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The King of Fighters '98 UMFE/Yuri Sakazaki: Difference between revisions
added the normals from Ex Yuris page to Yuris page |
copied over some relevant info from Ex Yuris page to Yuris page |
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'''En Yoku:''' f + B | '''En Yoku:''' f + B | ||
* | |||
* works as an overhead. Can't be cancelled after a normal | |||
* can be late cancelled so that it retains it's overhead property when cancelled into. | |||
== Special Moves == | == Special Moves == | ||
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'''Haoh Shokou Ken:''' f,hcf + A/C | '''Haoh Shokou Ken:''' f,hcf + A/C | ||
* A version of Hao Sho Ko Ken is slower than C version, but can be comboed. Though the timing is a little tricky so the other two DMs will be better options for combos. | |||
* MAX version mirrors the C version but is bigger and does more damage. | |||
'''Hien Rekkou:''' qcf,qcf + A/C | '''Hien Rekkou:''' qcf,qcf + A/C | ||
'''Hien Hou'ou Kyaku:''' qcf,hcb + B/D | '''Hien Hou'ou Kyaku:''' qcf,hcb + B/D | ||
* a ranbu super. | |||
* can combo from lights so this super gives her some 3 hit confirms into super. | |||
* can also be used as a kinda fast longer range punish | |||
== Combos == | == Combos == |
Revision as of 23:02, 12 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
close
- cl.A: same as st.A
- cl.B: A toe stomp that is cancelable. You have to be very close for those move to active, so if the spacing isn't correct, a standing B might come out.
- cl.C: Kinda funny looking uppercut that is cancelable. Hits quite high so can be good to stop jumpouts. Not safe on block.
- cl.D: Knee to the midsection. Cancelable to specials and supers. More safe and useful than cl. C
standing
- st. A: A decent ranged cancelable quick jab. Good for poking and stopping hops. Safe on block. Canceble.
- st.B: A quick high kick that is good for stopping hops and is okay to whiff once in a while to control that area incase opponents are jumpy. Not cancelable.
- st.C: A cancelable fast hook punch. Good for ending blockstrings with because of the pushback or to catch mashers in the corner.
- st.D: Good for zoning against jumpings, but has bad recovery. Thank goodness that it has decent pushback on block but it can be punished by fast starting supers if its done close enough. Not cancelable.
Crouching
- cr.A: Fast, cancelable and safe on block as her st. A.
- cr.B: A good low, fast kick that is cancelable and has good recovery.
- cr.C: a fast starting uppercut that is cancelable and is good for anti-airing normal jumps.
- cr.D: a cancelable sweep that has bad recovery with decent range.
Jumping
- j.A: Good for jumping in with but has poor damage. The neutral jump version is a short ranged elbow hook.
- j.B: Good for jump-ins, and also has a big enough hitbox to be used as an instant overhead, if jumping away with. The neutral version is a low, and close ranged bottom of her sneaker kick.
- j.C: A strong hammer looking jumping punch. It can be performed fairly deep and is good for jumping in, and starting combos with. The neutral version is a double palmed attack that has limited range.
- j.D: It can crossup, hits deep and has a decent sized hitbox. The neutral version is a great jumping side kick that is active for a while, which is great to be used defensively.
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
- works as an overhead. Can't be cancelled after a normal
- can be late cancelled so that it retains it's overhead property when cancelled into.
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
- A version of Hao Sho Ko Ken is slower than C version, but can be comboed. Though the timing is a little tricky so the other two DMs will be better options for combos.
- MAX version mirrors the C version but is bigger and does more damage.
Hien Rekkou: qcf,qcf + A/C
Hien Hou'ou Kyaku: qcf,hcb + B/D
- a ranbu super.
- can combo from lights so this super gives her some 3 hit confirms into super.
- can also be used as a kinda fast longer range punish
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