-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

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

From Dream Cancel Wiki
Jump to navigation Jump to search
VolcanoShed (talk | contribs)
No edit summary
Line 8: Line 8:


== Introduction ==
== Introduction ==
Ex Yuri is a poking and zoning character. Her normals are strong for poking and she can control both the ground and the air well. Her air to air game is very strong because she has a great j.C that can also become an air throw. She has both grounded and air fireballs which makes her zoning game strong. She also has a great all purpose move in her Saiha. This move functions as an anti air to catch people trying to jump her fireballs, as an anti zoning projectile reflector if people try and counter zone her and as a combo tool from both lights and heavies. Her close range offense is pretty decent as well as she has access to both an overhead and a running command grab. Her weaknesses include a lack of a meterless reversal and fairly limited combo options.


== Changes from previous versions ==
EX Yuri is a poking and zoning character. Her normals are strong for poking and air-to-airs, and she can control both the ground and the air well. She has both grounded and air projectiles as well, which makes her zoning game strong. She also has a great all-purpose move in her stationary projectile, which can function as an anti-air to catch people trying to jump her normal projectiles, as an anti-zoning projectile reflector if people try and counter-zone her, and as a combo tool from both lights and heavies. Her close-range offense is pretty decent as well, as she has access to both an overhead and a running command grab. Her weaknesses include a lack of a meterless reversal and fairly limited combo options.
 
== Changes from Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''


Normals:
Normals:
* st.C is now cancelable
* st.C is now cancelable
* st.D has less startup frames
 
* st.D now has fewer startup frames
 
* j.C now has a smaller hitbox vertically
* 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:
* nj.C's hitbox got moved up to align with the hurtbox
* qcf+K now changed to j.qcf+K. It can now otg
 
* j.A is now cancelable
 
Specials:
 
* qcf+K now changed to j.qcf+K, and can now OTG
 
* qcb+P now reflects projectiles
* qcb+P now reflects projectiles
* The sound effects of some moves were changed to their AoF2 versions


Supers:
Supers:
* qcf,hcb+BD now starts up at the same speed as the regular version
* qcf,hcb+BD now starts up at the same speed as the regular version


Other:
* The sound effects of some moves were changed to their AoF2 versions
* some of the special effects changed to art of fighting ones


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Specials:
Specials:
* qcb+C less recovery, +3 on block
 
* qcb+C now has less recovery, is now +3 on block


== Normals ==
== Normals ==


'''Close'''
'''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.A: Same as st.A.
* 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
* cl.B: A low-hitting toe stomp that is cancelable. You have to be very close for those move to activate, so if the spacing isn't correct, st.B might come out.
 
* cl.C: Kinda funny-looking uppercut. Hits quite high, so it can be good to stop jump-outs. Has a notable dead zone where it activates but whiffs. Unsafe on block. Cancelable.
 
* cl.D: Knee to the midsection. Safer and more useful than cl.C. Cancelable.


'''Standing'''
'''Standing'''
* st. A: A decent ranged cancelable quick jab. Good for poking and stopping hops. Safe on block. Cancelable.
 
* 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.A: A decent-ranged quick jab. Good for poking, mashing out of pressure, and stopping hops. Safe on block. Chainable and 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.
* st.B: A quick high kick that's good for stopping hops and controlling space.
 
* st.C: A fast hook punch. Good for ending blockstrings with because of the pushback, or to catch mashers in the corner. Cancelable, but hard to combo out of due to pushback.
 
* st.D: Good for zoning and anti-airing, but has bad recovery. Has a lot of pushback on block, but can still be punished by moves that go very far very fast.


'''Crouching'''
'''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.A: Fast, safe on block, and overall very similar to st.A. Chainable and cancelable.
* 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.
* cr.B: Standard low combo starter. Has good recovery. Chainable.
 
* cr.C: An uppercut with fast startup that's good for anti-airing normal jumps. Cancelable.
 
* cr.D: Sweep with bad recovery but decent range. Cancelable.


