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The King of Fighters '98 UMFE/Yuri Sakazaki: Difference between revisions

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== Introduction ==
== Introduction ==
Yuri is a poking and rushdown focused character with a large bag of tools. In neutral she has access to a lot of strong options, on the ground she has some really nice pokes, a burn knuckle, a shorter ranged fireball and in the air she has access to an air throw and a short ranged fireball. On offense Yuri has access to an overhead, a good low confirm and a nice crossup. On defence she has access to a good dp and a nice super fireball to counter fireball zoning with.


== Changes to previous versions ==
''' 98 to 98UM'''
* st.C is now cancelable
* st.D has less startup frames
* j.C now has a smaller hitbox vertically
* neutral j.Cs hitbox got moved up to align with the hurtbox
* j.A is now special cancelable
Specials:
* j.qcf+K added
* qcb+P got a bigger hitbox vertically, it no longer whiffs on small or tiny crouchers
Supers:
* qcf,hcb+BD now starts up at the same speed as the regular version
* dp+C now launches on first hit so it's a stable combo
* f,hcf+A faster startup, can now combo from heavies
* f,hcf+C now travels faster
''' 98UM to 98UMFE'''
Specials:
* qcf+K - Less recovery on landing, frame advantage on block (doesn't specify whether it's the air or ground version)
* qcb+D - Less damage, but also less recovery. Can connect a stand A or crouch A on hit


== Normal Moves ==
== Normal Moves ==

Revision as of 21:19, 10 October 2021


Introduction

Yuri is a poking and rushdown focused character with a large bag of tools. In neutral she has access to a lot of strong options, on the ground she has some really nice pokes, a burn knuckle, a shorter ranged fireball and in the air she has access to an air throw and a short ranged fireball. On offense Yuri has access to an overhead, a good low confirm and a nice crossup. On defence she has access to a good dp and a nice super fireball to counter fireball zoning with.

Changes to previous versions

98 to 98UM

  • st.C is now cancelable
  • st.D has less startup frames
  • j.C now has a smaller hitbox vertically
  • neutral j.Cs hitbox got moved up to align with the hurtbox
  • j.A is now special cancelable

Specials:

  • j.qcf+K added
  • qcb+P got a bigger hitbox vertically, it no longer whiffs on small or tiny crouchers

Supers:

  • qcf,hcb+BD now starts up at the same speed as the regular version
  • dp+C now launches on first hit so it's a stable combo
  • f,hcf+A faster startup, can now combo from heavies
  • f,hcf+C now travels faster

98UM to 98UMFE

Specials:

  • qcf+K - Less recovery on landing, frame advantage on block (doesn't specify whether it's the air or ground version)
  • qcb+D - Less damage, but also less recovery. Can connect a stand A or crouch A on hit

Normal Moves

Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN

Close

  • cl. A:
  • cl. B:
  • cl. C:
  • cl. D:

Stand

  • st. A:
  • st. B:
  • st. C:
  • st. D:

Crouch

  • cr. A:
  • cr. B:
  • cr. C:
  • cr. D:

Jump

  • j. A:
  • j. B:
  • j. C:
  • j. D:

Blowback

  • st. CD:
  • j. CD:

Throws

Oni Harite: b/f + C (close)

Silent Nage: b/f + D (close)

Tsubame Otoshi: b/d/f + C/D (close in the air)

Command Moves

En Yoku: f + B

  • is an overhead attack

Special Moves

Ko'oh Ken: qcf + A/C

Yuri Chou Upper: dp + A/C

Double Yuri Chou Upper: dp + C (during C version of Yuri Chou Upper)

Yuri Chou Knuckle: qcb + A/C

Rai'oh Ken: qcf + B/D (in the air)

Yuri Chou Mawashi Geri: qcb + B/D

Desperation Moves

Haoh Shokou Ken: f,hcf + A/C

Hien Rekkou: qcf,qcf + A/C

Hien Hou'ou Kyaku: qcf,hcb + B/D

Combos

0 Stock

Low

  • cr.Bx1~2, cr.A/st.A, dp+C > dp+C

Anywhere

  • (jump-in), cl.C, qcf+P
  • (jump-in), cl.C, dp+C > dp+C

Very Close

  • cl.C, qcb+D, st.A, dp+C > dp+C
-Note: this cannot be done out of a jump-in, and it only works on standing opponents

1 Stock

Low

  • cr.Bx1~2, cr.A/st.A, qcf,hcb+K
-Note: this can be done as cr.Bx1~2, qcf+A, hcb+K for an easier cancel

Anywhere

  • (jump-in), cl.C/cr.C, qcf,hcb+K

Quick Max

Low

  • cr.Bx2, ABC, cl.D, f,hcf+P
-Note: hold forward during quick max activation to ensure you're close enough for cl.D
  • cr.B, st.A, ABC, st.C, qcf,hcb+K

Overhead

  • f+B, ABC, st.A, dp+C > dp+C

Very Close

  • cl.C, qcb+D, st.A, ABC, st.C, qcf,hcb+K
-Note: this cannot be done out of a jump-in, and it only works on standing opponents

3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode

  • In any 1 stock combo, replace qcf,hcb+K with qcf,hcb+BD or f,hcf+P with f,hcf+AC

Strategy & Tips

Videos

King of Fighters 98 UM FE: Yuri Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro