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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.