'''Jumping'''
'''Jumping'''


* j.A: Good for jumping in with but has poor damage. The neutral jump version is a short ranged elbow hook.
* j.A: Good for jump-ins, but has poor damage.
* 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 hits at a lower angle compared to j.B.
 
* 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.
* nj.A: Short-ranged elbow hook.
* 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.
 
* j.B: Good for jump-ins, and also has a big enough hitbox to be used as an instant overhead from a backward jump.
 
* nj.B: A low, close-ranged kick.
 
* j.C: A strong hammerfist. It can be performed fairly deep and is good for jumping in and starting combos with.
 
* nj.C: A double-palmed attack that has limited range.
 
* j.D: It can crossup, it hits deep, and it has a decent-sized hitbox.
 
* nj.D: A great jumping side kick that is active for a while, which is great to be used defensively.
 
'''CD Normals'''
 
* st.CD: Cancelable on hit, block, and whiff.
 
* j.CD: Good for hop pressure due to its long blockstun.


== Throws ==
== Throws ==


'''Oni Harite:''' b/f + C (close)  
'''Oni Harite:''' <code>b/f+C (close)</code>
* regular throw, techable. Yuri grabs the opponent and slaps them sending them to the end of the screen with a soft knockdown.                                         
 
* Regular throw, techable. EX Yuri grabs the opponent and slaps them, sending them to the end of the screen with a soft knockdown.                                         
 
'''Silent Nage:''' <code>b/f+D (close)</code>


'''Silent Nage:''' b/f + D (close)                                       
* Regular throw, techable. EX Yuri grabs the opponent, does a backflip, and kicks them to the other side of the screen with a soft knockdown.
* regular throw, techable. Yuri grabs the opponent, does a backflip and kicks them to the other side of the screen with a soft knockdown.


'''Tsubame Otoshi:''' b/d/f + C/D (close in the air)
'''Tsubame Otoshi:''' <code>b/d/f+C/D (close, in air)</code>
* air throw, not techable. Yuri grabs the opponent in the air and dives with them into the ground causing them to slide to the other end of the screen with a hard knockdown.
 
* Air throw, not techable. EX Yuri grabs the opponent in the air and dives with them into the ground, causing them to slide to the other end of the screen with a hard knockdown.


== Command Moves ==
== Command Moves ==


'''En Yoku''':  F + B
'''En Yoku:''' <code>f+B</code>


* works as an overhead. Can't be cancelled after a normal
* Works as an overhead. Can be canceled into, but this takes away its overhead property without making it cancelable itself.


* can be late cancelled so that it retains it's overhead property when cancelled into.
* Can be late-cancelled so that it retains its overhead property when canceled into.


== Special Moves ==
== Special Moves ==
'''Saiha''': qcb + A/C


* Yuri creats a big energy shield in front of her.
'''Saiha:''' <code>qcb+A/C</code>


* reflects projectiles.
* EX Yuri creates a big energy shield in front of her. One of the most multipurpose moves in the game.


* can used as an anti air.  
* Has an extremely active projectile hitbox that reflects other projectiles.


* can also be used in combos, the A version connects after light or heavy attacks and the C version only connects after heavy attacks.
* Can used as an anti-air and as a check on grounded approaches.


* the C version has a lot of active frames and good range making it an excellent meaty option.
* Also functions as EX Yuri's primary meterless combo ender; A version combos from anything cancelable, while the C version only combos from heavies.


'''Raiouken''': (in the air) qcf + A/C
* The C version has a lot of active frames and good range, making it an excellent meaty option. It is also plus on block even if it hits on the first active frame, making it good for pressure.


* Yuri throws an aerial fireball diagonally downwards and it stops her momentum and makes her fall straight to the ground.
'''Raiouken:''' <code>qcf+A/C (in air)</code>


* excellent space control tool.
* EX Yuri throws an aerial fireball diagonally downwards. This stops her momentum and makes her fall straight to the ground.


* can not be done during a backdash or step dash.
* Excellent space-control tool.


