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The King of Fighters XIII/Yuri Sakazaki
Console Changes
-The distance travelled on her dp as well as the angle of descent has been adjusted
-Her air throw coming off of dp.K has special follow up properties (special follow up properties –ie- versus normal situations where an opponents in an air status that cannot be followed up on with subsequent attacks)
-s.B is faster
-j.A can be cancelled with her dive kick
-Movement limits on Yuri’s dive kick have been relaxed
-Her hcb.B is now a 1 frame cmd throw
-The invincibility after attack frames on EX hcb.K has been shortened
-Recovery on haoh-shokoken improved
Yamamoto: "Depending on which buttons get pressed on hcb.K, a 1 frame throw, a running throw, an invincible attack, the properties of the move change dramatically so it will be necessary to use the variations according to the situation. This will be a versatile weapon in her arsenal so please give the move a try in depth. The real spectacle here is her air throw from dp.K which is now a hit-anything move. Try racking up on damage in various situations!"
Gameplay Overview
(coming soon!)
Gameplay Notes
Pros
Cons
Normals
Standing
s.A - 25 damage, chain/cancel-able, hits mid. A quick jab that leaves her at a slight advantage on block. The range is really short though.
s.B - 30 damage, whiff/cancel-able, hits mid. This high aiming kick is good for stopping hops, can be whiff canceled and is safe on block.
far C - 80 damage, hits mid. A strong swift punch. Can be good to stop hops preemptively.
far D - 80 damage, hits mid. Yuri performs a roundhouse kick that is safe on block, and has some pushback. This kick can be used some stop some far hops.
s.C - 70 damage, cancel-able, hits mid. A standing uppercut that is easy to combo into a qcf+A, dp+P or super, but isn't safe on block.
s.D - 70 damage, cancel-able, hits mid. Knee to the gut that is similar to s.C cancel wise, but is a bit more safer on block.
Crouching
d.A - 25 damage, chain/cancel-able, hits mid. Similar to her s.A but in a crouch position.
d.B - 30 damage, chain-able, hits low. Swift, quick crouching low kick which is a great starter for a lot of her ground combos. A great low poke that is safe on block.
d.C - 70 damage, cancel-able, hits mid. Good for stopping some jump-in. Can combo into light damage specials, and her supers.
d.D - 80 damage, whiff/cancel-able, hits low. A sweep with decent range which can be whiff canceled.
Jumping
j. A - 45(40) damage, cancel-able, hits overhead. Range is a little short, and points down diagonally, but it can be canceled into her df+B or her qcf+K.
j. B - 45(40) damage, hits overhead. Has more range than her j.A but isn't cancel-able. Good for air-to-air.
j. C - 72(70) damage, hits overhead. Good for jumping in, and can be option selected into her air throw. Can be used to to cross up standing opponents too.
j. D - 70(68) damage, hits overhead. Good for jumping in, has a nice ranged hitbox, and can crossup standing and crouching opponents.
Blowback Attack
CD - 75 damage, whiff/cancel-able, hits mid. A wide smack that has a lot of pushback.
j. CD - 90(80) damage, cancel-able, hits mid. A booty bump can be canceled into her air qcf+K. The range is a little on the short side.
GCCD - 10 damage, hits mid. Guard Cancel Blowback Attack
Throw
Oni Harite = (b/f+C/D) close 100 damage, can be broken and ground teched.
Tsubame Otoshi = (b/d/f+C) in air 100 damage, can't be broken, and give a hard knockdown.
Command Moves
Yuri Raijin Kyaku = (df+B) in air 45 damage, hits mid. A dive kick that is very safe on block, can be performed during a hop, and can even be combo-ed into on hit. A great move.
Tsubame Tsubasa (f+A) 60 damage, hits overhead. Her patented butt overhead that still isn't safe on block. On hit it can connect to her neomax if you're good at hit confirming.
Special Moves
Saiha = (qcb+P) - Yuri performs a fireblast pointed diagonally towards above her head, pointed at 2 o'clock. It is a bit similar to her Saiha in KOF02, which had slow start up, was active for a quite a while, and the C version was neutral on block (which still is). In KOF98, this move had a faster start-up, and reflected fireballs, which doesn't share those qualities in this version. You can only negate the fireballs, but the start-up is so slow, it can be very hard to catch the fireballs on time. The A version can be comboed from light and strong normal attacks, but leaves her at a disadvantage on block, with a little pushback if performed midscreen. It also causes a hard knockdown as well. The C version has slower start up, but is safe on block (as mentioned in contrast to her KOF02 version), does not combo from light and strong normal attacks, and doesn't knockdown hard. It is best to use this move somewhat as a pre-emptive anti-air attack, especially against a cornered opponent mid-range, looking for a escape. Yuri is open to low attacks during the duration of the move, so it is best to use this move in moderation.
