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=Misc=
=Misc=
'''Frametraps'''
cr.A > cr.C - 0 frame gap - There is no gap between this, making it one of the most ridiculous frame traps in the entire game.
cr.B > cr.C - 1 frame gap
st.A > cr.C - 2 frame gap
cl.A > cr.C - 2 frame gap
cl.B > cr.C - 2 frame gap


=Videos=
=Videos=

Revision as of 00:05, 17 February 2017

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Oni Harite - close / +  

Silent Nage - close / +

Command Normals

Enyoku - +

Yuri Raijin Kyaku - in air, +

Special Moves

Ko-Ou Ken - + / (*)

Kuuga (Yuri Chou Upper) - + / (*)

Saiha - + / (*)

Raiou Ken - in air, + / (*)

Hyakuretsu Binta - close, + / (*)

Houyoku - + / (*)

Hien Souha - [Houyoku] /
Yuri Raijin Kyaku - [Houyoku] /
Tsubame Otoshi- [Houyoku] in air,
Raiou Ken- [Houyoku] + /

Super Special Moves

Chou Saiha (Kyokugenryu • Raiha) - + / (!)

Hien Houou Kyaku - + / (!)

Haoh Shoukou Ken - + / (!)

Climax Super Special Moves

Chou! Ryuuko Ranbu - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (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

Ko-Ou Ken - (qcf + A/C)

  • Yuri’s ‘fireball.’ LIke in her brother Ryo, Yuri’s Ko-Ou Ken is more of a long ranged poke.
  • A Version has short range and is negative on block. C Version has more range and is positive. Only the A Version can be comboed into.
  • Besides poking, this move is useful in certain juggles.

EX: Has the range of the C Version and has the fastest startup. Good to use during corner MAX Mode Combos


Kuuga (Yuri Chou Upper) - (dp+A/C)

  • Yuri’s classic Dragon Punch.
  • The A Version is the fastest and is the only one that has invincibility. It makes for a good, meterless reversal or anti-air. It is also useful in certain combos due to its fast startup.
  • The C Version is much slower and doesn’t have an invincibility. It does the most damage, however, making it useful as a combo tool.
  • Both versions can shortcut into 3 of her supers, making this special quite useful overall.

EX: More invincibility and more damage. Yuri does her Double follow up from past games automatically, which is good damage wise but makes this special bad to whiff or block due to the longer animation.


Saiha - (qcb+A/C)

  • An anti-projectile, and to a lesser extent, anti-air tool for Yuri. Unlike in past KOF games, Saiha will not reflect projectiles. It will, however, negate them and build Yuri meter in the process.
  • The A Version has faster startup and can be comboed into from her normals. It only does soft knockdown though. This version isn’t remotely safe on block and shouldn’t be blockstringed into.
  • The C Version is quite slow, so much so that Yuri cannot combo into it at all from her normals. This version, however, launches opponents, allowing Yuri to juggle afterward. This version is very plus on block (+3 to be exact) and is safe to throw out every now and then.
  • Neither version has any invincibility, making them iffy anti-airs even when timed properly.

EX: Launches like the C Version but is fast enough to be comboed into. A very important tool during her MAX Mode combos.


Raiou Ken - (qcf+B/D in air)

  • Yuri launches a fireball while it midair that travels downward. Unlike Ko-Ou Ken, Raiou Ken is a fireball in the traditional sense. Also, unlike in KOF XIII, Raiou Ken can only be done in the air in KOF XIV.
  • B Version will halt Yuri’s momentum as she tosses the fireball. This version is useful for zoning or stopping her momentum to avoid potential anti-airs.
  • D Version keeps whatever Yuri’s present momentum is as she tosses the fireball. Said fireball can cover Yuri’s approach if she jumps forward, and depending on how the projectile lands, she can even link certain normals off it. Tiger Kneeing this version can make it more effective.
  • Both versions have a fair amount of recovery and can easily be punished by rolls, so make sure to use this move from safe distances.

EX: Yuri fires two fireballs. She will keep whatever her current momentum is like the D Version. Like the D Version, you can link certain normals off it depending on Yuri’s spacing and screen position.