* can be used at almost any point during her jump arc but can not be TK'ed.
* Cannot be done during a backdash or step dash.


* Can hit otg.
* Can be used at almost any point during her jump arc, but the activation isn't quite low enough to be TK'ed.


'''Ko Ou Ken''': qcf + A/C
* Can hit OTG.


* Yuri throws a fireball straight forwards.
'''Ko Ou Ken:''' <code>qcf+A/C</code>


* speed varies according to the button used, A version is slower while c version is faster.
* EX Yuri throws a normal airborne projectile straight forwards.


* good projectile for zoning as it can not be hopped over by most characters.
* Speed varies according to the button used, A version is slower while C version is faster.


* Both versions can only be comboed after heavy attacks.
* Good projectile for zoning, as it cannot be hopped over by most characters.


'''Hyakuretsu Binta''': hcb + B/D
* Both versions can only be combo-ed after heavy attacks.


* a running command grab
'''Hyakuretsu Binta:''' <code>hcb+B/D</code>


* good for setting up sneaky tick throws
* A running command grab.


* she can create some unblockable fireballs with this command grab thanks to the unblockable fireball glitch.
* Good for setting up sneaky tick throws every once in a while.
 
* She can create some unblockable fireballs with this command grab, thanks to the unblockable projectile glitch.


== Desperation Moves ==
== Desperation Moves ==


'''Haoh Shou Kou Ken''': f, hcf + A/C
'''Haoh Shou Kou Ken:''' <code>f,hcf+A/C</code>
   
   
* 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.
* A version is slower than C version, but can be combo-ed into. Even so, the timing is a little tricky, so the other two DMs will be better options for combos.
 
* Use this mostly for space control and counter-zoning.
 
* MAX version mirrors the C version, but is bigger and does more damage.  


* MAX version mirrors the C version but is bigger and does more damage.
'''Hien Hou'ou Kyaku:''' <code>qcf,hcb+B/D</code>


'''Hien Hou'ou Kyaku''': qcf, hcb + B/D
* A ranbu DM.


* a ranbu super.
* Can combo from lights and moves forward quite a bit, so this gives her some 3-hit metered confirms.


* 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.


* can also be used as a kinda fast longer range punish
* MAX version does more damage, and you can get an OTG j.qcf+P after it.


* After the SDM version of the Hien Hou'ou Kyaku, you can add a Raiouken
'''Shin! Chou Upper:''' <code>qcfx2+A/C</code>


'''Shin! Chou Upper''': qcf, qcf + A/C
* Very high-damage DP DM.


* a uppercut super.
* Has invincibility, so it can be used as a reversal.


* has invincibility so can be used as a reversal.
* Can fail to connect fully at longer ranges, so be sure to use it only point-blank.


* 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.
* MAX version does more damage.


== Combos ==
== Combos ==


'''0 Level'''
'''General Notes:'''


* '''cr. B x 2, cr. A, qcb + A'''
* In any metered combo, qcf,hcb+K/qcfx2+P can be replaced with qcf,hcb+BD/qcfx2+AC for more damage if you have the resources.
: 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'''
===Meterless===
: 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'''
''Low''
: not a safe combo to do on block, plus it doesn't knock down.


'''1 Level'''
: <code>cr.Bx2, cr.A/st.A, qcb+A</code>
: A very easy low confirm into a knockdown. You can switch out the qcb+A for a qcb+B/D on block, for a blockstring mixup.


* '''(j. C/D), cr.b, cr. a XX qcf, hcb + K'''
''Mid/Jump-In''
: sometimes the super can misfire into a hcb + K if not done accurately


* '''cr.b, cr./st. a XX qcf, qcf + P'''
: <code>(j.C/D), cl.D, qcb+C</code>
: great damage from a low attack, more than the qcf, hcb + K combo. jump-in starters will make the super whiff
: Good damage option from a jump-in.


* '''(j. C/D), cr. c, XX qcf, hcb + K'''
===With Meter===
: if you can confirm the cr.c without the jump-in, go for it.