(EX) = qcb+AC - Slower start up than both of the standard versions, but knocks the opponent up higher in the air, into a techable knockdown. Yuri isn't invincible at all during this move, and can be easily counter hit because of its slow start-up. When it is active, it lasts almost just as long as the C version, and it is safe if its blocked. If you use it as an early anti-air midscreen, it does cover a decent amount of space, and you can go for an air reset setup if you wish. In the corner, you can use this move for a reset setup, or juggle them with two normal Saiha's (C version, then A) or any other special move or DM.
- Super Cancel-able
- Hit Detection: Mid
- Damage: 50/60/110
Yuri Chou Upper = (dp+P) Yuri's version of the dragon punch has kept somewhat of the same function from previous years, but has changed a bit in this game as well. Overall, it seems like the horizontal range has increased a bit, causing the dp to travel at a more wider space. Also, she can't connect a follow up dp like in some of her early years (dp+C~dp+A), so she can only pop one in a combo. Her recovery is still bad if its whiffed or blocked, so its best to confirm into this as best as you can for you wont get punished. The A version has a small amount of invincibility at its start, and features a much less and tighter distance horizontally, which can be good for anti-airing jumps and super jumps. The C version covers a very far distance (almost half screen when she lands), which can make it susceptible to downright whiffing if you are trying to use it as an anti-air. For damage, it is best to use the C version for combos, while keeping the A version for anti-airing.
(EX) = dp+AC This version features a good amount of invincibility after the first few starting frames, while most of its hits are featured while she skims the ground before she jumps in the air. Kind of reminiscent of the fierce dp of Street Fighter Alpha's Sakura. You can use this move as a risky wake up dp reversal, but keep in mind that the move doesn't hit vertically as fast as dp+A. If this move is blocked or whiffed, you can get hurt.
- Drive/Super Cancel-able
- Hit Detection:Mid
- Damage: 40+33/65+33/20x5+65+35x2
Raiouken = (qcf+K)
(EX) = qcf+BD
- Hit Detection: High
- Damage: 60/70/45x3
Raiouken Air = (qcf+K) in air
(EX) = qcf+BD in air
- Hit Detection: High
- Damage: 55/70x2
- Super Cancel-able
- Hit Detection: High
- Damage: 60/75/120
Hyakuretsu Binta = (hcb+K)
(EX) = hcb+BD
- Hit Detection: Close/High
- Damage: 0+4x4+120/0+4x10+160
Houyoku = (dp+K)
(EX) = dp+BD
- Hit Detection: None
∟Nage (P)
- Hit Detection: Mid
- Damage: 70(100)
∟Yuri Raijin Kyaku = (K)
- Hit Detection: High
- Damage: 45(60)
∟Dageki = (AC)
- Hit Detection: Close (in air)
- Damage: 100(150)
∟Raiouken Air = (qcf+K)
- Hit Detection: High
- Damage: 55(70x2)
Desperation Moves
Haoh Shou Kou Ken = (f hcf+P)
- Hit Detection: High
- Damage: 190
Hien Hou'ou Kyaku (qcf hcb+K)
(EX) = qcf hcb+BD
- Max Cancel-able
- Hit Detection: High
- Damage: 0+15x11+55/0+10x18+40+100
Neomax
Haoh Raiouken = (qcbx2+AC) also in air
- Hit Detection: High
- Damage: 10xN+25x17
Combos
UNDER CONSTRUCTION
No Stock, No Drive Gauge
d.Bx2, s.B, dp+C
s.C, dp+C
1 Stock, 1+ Drive Gauge
d.Bx2, s.B, dp+C (1), [SC] qcf hcb+K
(Corner) s.C, dp+C (1), (DC) qcb+C, qcb+A, qcf hcb+K
d.Bx2, s.B, dp+C (1), [DC] dp+K~P, s.C, dp+K~AC
2 Stock, No Drive Gauge
(Corner) s.C, qcb+AC, qcb+C, qcb+A, qcf hcb+K
2 Stock, 1+ Drive Gauge
(Corner) s.C, qcb+AC, qcb+C, qcb+A, dp+A (1), [DC] qcb+C, qcb+A, qcf hcb+K
HD Combo
(1)(Corner) b.Bx2, s.B, [HD] s.C, dp+C, [(HDC)] qcb+C, qcb+A, dp+A (1)]xN, [HDC] qcb+C, qcf hcb+D, [MC] qcbx2+AC, qcf hcb+D
Strategies
Far Range
Mid Range
Close Range
Cornered Opponent
Cornered
Videos
Yuri KCE Basic Introduction
Yuri Master Class
Discussion Threads
Discuss at Dream Cancel