 |
B Hyakuretsu Binta (2-5) = hcb+B | 4 | 0 | - | - | D Hyakuretsu shortest distance grab 16 |
B Hyakuretsu Binta (6) = hcb+B | 129 | 0 | - | - | |
B Raiouken = qcf+B | 60 | 8 | 17 | -6 | Close, ground recovery 7 |
D Raiouken = qcf+D | 70 | 10 | 25 | -14 | Close, ground recovery 7 |
Air Raiouken = qcf+B/D | 55 | 4 | 10,16 | - | B ground recovery 7, D ground recovery 23 |
Houyoku Dageki = dp+B/D | 70 | 10 | 10 | - | ground recovery 7 |
Houyoku Raijinkyaku = K follow up | 45 | 4 | 10 | - | Ground recovery 4 |
Houyoku Throw = A+C follow up | 100 | 0 | 1 | - | Ground recovery 7F |
Houyoku Raiouken = qcf+K follow up | 55 | 4 | 10 | - | Ground recovery 7, All frames 50, C All frames59 |
EX Kou Ou Ken = qcf+AC | 120 | 0 | 13 | -5 | |
EX Kuuga (Yuri Chou Upper)(1) = dp+AC | 20 | 0 | 7 | - | |
EX Kuuga (Yuri Chou Upper)(2-5) = dp+AC | 20 | 0 | - | - | |
EX Kuuga (Yuri Chou Upper)(6) = dp+AC | 65 | 0 | - | - | |
EX Kuuga (Yuri Chou Upper)(7,8) = dp+AC | 35 | 0 | - | -47 | |
EX Hyakuretsu Binta (1) = hcb+BD | 0 | 0 | 8 | - | |
EX Hyakuretsu Binta (2-11) = hcb+BD | 4 | 0 | - | - | |
EX Hyakuretsu Binta (12) = hcb+BD | 60 | 0 | - | -12 | |
EX Raiouken (1) = qcf+BD | 45 | 0 | 22 | - | |
EX Raiouken (2-3) = qcf+BD | 45 | 0 | - | +11 | |
EX Air Raiouken (1) = qcf+BD (in air) | 70 | 0 | 10 | - | Startup against crouching opponent 23 |
EX Air Raiouken (2) = qcf+BD (in air) | 45 | 0 | - | - | |
EX Houyoku Dageki = dp+BD | 100 | 0 | 10 | - | Ground recovery 7 |
EX Houyoku Raijinkyaku = K follow up | 60 | 0 | 10 | - | Ground recovery 4 |
EX Houyoku Throw = AC follow up | 150 | 0 | 1 | - | Ground recovery 7 |
EX Houyoku Raiouken (1,2) = qcf+BD | 70 | 0 | 10 | - | Ground recovery 7, all frames 59 |
Haoh Shoukou Ken = f,hcf+P | 190 | 0 | 47 | -17 | Freeze 29, close |
Hien Hou'ou Kyaku (1) = qcf~hcb+K | 0 | 0 | 40(11) | -22 | Freeze 29 |
Hien Hou'ou Kyaku (2-12) = qcf~hcb+K | 15 | 0 | - | - | |
Hien Hou'ou Kyaku (13) = qcf~hcb+K | 55 | 0 | - | - | |
EX Hien Hou'ou Kyaku (1) = qcf~hcb+BD | 0 | 0 | 36(7) | -28 | Freeze 29 |
EX Hien Hou'ou Kyaku (2-19) = qcf~hcb+BD | 10 | 0 | - | - | |
EX Hien Hou'ou Kyaku (20) = qcf~hcb+BD | 40 | 0 | - | - | |
EX Hien Hou'ou Kyaku (21) = qcf~hcb+BD | 100 | 0 | - | - | |
Haoh Raiouken (1) = qcb~qcb+AC | 10 | 0 | 86(10) | -18 | |
Haoh Raiouken (N) qcb~qcb+AC | 10 | 0 | - | - | |
Haoh Raiouken (1-17) qcb~qcb+AC | 25 | 0 | - | - |
Yuri's Jumps
This picture demonstrates different jump heights/distances.
Grey/White = Neutral Jump
Yellow = Neutral Hop
Orange = Forward Hop
Red = Forward Hyper Hop
Blue = Forward Jump
Green = Forward Super Jump
The forward moving jumps/hops display one image at the apex of the jump and one at the landing point.
Videos
Yuri KCE Basic Introduction & Yuri Master Class
Yuri BnB's and Practical Combos
Contributors
Great_Dark_Hero#Character Match-Ups
Links & References
http://keykakko.wordpress.com/
Discussion Threads
Discuss at Dream Cancel