* '''(j. C/D), cl. C/D XX f, hcf + A
''Low''
: 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'''
: <code>cr.B, cr.A, qcf,hcb+K/qcfx2+P</code>
: qcfx2+P does more damage than qcf,hcb+K, but is liable to fall out if not done at point-blank range.


* '''(j. C/D), cr.b, cr. a XX qcf, hcb + B+D'''
''Mid/Jump-In''
: you can had a neutral hop qcf + B for an extra OTG hit.


* '''cr.b, cr./st. a XX qcf, qcf + A+C'''
: <code>(j.C/D), cr.C, qcf,hcb+K</code>
: massive damage, almost 50% health.


* '''j.C/D, cr. a XX qcf, qcf + A+C'''
: <code>(j.C/D), cl.D, f,hcf+A</code>
: the super will connect after the single cr. a, and lands more damage from the crouching b, and a combo.


== Strategy & Tips ==
== Strategy & Tips ==

Revision as of 19:38, 19 March 2022


Introduction

EX Yuri is a poking and zoning character. Her normals are strong for poking and air-to-airs, and she can control both the ground and the air well. She has both grounded and air projectiles as well, which makes her zoning game strong. She also has a great all-purpose move in her stationary projectile, which can function as an anti-air to catch people trying to jump her normal projectiles, as an anti-zoning projectile reflector if people try and counter-zone her, and as a combo tool from both lights and heavies. Her close-range offense is pretty decent as well, as she has access to both an overhead and a running command grab. Her weaknesses include a lack of a meterless reversal and fairly limited combo options.

Changes from Previous Versions

98 to 98UM

Normals:

  • st.C is now cancelable
  • st.D now has fewer startup frames
  • j.C now has a smaller hitbox vertically
  • nj.C's hitbox got moved up to align with the hurtbox
  • j.A is now cancelable

Specials:

  • qcf+K now changed to j.qcf+K, and can now OTG
  • qcb+P now reflects projectiles
  • The sound effects of some moves were changed to their AoF2 versions

Supers:

  • qcf,hcb+BD now starts up at the same speed as the regular version
  • The sound effects of some moves were changed to their AoF2 versions

98UM to 98UMFE

Specials:

  • qcb+C now has less recovery, is now +3 on block

Normals

Close

  • cl.A: Same as st.A.
  • cl.B: A low-hitting toe stomp that is cancelable. You have to be very close for those move to activate, so if the spacing isn't correct, st.B might come out.
  • cl.C: Kinda funny-looking uppercut. Hits quite high, so it can be good to stop jump-outs. Has a notable dead zone where it activates but whiffs. Unsafe on block. Cancelable.
  • cl.D: Knee to the midsection. Safer and more useful than cl.C. Cancelable.

Standing

  • st.A: A decent-ranged quick jab. Good for poking, mashing out of pressure, and stopping hops. Safe on block. Chainable and cancelable.
  • st.B: A quick high kick that's good for stopping hops and controlling space.
  • st.C: A fast hook punch. Good for ending blockstrings with because of the pushback, or to catch mashers in the corner. Cancelable, but hard to combo out of due to pushback.
  • st.D: Good for zoning and anti-airing, but has bad recovery. Has a lot of pushback on block, but can still be punished by moves that go very far very fast.

Crouching

  • cr.A: Fast, safe on block, and overall very similar to st.A. Chainable and cancelable.
  • cr.B: Standard low combo starter. Has good recovery. Chainable.
  • cr.C: An uppercut with fast startup that's good for anti-airing normal jumps. Cancelable.
  • cr.D: Sweep with bad recovery but decent range. Cancelable.

Jumping

  • j.A: Good for jump-ins, but has poor damage.
  • nj.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 from a backward jump.
  • nj.B: A low, close-ranged kick.
  • j.C: A strong hammerfist. It can be performed fairly deep and is good for jumping in and starting combos with.
  • nj.C: A double-palmed attack that has limited range.
  • j.D: It can crossup, it hits deep, and it has a decent-sized hitbox.
  • nj.D: A great jumping side kick that is active for a while, which is great to be used defensively.

