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The King of Fighters XIII/Yuri Sakazaki: Difference between revisions
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'''BnB's''' | '''BnB's''' | ||
- cr. Bx2, st. B, dp+C | - cr. Bx2, st.B, dp+C | ||
- cl. C, dp+C | - cl.C, dp+C | ||
'''Gauge Consumption''' | '''Gauge Consumption''' | ||
- cr. Bx2, st. B, dp+C (1), | - cr.Bx2, st.B, dp+C (1), [SC] qcf hcb+K | ||
- (Corner) st. C, qcb+AC, qcb+C, qcb+A, qcf hcb+K | - (Corner) st.C, qcb+AC, qcb+C, qcb+A, qcf hcb+K | ||
- (Corner) st. C, qcb+AC, qcb+C, qcb+A, dp+A (1), [DC] qcb+C, qcb+A, qcf hcb+K | - (Corner) st.C, qcb+AC, qcb+C, qcb+A, dp+A (1), [DC] qcb+C, qcb+A, qcf hcb+K | ||
- (Corner) st. C, dp+C (1), (DC) qcb+C, qcb+A, 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 | |||
'''HD Combo''' | '''HD Combo''' | ||
- (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 | - (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== | ==Strategies== |
Revision as of 15:49, 20 November 2010
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
st. A -
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
st. B -
- Cancel-able
- Hit Detection: High
- Damage: 30
st. C -
- Super Cancelable only
- Hit Detection: High
- Damage: 80
st. D -
- Hit Detection: High
- Damage: 80
cl. C -
- Cancel-able
- Hit Detection: High
- Damage: 70
cl. D -
- Cancel-able
- Hit Detection: High
- Damage: 70
Crouching
cr. A -
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
cr. B -
- Chainable
- Hit Detection: Low
- Damage: 30
cr. C -
- Cancel-able
- Hit Detection: High
- Damage: 70
cr. D -
- Cancel-able
- Hit Detection: Low
- Damage: 80
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
BnB's
- cr. Bx2, st.B, dp+C
- cl.C, dp+C
Gauge Consumption
- cr.Bx2, st.B, dp+C (1), [SC] qcf hcb+K
- (Corner) st.C, qcb+AC, qcb+C, qcb+A, qcf hcb+K
- (Corner) st.C, qcb+AC, qcb+C, qcb+A, dp+A (1), [DC] qcb+C, qcb+A, 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
HD Combo
- (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
Miscellaneous
Character Sprite
Colors
Alternate Colors
Other
Taunt
First Row: Standing/Crouching/Evasive Roll
Second Row: Walking (forward/Walking (Backward)/Safe Roll
Third Row: Running/Back Step/Throw Break
Fourth Row: Standing Guard/Crouching Guard/Guard Crush
Fifth Row: Dizzy/Downed/Hyper Drive Activation
Last Row: Win Pose/Knock Out/Time Up Pose