Hyakuretsu Binta - (hcb+B/D)

  • Yuri’s command throw where she slaps the opponent silly.
  • B Version is a 1-frame command throw and has short range. It makes for a fantastic combo tool, mixup option or punisher. It can also be whiffed at safe distances to quickly build meter. All in all, one of her best specials and should be used quite liberally.
  • D Version is a running command throw that goes about half screen. Less useful than the B Version due to it being far more punishable, but it can still be used to trick opponents since the run animation before the throw looks so much like her regular dash.
  • Regardless of which version is used, Hyakuretsu Binta will cause a hard knockdown. This is great for applying pressure and mixups, something Yuri isn’t in short supply of.

EX: The move becomes a hit grab, meaning it can be blocked. As a trade off though, it gains some invincibility during the startup, allowing Yuri to blow through a lot of moves if timed right. Very negative on block, so make sure it hits if you’re going to commit to it.


Houyoku - (dp+B/D)

  • Yuri’s Demon Flip, back from KOF XIII. It has a number of follow ups that are useful for combos, mixups and pressuring.
  • The B Version will flip slightly less than half screen.
  • The D Version will flip nearly fullscreen.
  • Both versions will flip right over the opponent if done too close. This isn’t useful at all as Yuri will perform all the followups in the wrong direction.
  • This move can be done raw, but it’s usually a better idea to cancel it from one of her normals.
Hien Souha - (A or C during Houyoku)
  • Basically her j.C. Seems to do a bit more pushback than the normal version and usually has to be done pretty early during Houyoku to connect at all.
Yuri Raijin Kyaku - (B or D during Houyoku)
  • Her dive kick but out of her Demon Flip. Works basically the same as doing it raw.
  • Using it out of D Houyoku is usually better as B Houyoku causes Yuri to flip rather high, and you can’t seem to get much off the divekick even if it hits.
  • Like the regular versions, it can be used to alter her jump angle and throw off anti-air attempts.
Tsubame Otoshi - (AC during Houyoku)
  • An air throw. Needless to say, it will only hit opponents in the air or during juggles.
  • Very strong combo ender for a lot of Yuri’s combos.
  • You can also use it as anti-air if you predict your opponent might try to air-to-air Houyoku.
Raiou Ken (qcf+B/D during Houyoku)
  • Raiou Ken but during Houyoku. The differences between the B and D Version here are exactly the same as if you did the special raw.
  • You can do this version of Raiou Ken instead of Tiger Kneeing the regular version and get mostly the same results.

EX: Yuri will flip right in front of the foe no matter how far she is unless she is too close, where she will instead flip right over them. Has pretty fast startup, and all the follow ups get buffed. Hien Souha, Yuri Raijin Kyaku and Tsubame Otoshi all get damage buffs. Raiou Ken acts like her regular EX Raiou Ken by throwing out two fireballs.

Super Special Moves

Chou Saiha - (qcb, qcb+A/C)

  • Super Saiha. Works as her main reversal super due to having a ton of startup invincibility.
  • Works better on grounded foes than airborne ones because all the hits don’t connect properly.
  • If you manage to land this and have the meter lying around it makes a great Advance and Climax canceling tool
  • Not very safe if blocked so try to make sure it’s going to hit before committing to it.

Max: Slower startup but more invincibility. This version makes a much better anti-air because it ‘locks’ in opponents.

Hien Hohou Kyaku - (qcf+hcb+B/D)

  • Yuri’s Ranbu super where she kicks the opponent’s face in. Works basically the same as it has in most KOF games.
  • Has a bit of startup invincibility, but nothing to brag about. Chou Saiha is usually better if you want a reversal super.
  • It is a good combo tool on the other hand and very easy for Yuri to link into from her normals or her specials. It also does the most damage out of her supers (besides her Climax of course).
  • Bad on block, so don’t just throw it out.

Max: Does a ton more damage and is just as easy to combo. Has more invincibility, so you can use it to blow through certain things if you time it correctly.

Haoh Shoukou Ken - (f~hcf+A/C)

  • Kyokugen Karate staple, Yuri throws a massive fireball toward the foe. Works about the same as Ryo’s and Robert’s versions.
  • The A Version travels slow and is designed to bait opponents into jumping or rolling right into it in anticipation of the C Version.
  • The C Version, meanwhile, travels much faster. Yuri can use it to punish laggy moves and mistimed jump ins.
  • It can also punish fireballs if you’re close enough and your reactions are on point.
  • This super is a staple in her Advance/Climax cancel game.