CD Normals

  • st.CD: Cancelable on hit, block, and whiff.
  • j.CD: Good for hop pressure due to its long blockstun.

Throws

Oni Harite: b/f+C (close)

  • Regular throw, techable. EX Yuri grabs the opponent and slaps them, sending them to the end of the screen with a soft knockdown.

Silent Nage: b/f+D (close)

  • Regular throw, techable. EX Yuri grabs the opponent, does a backflip, and kicks them to the other side of the screen with a soft knockdown.

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

  • Air throw, not techable. EX Yuri grabs the opponent in the air and dives with them into the ground, causing them to slide to the other end of the screen with a hard knockdown.

Command Moves

En Yoku: f+B

  • Works as an overhead. Can be canceled into, but this takes away its overhead property without making it cancelable itself.
  • Can be late-cancelled so that it retains its overhead property when canceled into.

Special Moves

Saiha: qcb+A/C

  • EX Yuri creates a big energy shield in front of her. One of the most multipurpose moves in the game.
  • Has an extremely active projectile hitbox that reflects other projectiles.
  • Can used as an anti-air and as a check on grounded approaches.
  • Also functions as EX Yuri's primary meterless combo ender; A version combos from anything cancelable, while the C version only combos from heavies.
  • The C version has a lot of active frames and good range, making it an excellent meaty option. It is also plus on block even if it hits on the first active frame, making it good for pressure.

Raiouken: qcf+A/C (in air)

  • EX Yuri throws an aerial fireball diagonally downwards. This stops her momentum and makes her fall straight to the ground.
  • Excellent space-control tool.
  • Cannot be done during a backdash or step dash.
  • Can be used at almost any point during her jump arc, but the activation isn't quite low enough to be TK'ed.
  • Can hit OTG.

Ko Ou Ken: qcf+A/C

  • EX Yuri throws a normal airborne projectile straight forwards.
  • Speed varies according to the button used, A version is slower while C version is faster.
  • Good projectile for zoning, as it cannot be hopped over by most characters.
  • Both versions can only be combo-ed after heavy attacks.

Hyakuretsu Binta: hcb+B/D

  • A running command grab.
  • Good for setting up sneaky tick throws every once in a while.
  • She can create some unblockable fireballs with this command grab, thanks to the unblockable projectile glitch.

Desperation Moves

Haoh Shou Kou Ken: f,hcf+A/C

  • A version is slower than C version, but can be combo-ed into. Even so, the timing is a little tricky, so the other two DMs will be better options for combos.
  • Use this mostly for space control and counter-zoning.
  • MAX version mirrors the C version, but is bigger and does more damage.

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

  • A ranbu DM.
  • Can combo from lights and moves forward quite a bit, so this gives her some 3-hit metered confirms.
  • Can also be used as a kinda-fast longer-range punish.
  • MAX version does more damage, and you can get an OTG j.qcf+P after it.

Shin! Chou Upper: qcfx2+A/C

  • Very high-damage DP DM.
  • Has invincibility, so it can be used as a reversal.
  • Can fail to connect fully at longer ranges, so be sure to use it only point-blank.
  • MAX version does more damage.

Combos

General Notes:

  • In any metered combo, qcf,hcb+K/qcfx2+P can be replaced with qcf,hcb+BD/qcfx2+AC for more damage if you have the resources.

Meterless

Low

cr.Bx2, cr.A/st.A, qcb+A
A very easy low confirm into a knockdown. You can switch out the qcb+A for a qcb+B/D on block, for a blockstring mixup.

Mid/Jump-In

(j.C/D), cl.D, qcb+C
Good damage option from a jump-in.

With Meter

Low

cr.B, cr.A, qcf,hcb+K/qcfx2+P
qcfx2+P does more damage than qcf,hcb+K, but is liable to fall out if not done at point-blank range.

Mid/Jump-In

(j.C/D), cr.C, qcf,hcb+K
(j.C/D), cl.D, f,hcf+A

Strategy & Tips

Videos

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