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The King of Fighters '98 UMFE/Yuri Sakazaki: Difference between revisions
added an introduction to Yuris page and added a changes to previous versions section |
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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