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The King of Fighters '98 UMFE/Yuri Sakazaki
Introduction
Yuri is a poking- and rushdown-focused character with a large bag of tools to deal with every situation. In neutral, she has access to a lot of strong options: on the ground she has some great normal pokes, a dash punch, a stationary projectile, and a projectile DM, and in the air she has access to more good normals, an air throw, and an air projectile. On offense, Yuri has access to an overhead, a good low confirm, and multiple crossup options. On defense, she has access to a good DP and some fast long-range light normals for mashing out of pressure.
Changes from Previous Versions
98 to 98UM
- st.C is now cancelable
- st.D now has fewer startup frames
- j.C now has a smaller hitbox vertically
- nj.C's hitbox has been moved up to align with the hurtbox
- j.A is now cancelable
Specials:
- j.qcf+K has been added
- qcb+P now has a bigger hitbox vertically, and no longer whiffs on small or tiny crouchers
Supers:
- qcf,hcb+BD now has the same startup as the regular version
- dp+C now launches on the first hit, so it won't drop mid-combo
- f,hcf+A now has faster startup, and can now combo from heavies
- f,hcf+C now travels faster
98UM to 98UMFE
Specials:
- qcf+K now has less recovery on landing, and less frame advantage on block (patch notes do not specify whether it's the air or ground version)
- qcb+D now does less damage, but also has less recovery; you can link a st.A or cr.A on hit afterward
Normal Moves
Close
- cl.A: Same as st.A.
- cl.B: A cancelable standing low. Has a very short activation range, so if the spacing isn't correct, st.B might come out.
- cl.C: Kinda funny-looking uppercut. Hits quite high, so it can be good to stop jump-outs. Has a notable dead zone where it activates but whiffs. Unsafe on block. Cancelable.
- cl.D: Knee to the midsection. Safer and more useful than cl.C. Cancelable.
Standing
- st.A: A decent-ranged quick jab. Good for poking, mashing out of pressure, and stopping hops. Safe on block. Chainable and cancelable.
- st.B: A quick high kick that's good for stopping hops and controlling space.
- st.C: A fast hook punch. Good for ending blockstrings with because of the pushback, or to catch mashers in the corner. Cancelable, but hard to combo out of due to pushback.
- st.D: Good for zoning and anti-airing, but has bad recovery. Has a lot of pushback on block, but can still be punished by moves that go very far very fast.
Crouching
- cr.A: Fast, safe on block, and overall very similar to st.A. Chainable and cancelable.
- cr.B: Standard low combo starter. Has good recovery. Chainable.
- cr.C: An uppercut with fast startup that's good for anti-airing normal jumps. Cancelable.
- cr.D: Sweep with bad recovery but decent range. Cancelable.
Jumping
- j.A: Good for jump-ins, but has poor damage.
- nj.A: Short-ranged elbow hook.
- j.B: Good for jump-ins, and also has a big enough hitbox to be used as an instant overhead from a backward jump.
- nj.B: A low, close-ranged kick.
- j.C: A strong hammerfist. It can be performed fairly deep and is good for jumping in and starting combos with.
- nj.C: A double-palmed attack that has limited range.
- j.D: It can crossup, it hits deep, and it has a decent-sized hitbox.
- nj.D: A great jumping side kick that is active for a while, which is great to be used defensively.
CD Normals
- st.CD: Cancelable on hit, block, and whiff.
- j.CD: Good for hop pressure due to its long blockstun.
Throws
Oni Harite: b/f+C (close)
- Regular throw, techable. Yuri grabs the opponent and slaps them, sending them fullscreen with a soft knockdown.
Silent Nage: b/f+D (close)
- Regular throw, techable. Yuri grabs the opponent, throws herself backward, and kicks them to the other side of the screen with a soft knockdown. Switches sides.
Tsubame Otoshi: b/d/f+C/D (close, in air)
- Air throw, not techable. Yuri grabs the opponent in the air and dives with them into the ground, causing them to slide to the other end of the screen with a hard knockdown.
Command Moves
En Yoku: f+B
- When done raw, it's a good overhead. When canceled into, it's a mid-hitting move that cannot be canceled out of (doesn't work as combo filler).
- When late-canceled into, however, it maintains the overhead property, letting you surprise your opponent with an overhead in pressure.
Special Moves
Ko'oh Ken: qcf+A/C
- Yuri throws out a projectile that barely leaves her hand.
- The A version goes about half screen and the C version about 3/4s of the screen, mostly from Yuri sliding forward.
- A good long-distance poke that recovers quicker than regular projectiles; still has enough recovery to be easily whiff-punished/jumped over/rolled through if done at the wrong time.
- Can also be used to counter the opponent's projectiles, since it has a very active projectile hitbox.
Yuri Chou Upper: dp+A/C
- Yuri's DP move.
