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The King of Fighters '98 UMFE/EX Yuri: Difference between revisions
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: a very easy to confirm knockdown combo starting from a low attack. You can subsitute the cr. A, for a st. A if you like. You can also switch out the qcb + A for a qcb + B/D running grab on block, for a blockstring mixup. | : a very easy to confirm knockdown combo starting from a low attack. You can subsitute the cr. A, for a st. A if you like. You can also switch out the qcb + A for a qcb + B/D running grab on block, for a blockstring mixup. | ||
* '''j. C/D, cl.D, qcb + C''' | * '''j. C/D, cl.C/D, qcb + A/C''' | ||
: good damage option from a jump-in. On block, cl.D confirm can guard rolled, which will leave you open for punishment if you follow through with the qcb + C. | : good damage option from a jump-in, then knocksdown. On block, cl.D confirm can guard rolled, which will leave you open for punishment if you follow through with the qcb + C. | ||
* '''j. C/D, cl. C/D, qcf + C''' | * '''j. C/D, cl. C/D, qcf + C''' | ||
: not a safe combo to do on block, plus it doesn't knock down. | |||
* '''cr.B | '''1 Level''' | ||
* '''(j. C/D), cr.b, cr. a XX qcf, hcb + K''' | |||
: sometimes the super can misfire into a hcb + K if not done accurately | |||
* '''cr.b, cr./st. a XX qcf, qcf + P''' | |||
: great damage from a low attack, more than the qcf, hcb + K combo. jump-in starters will make the super whiff | |||
* '''(j. C/D), cr. c, XX qcf, hcb + K''' | |||
: if you can confirm the cr.c without the jump-in, go for it. | |||
* '''(j. C/D), cl. C/D XX f, hcf + A | |||
: since the A version has faster start up than the C version, it can connect after the close C or D. This combo | |||
'''2 Levels in Advanced & Extra Mode''' | |||
* '''(j. C/D), cr.b, cr. a XX qcf, hcb + B+D''' | |||
: you can had a neutral hop qcf + B for an extra OTG hit. | |||
* '''cr.b, cr./st. a XX qcf, qcf + A+C''' | |||
: massive damage, almost 50% health. | |||
* '''j.C/D, cr. a XX qcf, qcf + A+C''' | |||
: the super will connect after the single cr. a, and lands more damage from the crouching b, and a combo. | |||
== Normal Moves == | == Normal Moves == |
Revision as of 17:40, 5 November 2011
Introduction
Combos
0 Level
- cr. B x 2, cr. A, qcb + A
- a very easy to confirm knockdown combo starting from a low attack. You can subsitute the cr. A, for a st. A if you like. You can also switch out the qcb + A for a qcb + B/D running grab on block, for a blockstring mixup.
- j. C/D, cl.C/D, qcb + A/C
- good damage option from a jump-in, then knocksdown. On block, cl.D confirm can guard rolled, which will leave you open for punishment if you follow through with the qcb + C.
- j. C/D, cl. C/D, qcf + C
- not a safe combo to do on block, plus it doesn't knock down.
1 Level
- (j. C/D), cr.b, cr. a XX qcf, hcb + K
- sometimes the super can misfire into a hcb + K if not done accurately
- cr.b, cr./st. a XX qcf, qcf + P
- great damage from a low attack, more than the qcf, hcb + K combo. jump-in starters will make the super whiff
- (j. C/D), cr. c, XX qcf, hcb + K
- if you can confirm the cr.c without the jump-in, go for it.
- (j. C/D), cl. C/D XX f, hcf + A
- since the A version has faster start up than the C version, it can connect after the close C or D. This combo
2 Levels in Advanced & Extra Mode
- (j. C/D), cr.b, cr. a XX qcf, hcb + B+D
- you can had a neutral hop qcf + B for an extra OTG hit.
- cr.b, cr./st. a XX qcf, qcf + A+C
- massive damage, almost 50% health.
- j.C/D, cr. a XX qcf, qcf + A+C
- the super will connect after the single cr. a, and lands more damage from the crouching b, and a combo.
Normal Moves
Throws
Oni Harite: close b/f + C
Silent Nage: close b/f + D
Tsubame Otoshi: mid air close b/d/f + D
Command Moves
En Yoku: F + B
- works as an overhead. Can't be cancelled after a normal
Special Moves
Saiha: qcb + A/C
- reflects projectiles and also could be used as an anti air. It could be used also in combos, the A version after light or heavy attacks and the C version only after heavy attacks
Raiouken: (in the air) qcf + A/C
- now only works in the air, and could hit OTG
Ko Ou Ken: qcf + A/C
- speed varies according to the button used, A version is slower while c version is faster. Both versions only could be comboed after heavy attacks
Hyakuretsu Binta: hcb + B/D
- a running command grab
Desperation Moves
Haoh Shou Kou Ken: f, hcf + A/C
- A version of Hao Sho Ko Ken is slower than C version, but can be comboed, even though the timing is a little tricky, it will be a better option to use the other 2 DM
Hien Hou'ou Kyaku: qcf, hcb + B/D
- After the SDM version of the Hien Hou'ou Kyaku, you can add a Raiouken
Shin! Chou Upper: qcf, qcf + A/C
- If your opponent is a little too far while you execute the Shin! Chou Upper while a combo, there is the risk that only the first or second hit connect, doing little damage.