Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be canceled before it finishes.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input.
X * N
Repeat 'X' input 'N' amount of times.
General Notes
Light Starter will denote a 2B > 2B > f.B starter. Assume any combos with this starter will also work off of heavy starters. Other light starters include, but not limited to:
2B > 2A > f.B
Heavy Starter will denote a cl.D. Other heavy starters include, but not limited to:
cl.C
2C
2A, 2C
Any combo using aforementioned starters can be used after a jump in.
Many combos will end in a normal > 623B/D ~ AC for optimum damage but will sacrifice okizeme and the corner if done in the corner. Next to those enders in the combos will have a move in parentheses that can be used instead for better oki and screen positioning, but less damage.
Combos
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623C
168
230
0
25%
Anywhere
Basic light confirm. 623C must be inputted quickly or else it won't combo. 63214B can also be used, but the stun and advantage after is less.
Light Starter > 3D > 623C
147
210
0
25%
Anywhere
Less damage but more time to confirm. 623A does more damage but can be inconsistent at further ranges.
Heavy Starter > 63214D
173
70
0
20%
Anywhere
63214B/D does more damage when used in heavy combos. Go for a 3D combo if you need more time to confirm.
Light Starter > 214A, 2C > 623B/D ~ AC (623A)
263
220
0
40%
Corner
Heavy Starter > 236A, 623A
201
210
0
25%
Corner
Safe confirm.
(anti air) f.B > 623D ~ AC
130
30
0
15%
Anywhere
Also works off of anti air cl.C, a falling jump normal air-to-air, or anti air 2C if it hits early enough in 2C's animation. Yuri can get much more reward off of anti airs this way. Remember that the oki after landing the air throw is not very good.
214C, run, cl.D > 623B/D ~ AC (623C)
231
130
0
30%
Anywhere
Works off an anti-air 214C as well. Great damage and meter gain for meterless. cl.C can be used for more consistently as it's faster.
CD > 623D, 2D
143
170
0
20%
Non-Corner
Anywhere CD conversion. CD > 623D is not a bad sequence on block and can get you some damage if it hits. If you land close enough, a 623C is also possible.
CD > 623D ~ A/C, cl.D > 623B/D ~ AC (623C)
278
270
0
40%
Corner
CD corner combo. Delay the A/C follow-up from the first 623D as much as possible.
CD > 236C, 623C
216
300
0
30%
Near Corner
CD > 236C is also a good sequence on block. If Yuri is completely in the corner, use dp A or a normal into 623B/D ~ AC instead.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 3D > 623AC
257
150
0.5
15%
Anywhere
More consistent than meterless options from 3D, but can still drop at max range.
Light Starter > 3D > 63214BD
229
150
0.5
15%
Anywhere
100% consistent and leads to a safe jump set-up. Recommended most as your light confirm.
Heavy Starter > 214AC, 623C, cl.C > 623B/D ~ AC (623A)
345
200
0.5
45%
Anywhere
Almost meter neutral. 214AC has short range and can sometimes drop from further ranges, especially if done from the 2A, 2C link. If you're not confident about your range, use the light confirm combo instead.
Light Starter > 214A, 2C > 623BD ~ AC (623AC)
288
220
0.5
25%
Corner
Heavy Starter > 214AC, 214C, 236A, cl.C > 623B/D ~ AC (623A)
405
260
0.5
45%
Corner
Be careful if you use the button hold trick for 236A, as you can accidentally charge the move, causing the combo to drop. 214AC also combos after an uncancelled CD in the corner, and leads to the exact same combo.
236C, 63214BD
211
60
0.5
10%
Corner
Reliable conversion from 236C.
CD > 623D, 63214BD
196
100
0.5
15%
Non-Corner
Very consistent.
CD > 623D, run, cl.D > 623BD ~ AC (623AC)
255
170
0.5
20%
Non-Corner
CD > 623D ~ A/C, 214AC, 214C, 236A, cl.C > 623B/D ~ AC (623A)
417
390
0.5
60%
Corner
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623C > 2363214B/D
292
170
1
25%
Anywhere
Input the 623C as 6236C, then input 214B/D to input the super.
Light Starter > 3D > 623A > 2363214B/D
300
210
1
25%
Anywhere
Drops at max spacing.
Heavy Starter > 214AC, 623BD ~ A/C, cl.D > 623B/D ~ AC (623C)
403 (343)
140 (210)
1
30%
Anywhere
Yuri will switch sides after the 623BD ~ A/C, so swap your inputs accordingly.
Heavy Starter > 236A > 2363214B/D
310
130
1
20%
Anywhere
Low damage, but hit confirmable.
Light Starter > 214A, 623A > 214214A/C
303
210
1
30%
Corner
You can input 623A as 632146A, then input 214A/C for the super. Otherwise input the 623A as early as possible, then hold the A button to give yourself more time to input the super.
Heavy Starter > 214AC, 214C, 236A, 2C > 623BD ~ AC (623AC)
440 (417)
260 (190)
1
30%
Corner
The alternate 623AC extension does not work on smaller opponents. Omit the 236A if you want that ender against smaller opponents.
CD > 623D, 2363214B/D
241
100
1
15%
Non-Corner
Reliable CD combo. Only does slightly more than a normal into air throw.
CD > 623D, 623C > 214214A/C
286
180
1
30%
Midscreen
More screen position dependent conversion but more rewarding.
236CD, cl.D > 623B/D ~ AC (623C)
255 (173)
70 (140)
1
70%
Anywhere
Shatter Strike conversion. Yuri can get more complex combos if the Shatter Strike hits airborne, but they're very inconsistent based on positioning and spacing, so just aim for this conversion.
Heavy Starter > 214AC, 623BD~A/C > j.236BD, cl.D > 623B/D ~ AC
510
140
1.5
30%
Anywhere
Very strong combo for the meter spent, even stronger than her 2-2.5 bar conversions bar conversions. Landing this combo will be your primary goal as Yuri. If you're in the corner and don't want to lose the corner, just omit the last air throw.
236CD, 214AC, run, cl.D > 623B/D ~ AC (623C)
341 (262)
70 (140)
1.5
75%
Anywhere
2 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 623C > 236214BD
404
170
2
25%
Anywhere
Technically 214214AC scales better and does 4 more damage, but the oki is not very good.
Heavy Starter > 214AC, 623BD ~ A/C > j.236BD, cl.D > 623BD ~ AC (623AC)
533 (502)
140 (70)
2
20%
Anywhere
Use the 623AC to keep the corner if done in the corner.
Light Starter/Heavy Starter > 3D > BC, cl.D > 214AC, 623BD ~ A/C, cl.D > 623B/D ~ AC
395/440
290/270
2
35%
Anywhere
1000 Max Gauge combo.
Light Starter/Heavy Starter > 3D > BC, cl.D > 214AC, 623BD ~ A/C > j.236BD, cl.D > 623B/D ~ AC
450/509
290/270
2
35%
Anywhere
1250 Max Gauge combo. Go-to confirm from lights. Also your 1500 Gauge combo.