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The King of Fighters '98 UMFE/EX Yuri

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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.D, qcb + 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.
  • j. C/D, cl. C/D, qcf + C
  • cr.B x 3, st. B

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.