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

The King of Fighters XIII/Yuri Sakazaki

From Dream Cancel Wiki
Jump to navigation Jump to search

File:Yuri sprite.gif


Gameplay Overview

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 -

- Cancel-able

- Hit Detection: Mid

- Damage: 45(40)


j. B -

- Hit Detection: Mid

- Damage: 45(40)


j. C -

- Hit Detection: Mid

- Damage: 72(70)


j. D -

- Hit Detection: Mid

- Damage: 70(68)

Blowback Attack

CD -

- Whiff/Cancel-able

- Hit Detection: High

- Damage: 75

j. CD -

- Cancel-able

- Hit Detection: High

- Damage: 90(80)


GCCD: Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10

Throw

Oni Harite = (b/f+C/D)

- Can be broken

- Hit Detection: Close

- Damage: 100


Tsubame Otoshi = (b/d/f+C) in air

- Can't be broken

- Hit Detection: Close in air

- Damage: 100

Command Moves

Yuri Raijin Kyaku = (df+B) in air

- Hit Detection: High

- Damage: 45

Tsubame Tsubasa (f+A)

- Hit Detection: Mid

- Damage: 60

Special Moves

Saiha = (qcb+P)

(EX) = qcb+AC

- Super Cancel-able

- Hit Detection: High

- Damage: 50/60/110


Yuri Chou Upper = (dp+P)

(EX) = dp+AC

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 40+35/65+35/20x5+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


Ko Ou Ken = (qcf+P)

(EX) = qcf+AC

- 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

No Stock, No Drive Gauge -

cr. Bx2, st.B, dp+C

cl.C, dp+C


1 Stock, 1+ Drive Gauge -

cr.Bx2, st.B, dp+C (1), [SC] qcf hcb+K

(Corner) st.C, dp+C (1), (DC) qcb+C, qcb+A, qcf hcb+K

cr.Bx2, st.B, dp+C (1), [DC] dp+K~P, cr.C, dp+K~AC


2 Stock, No Drive Gauge -

(Corner) st.C, qcb+AC, qcb+C, qcb+A, qcf hcb+K


2 Stock, 1+ Drive Gauge -

(Corner) st.C, qcb+AC, qcb+C, qcb+A, dp+A (1), [DC] qcb+C, qcb+A, qcf hcb+K


HD Combo

(1)(Corner) cr.Bx2, st.B, [HD] st.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

http://www.youtube.com/watch?v=U66VV2gBUxU


Discussion Threads

Discuss at Dream Cancel

Navigation

The King of Fighters XIII
System

FAQControlsMovementOffenseDefenseMeters and GaugesHitboxes

Characters