Notable Normals: cl.H - Yuri’s Close Heavy is actually one of the quickest close Heavy attacks the game. That says a ton, considering how fast a lot of them are. It also strikes straight over her head, too, so it can be really good to stifle people trying to move above you.
This gets two hits if you’re in close to the opponent.
In an odd twist to things, if you hit a grounded opponent with both hits, they rocket way up into the air, opening up juggle opportunities.
This move doesn’t have a juggle limitation outside of natural combo circumstances, so you can potentially hit four or more in one combo.
As is typical of a good DP, this has some brief startup invul.
EX
124
-
-
-
SKD
-
-
-
-
The EX version of this has Yuri follow up with a second three hit uppercut attack.
This one can be followed up by other attacks like the normal one, and can be hit multiple times without losing out on hits, so if you hit it again, you can potentially catch all five hits, even if they don’t get launched up as high as they would while being grounded.
Like the standard version, the startup invul applies.
Yuri’s still got her Demon Flip here, and just like her usual self from KOF, she’s got plenty of options from it.
She can do the following:
Yuri Raijin Kyaku (L)
50
-
-
-
SKD
-
SKD
-
½+½
Yuri does a dive kick.
The usual stuff you’d expect from dive kicks applies here, right down to being able to hit it at low angles.
The recovery is good, and you can even use it in juggles.
Hien Souha (H)
70
-
-
-
SKD
-
SKD
-
½+½
A smashing strike from above.
It doesn’t really budge anyone that gets hit with it while grounded, but will groundbounce someone that’s airborne.
Raiou Ken (S)
40
-
-
-
SKD
-
SKD
-
½+1
Yuri tosses a projectile diagonally toward the ground.
Her momentum completely stops when you use this, so you should use it carefully and range it properly.
Tsubame Otoshi (Throw)
100
-
-
-
SKD
-
SKD
-
½+½
This is a command grab.
Yuri does an Izuna Otoshi.
As one would expect, it puts the opponent in a hard knockdown state.
Interestingly, this has carried over it’s ability to catch an airborne opponent in any airborne state from her KOF appearances, since it’s possible to hit an airborne opponent with j.L, have them flip out, and still catch with it.
You’re not going to follow up on this without some sort of item behind it, though.
EX
50-140
-
-
-
SKD
-
SKD
-
½
The EX flip sends Yuri much farther through the air than the standard version without jumping as high. The follow ups are:
EX Yuri Raijin Kyaku
50
-
-
-
SKD
-
SKD
-
½+½
This is almost exactly the same as the normal version of the dive kick.
It even has the same amount of damage behind it.
The biggest difference is that it comes out faster, and recovers pretty much instantly.
EX Hien Souha
70
-
-
-
SKD
-
SKD
-
½+½
The powered up Souha is much like the powered up dive kick in that the execution doesn’t change, but it comes out faster.
The damage is even the same.
The big difference here is that it will groundbounce the opponent if it hits at all, even if they’re standing.
EX Raiou Ken
2 hits = 77
-
-
-
SKD
-
SKD
-
½+1
The EX version of this sees a pretty hard change, as Yuri fires two projectiles instead of one, and this time, her momentum doesn’t stop, making these much more like Akuma’s Gou Hadou shots in function.
As such, you should try to hit them closer to the ground to make them more safe.
EX Tsubame Otoshi
140
-
-
-
SKD
-
SKD
-
½+½
This functions exactly like the standard version of this same move.
Nothing’s changed with it outside of it doing more damage.
Yuri’s got projectile invulnerability during this, so you can use this to bypass stuff if you just want your damage.
Combos
IAD = Instant Air Dash cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)
far. = Far (i.e, doing a Light or Heavy farther away from the opponent)
xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)
~ = Means you press the next command immediately after (i.e, cl.H~2D)
jc. = Jump Cancel
dj. = Double Jump
walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.