- The A version is an invincible reversal that hits once.
- The C version is not a reversal, but it hits more times and deals more damage, moves forward significantly before hitting, and also has a followup.
- The C version is one of Yuri's staple combo tools, as it will combo from both lights and heavies due to it travelling forwards a lot and coming out fairly quickly.
- Both versions are very punishable on block.
- Double Yuri Chou Upper:
dp+C (during dp+C)
- A followup to Yuri's dp+C, where she does a second one. Basically just adds more combo damage.
- Unlike followups to a lot of other moves, this one will come out even on whiff.
- Does two hits, just like dp+C, but on a successful hit only one will connect.
- If the opponent blocks your dp+C, this move may make them mess up their punish, and the threat of it might make them hold off on punishing the first DP as well.
Yuri Chou Knuckle: qcb+A/C
- Yuri does a dash punch with lots of startup, similar to Terry's Burn Knuckle.
- Can be used as a longer poke that also lets Yuri get closer to the opponent.
- The A version is very safe on block even at close ranges; the opponent needs a 1f command grab to consistently punish it point-blank, so outside of that range it is very safe.
- Does have a fair amount of startup, so it can be hit before the punch comes out.
- The C version is slightly less safe, but travels a larger distance.
Rai'oh Ken: qcf+B/D (can be performed in the air)
- Yuri jumps up into the air and comes down with a close-ranged mid-hitting projectile.
- Both versions are plus on block, making this a good tool to use in a blockstring to reset pressure with. This frame advantage also makes the D version a good approach tool.
- The move does have long startup, so can be hit before the hitbox comes out.
- The air version just does the projectile without the leap, and does not change Yuri's aerial trajectory at all. It hits mid and does a hard knockdown.
- Both air versions are also significantly less safe than the grounded versions, although their frame advantage varies.
- The best trick about the air version is that if you do it while jumping over the opponent, Yuri will turn around midair and hit it as a crossup. This can lead to looping crossup oki.
- Air version cannot be done during backdash or a step dash.
Yuri Chou Mawashi Geri: qcb+B/D
- Yuri does a spinning kick that makes her travel forward. Both versions don't connect fully on crouchers, making them punishable.
- B version travels a shorter distance and has more recovery, making it mostly worse than the D version.
- D version is good to use in combos when the opponent is standing, as it's plus enough on hit that it lets her link a normal and combo afterwards. This puts her meterless damage through the roof.
- D version is fairly safe on block if blocked standing.
- This is a move best used for combos or blockstrings only, as she has better tools for moving forward in neutral.
Desperation Moves
Haoh Shokou Ken: f,hcf+A/C
- Standard Kyokugen projectile DM. Great for controlling neutral, as it does a lot of damage, has a lot of speed variance between the two versions, and blows through normal projectiles.
- A version is slower than the C version, but it can be combo-ed into (though the timing is a little tricky).
- MAX version is basically the same as the C version, but with more hits and damage.
Hien Rekkou: qcfx2+A/C
- DP DM. Has invincibility frames, so it can be used as a reversal.
- A version consistently combos from 2 lights or heavies, making it a good option for metered combos.
- C version only connects from heavies, limiting its use.
- MAX version functions the same as the C version, just with more hits and damage, so it's also pretty limited.
Hien Hou'ou Kyaku: qcf,hcb+B/D
- A ranbu DM.
- Can combo from lights, so this DM gives her some 3-hit confirms into DM.
- Can also be used as a kinda fast, longer-range punish.
Combos
General Notes:
- In any metered combo, replace qcf,hcb+K with qcf,hcb+BD or f,hcf+P with f,hcf+AC for more damage if you have the resources.
Meterless
Low
cr.Bx1-2, cr.A/st.A, dp+C > dp+C
Mid/Jump-In
(j.X), cl.C/cl.D, qcf+P
(j.X), cl.C/cl.D, dp+C > dp+C
cl.C/cl.D, qcb+D, st.A, dp+C > dp+C
- Does great damage, but cannot be done out of a jump-in, and only works on standing opponents.
With Meter
Low
cr.Bx1-2, cr.A/st.A, qcf,hcb+K
- This can be done as cr.Bx1-2, qcf+A, hcb+K for an easier cancel.
Mid/Jump-In
(j.X), cl.C/cr.C, qcf,hcb+K
With Quick MAX
Low
cr.Bx2, ABC, cl.D, f,hcf+P
- Requires a microwalk after the Quick MAX to ensure you're close enough for cl.D
cr.B, st.A, ABC, st.C, qcf,hcb+K
Overhead
f+B, ABC, st.A, dp+C > dp+C
Mid
cl.C/cl.D, qcb+D, st.A, ABC, st.C, qcf,hcb+K
- This cannot be done from a normal jump-in, but it does work from a crossup jump-in. It only works on standing opponents.