Max: More damaging, does 3 hits and is the fastest version. It is so fast in fact that it can punish a bevy of moves from full screen.

Climax Super Special Moves

Chou! Ryuuko Ranbu - (qcf~hcb+AC)

  • A multi-hit super (butt slap included) with 8-frame startup that ends in a powerful uppercut.
  • This super is incredibly easy for Yuri to stick in the middle of her combos, and it does a ton of damage to boot. If you have the meter lying around, it’s usually a great idea to use this super.
  • Yuri’s Climax travels nearly full screen, stopping right in front of opponents actually.
  • It has a ton of invincibility. You can use it to punish fireballs or other slow moves on reaction.
  • Whiffing or getting this Climax blocked is a VERY bad idea. Besides being negative on block, Yuri will hunch over and gasp for air for a very long time, leaving you completely open for punishment.

Combos

0 meter

Midscreen cr.B, cr.C, hcb+B = (195 DMG) cr.B, cr.C, dp+C = (183 DMG) (Weaker but sets up super cancels) qcb+D, run, st.C, dp+B/D, AC = (216 DMG)

Corner Only CD, qcf+C, cl.C, dp+B/D, AC = (268 DMG)

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

Midscreen

  • cr.B, cr.C, [BC], cl.D, qcb+AC, run, dp+C 1 hit, qcf~hcb+BD = (480 DMG)

(You have to run slightly and then DP, which has a very tight timing. You can omit the DP instead for about 30 less damage but easier execution)

Corner Only

  • cr.B, cr.C, [BC], cl.D, qcb+AC, tk qcf+B, qcf+A, dp+A 1 hit, qcf~hcb+BD = (510 DMG)
  • f+A, st.C, [BC], cl.C, qcb+AC tk qcf+B, qcf+A, dp+A 1 hit, qcf~hcb+BD = (511 DMG)

(Meaty overhead combo)

  • cr.B, cr.C, [BC], cl.D, qcb+AC, qcf+C, qcf+AC, dp+A 1 hit, qcf~hcb+BD = (550 DMG) (1500)
  • f+A, st.C, [BC], cl.C, qcb+AC, qcf+C, qcf+AC, dp+A 1 hit, qcf~hcb+BD = (548 DMG)

(Meaty overhead combo) (1500)

3 meters

Midscreen

  • cr.B, cr.C, dp+C 1 hit, f~hcf+C, qcb, qcb+BD = (588 DMG)

Corner Only

  • cr.B, cr.C, [BC], cl.D, qcb+AC, tk qcf+B, qcf+A, dp+A 1 hit, qcb~hcb+AC = (598 DMG)
  • cr.B, cr.C, [BC], cl.D, qcb+AC, qcf+C, qcf+AC, dp+A 1 hit, qcf+hcb+AC = (638 DMG) (1500)

4 meters

Midscreen

  • cr.B, cr.C, qcf+A, f~hcf+C, qcf~hcb+AC = (665 DMG)

(You can use dp+C instead of qcf+A for the same damage and especially if you use cr.Bx2, st.B instead)

5 meters

Midscreen

  • cr.B, cr.C, dp+C 1 hit, qcb, qcb+AC, qcf~hcb+AC = (720 DMG)

(You have to do 18 hits of the MAX Chou Saiha before you Climax Cancel in order to get max damage)

Corner Only

  • cr.B, cr.C, [BC], cl.D, qcb+AC, tk qcf+B, qcf+A, dp+A 1 hit, f~hcf+AC, qcf~hcb+AC = (761 DMG)
  • cr.B, cr.C, [BC], cl.D, qcb+AC, qcf+D, qcf+AC, dp+A 1 hit, f~hcf+AC, qcf~hcb+AC = (801 DMG) (1500)

Misc

Frametraps

cr.A > cr.C - 0 frame gap - There is no gap between this, making it one of the most ridiculous frame traps in the entire game.

cr.B > cr.C - 1 frame gap

st.A > cr.C - 2 frame gap

cl.A > cr.C - 2 frame gap

cl.B > cr.C - 2 frame gap

Videos

Yuri Combos and Tech

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina