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The King of Fighters XIV/Yuri Sakazaki: Difference between revisions
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=Command Moves= | =Command Moves= | ||
'''Enyoku''' - (f+A) | |||
* Yuri’s classic butt slap that counts as an overhead. Good for damage here and there or killing opponents that have little life left. Unlike a majority of overheads in the game, Enyoku can neither be comboed into or canceled into her specials. It isn’t even MAX Mode cancel-able. It can, however, link into st.C if done as a meaty, which can in turn be canceled into MAX Mode for great damage. Has slow startup that can be easy to react to, so Enyoku shouldn’t be thrown out liberally. | |||
'''Yuri Raijin Kyaku''' - (df+B in air) | |||
* Yuri’s divekick. Nerfed from KOF XIII but still useful. Despite being a jump normal, this move counts as a mid attack and can therefore be blocked standing or crouching. Only safe on block depending on Yuri’s spacing; the closer she hits it, the more punishable it is. It can lead into highly damaging combos but only if the move hits deep enough. Yuri Raijin Kyaku can also crossup, but due to its short range, it is very hard to do so. It alters her jump angle, so it can be used to bait anti-airs and dragon punches. | |||
=Special Moves= | =Special Moves= |
Revision as of 23:09, 16 February 2017
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Kuuga (Yuri Chou Upper) - + / (*)
Hyakuretsu Binta - close, + / (*)
Super Special Moves
Chou Saiha (Kyokugenryu • Raiha) - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Yuri, akin to her appearance in The King of Fighters XIII, is a rather unique character whose tool-set has a little bit of everything. Ko-Ou Ken is a short ranged projectile that is useful as a long ranged poke and combo tool. Houyoku is a ‘Demon Flip’ with a number of follow ups that are great for combos, mixups and pressure. Her iconic Yuri Chou Upper is both a reversal and a combo tool. Saiha, meanwhile, can assist her with zoning characters. Raiou Ken can help her play a keep away game or cover her approach. If all that weren’t enough, she has an excellent punish, mixup and combo tool in Hyakuretsu Binta, a 1-frame or running command throw depending on the version.
Her other advantage is that she is a mixup machine. Besides the aforementioned Hyakuretsu Binta and Houyoku, her j.D cross up is one of the best in the game and very easy to land on either standing or crouching opponents. Her dive kick, while not as strong as it was in KOF XIII, is also a useful mixup tool. Her overhead is a bit unorthodox compared to the rest of the cast but still very useful and can lead to damaging MAX Mode combos with the proper spacing. Pressure normals such as st.A, cr.A and cr.B also help to open up the opponent up. She is also one of the few characters to possess a 3-frame normal (cr.C), which is ideal for combos and frame-trapping.
Yuri, due to her damage output and ability to build meter, can realistically be used at any position. Her flaws include short ranged normals and a slight execution barrier, but she is a solid addition to anyone’s team.
Normals
Standing
- st. A: A quick jab. Has short range like a lot Yuri’s normals though still very useful at close range in order to pressure or even tick throw. +1 on block.
- st. B: A short, upward kick. Makes a great answer to hops. It’s also good in combos since it’s special cancel-able and chains from most of her other light normals. Like st.A, the range is quite short. -1 on block.
- st. C: Yuri does a stiff, straight punch. A great poke and anti-air. One of Yuri’s farthest reaching normals. Also useful to throw out to cancel into damaging MAX Mode combos. Whiffs on a majority of crouching characters. -2 on block.
- st. D: Yuri does a roundhouse kick. Makes for a nice anti-air. Whiffs on most crouching characters. Even on block.
Close
- cl. A: Yuri does a quick elbow strike. Like st.A, it is nice for close range pressure. It can also stuff hops. Chains into her other light normals. Special cancel-able. +1 on block.
- cl. B: A standing low that like cl.A is +1 on block. Very fast and incredibly useful for mixups and hit confirms off cr.B.
- cl. C: Yuri does an uppercut. 4-frame startup; cr.B can link into this. Useful as combo filler or an anti-air. Special cancel-able. -4 on block.
- cl. D: A knee to the gut. Stronger but slower than cl.D. Useful after jump ins and during MAX Mode combos where needing the speed of cl.C isn’t an issue. Special cancel-able. -4 on block.
Crouching
- cr. A: Yuri performs a crouching jab. Incredible pressure, frame trap and tick throw tool due to being +3 on block. Range isn’t half bad either. Chains into itself and her other light normals. Special cancel-able.
- cr. B: Yuri performs a low kick. Has more range than cr.A and is only slightly less positive. Can be used in the same ways cr.A can while also being a very good hit confirming and combo tool. Not special cancel-able but chains into st.B which is.
- cr. C: Yuri punches upward. This move has 3-frame startup and makes an excellent anti-air or combo tool. It’s also an excellent normal to use to frame trap. As an anti-air, it can be canceled into Houyoku which in turn can be canceled into Tsubame Otoshi for a highly damaging answer to jump-ins. cr.C can be linked into by a number of her light normals, making it one of her best tools. Only knock on it is the range is mostly vertical and tends to whiff if Yuri is too far from the opponent. -7 on block and special cancel-able.
- cr. D: A sweep with very good range for a Yuri normal. Good to use a poke for a quick knockdown or to end blockstrings. Special cancel-able. -5 on block.
Jumping
- j. A: A downward angled punch. Good to use as a quick jump-in since it combos into her heavy normals easily.
- j. B: Looks similar to her st.B. Range is about the same too, and it whiffs on most crouching characters. Makes a very fast air-to-air, however.
- j. C: Similar in appearance to Kyo’s d+C. An incredible air normal with great range, damage, hit and blockstun. Can be done very late during Yuri’s jump and still connect, making it a good mixup tool alongside cr.B and her 1-frame command throw.
- j. D: Aerial kick with fantastic range. Makes a good air-to-air, ground-to-air and cross up tool. As a cross up, it’s one of the best in the game due to its range and Yuri’s jump arc and is very easy to land.
Blowback
- st. CD: Yuri does a slap with VERY short range. It tends to only connect if Yuri is standing right in front of the foe. She doesn’t get too much off it mid-screen, though in the corner it can lead to damaging juggles. Not super useful in her neutral game due to range.
- j. CD: Jump normal with insane range but lengthy startup. Great to use as an aerial poke, air-to-air or pressure tool as it inflicts heavy blockstun. Useful to help her approach as well.
Throws
Oni Harite - (b/f+C) close
- Yuri grabs and then slaps the foe away a short distance. Yuri doesn’t get much off it since the opponent can tech it. Still useful in her mixup game though.
Silent Nage - (b/f+D) close
- Yuri grabs and then flips backward while tossing the foe. She then strikes a quick pose. Due to said pose and the fact this throw can be teched means Yuri cannot get much off it. However, it is good for positioning, whether it be putting the foe in the corner or getting Yuri out of it.
Command Moves
Enyoku - (f+A)
- Yuri’s classic butt slap that counts as an overhead. Good for damage here and there or killing opponents that have little life left. Unlike a majority of overheads in the game, Enyoku can neither be comboed into or canceled into her specials. It isn’t even MAX Mode cancel-able. It can, however, link into st.C if done as a meaty, which can in turn be canceled into MAX Mode for great damage. Has slow startup that can be easy to react to, so Enyoku shouldn’t be thrown out liberally.
Yuri Raijin Kyaku - (df+B in air)
- Yuri’s divekick. Nerfed from KOF XIII but still useful. Despite being a jump normal, this move counts as a mid attack and can therefore be blocked standing or crouching. Only safe on block depending on Yuri’s spacing; the closer she hits it, the more punishable it is. It can lead into highly damaging combos but only if the move hits deep enough. Yuri Raijin Kyaku can also crossup, but due to its short range, it is very hard to do so. It alters her jump angle, so it can be used to bait anti-airs and dragon punches.
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
Super Special Moves
Climax Super Special Moves
Combos
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- cr.B, cr.B, st.B [BC] cl.C, qcb+AC, hop D, dp+BD~AC
(easier midscreen 1-bar route)
- cr.B, cr.B, st.B [BC] cl.C, qcb+AC, dash dp+A, cr.C, dp+BD~AC
(harder midscreen 1-bar route)
- cr.B, cr. B, st. B/cl. C [BC} cl.C, qcb+AC, tk qcf+B, qcf+AC, cl.C, dp+K~AC
(corner 1-bar)
- f+A, st.C [BC] into midscreen/corner combo
(correct spacing is from blocked cl.C or meaty overhead)
2 meters
- cr. B, cr. B, st. B [BC] cl.C, qcb+AC, tk qcf+B, qcf+AC, dp+A, qcf~hcb+K or f,hcf+P
(corner 2-bar)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Videos
Yuri Combos and Tech
External Links
Discussion Threads
Discuss at Dream Cancel