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)
st.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 Shoukou Ken 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
Yuri Sakazaki is a character that can operate under multiple situations and she's also one of the more mix-up heavy characters.
In Yuri's arsenal, she has a short ranged projectile along with two special moves that can function as anti-airs. A dive kick which can be used as a pressuring tool, mix ups, ambiguous cross-ups, safe jump set ups, and starting combos. A Demon Flip series which provides her with many offensive options and the ability continue combos for more damage. And also a command throw, which can function as a one frame command grab or a run-up grab. Both versions of her command grab can also be comboed into from normal moves.
Another thing about Yuri is that she can net very good damage if she has meter. Many of her special moves are relatively easy to drive cancel out of.
Last, Yuri fits very well into any team position as she can play many different roles and help the player succeed in winning the match.
Pros
Cons
Ambiguous crossups, and good pressure with her demon flip dive kick
Overall increased mixup potential; air resets, command/running throw mixups, high/low game
Damage output is a little above average, especially with meter
Good speed and agility
Easy drive cancel confirms
Can build meter easily
Needs meter to shell out good damage
Very short and stubby normals range
Mediocre long-range/zoning game
Requires good, clean execution for a few of her damaging combos
Jumps
This picture demonstrates different jump heights/distances.
Grey/White = Neutral Jump
Yellow = Neutral Hop
Orange = Forward Hop
Red = Forward Hyper Hop
Blue = Forward Jump
Green = Forward Super Jump
The forward moving jumps/hops display one image at the apex of the jump and one at the landing point.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
25
Mid
command
4
4
8
+3
+1
-
Chain-able, a quick jab that leaves her at a slight advantage on block.
The range is really short though.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
30
Mid
special
4
4
10
+1
-1
-
This high aiming kick is good for stopping hops, can be whiff canceled and is safe on block.
You can easily confirm this against a jumping opponent into her dp+K~AC for an air throw.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
80
Mid
command
6
7
14
0
-2
-
A strong swift punch, can be good to stop hops preemptively.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
80
Mid
-
9
4
15
+2
0
-
Yuri performs a roundhouse kick that is positive on block, and has some pushback.
This kick can be used some stop some far hops.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
70
Mid
command
4
10
16
-5
-7
-
A standing uppercut that is easy to combo into a qcf+A, dp+P or super, but isn't safe on block. In the middle of one of her combos, she can confirm this into her dp+K~AC.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
70
Mid
command
6
8
13
0
-2
-
Knee to the gut that is similar to cl.C cancel wise, but is a bit more safer on block.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
25
Mid
command
4
3
8
+4
+2
-
Chain-able, can touch a tiny bit father than her st.A but nearly the same move but in a crouch position.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
30
Low
-
4
3
7
+5
+3
-
Chain-able, 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.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
70
Mid
command
3
6
20
-5
-7
-
Really fast and good for stopping some jump-ins. Can combo into light damage specials, and her supers.
If you anti-air someone with this attack, you can confirm it into her dp+K~AC air throw for more damage.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
80
Low
command
8
5
19
SKD
-5
-
A sweep with decent range which can be whiff canceled.
Jump Normals
jump A
j.A
j.A
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
jump A
jump A
45
High
command
5
9
Until Landing+1
-
-
-
hop A
hop A
40
High
command
5
7
Until Landing+1
-
-
-
Range is a little short and points down diagonally, but it can be canceled into her df+B or her qcf+K.
jump B
j.B
j.B
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
jump B
jump B
45
High
-
4
14
Until Landing+1
-
-
-
hop B
hop B
40
High
-
4
11
Until Landing+1
-
-
-
Good for air-to-air, has more range than her j.A but isn't cancel-able.
jump C
j.C
j.C
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
jump C
jump C
72
High
-
8
6
Until Landing+1
-
-
-
hop C
hop C
70
High
-
8
4
Until Landing+1
-
-
-
Good for jumping in, can be option selected into her air throw and can be used to to cross up standing opponents too.
jump D
j.D
j.D
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
jump D
jump D
70
High
-
7
7
Until Landing+1
-
-
-
hop D
hop D
68
High
-
7
6
Until Landing+1
-
-
-
Good for jumping in, has a nice ranged hitbox and can crossup standing/crouching opponents.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
75
Mid
special
13
8
12
SKD
+3
-
Whiff-cancelable, a wide smack that has a lot of pushback.
It covers a bit of space diagonally above her head, so it can potentially be used as an anti-air, but it may trade a lot or get beaten out if its activated too late.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
90 (80)
Mid
special
12
8
Until Landing+1
-
-
-
A booty bump that can be canceled into her air qcf+K, the range is a little on the short side, though.
If you hit a standing, crouch or jumping opponent in a corner with it, you can confirm it into her dp+K~AC air throw for free, without a counter hit.
If it does counter hit, you can hit them with other j.CD, then confirm the dp+K~AC for a full 3 hit combo up to 266 damage.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
100
-
-
1
1
-
HKD
-
-
Air throw that cannot be broken and give a hard knockdown.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
45
Mid
Neomax
10
Until Landing
(Landing)+4
+16 (lowest height)
+14 (lowest height)
-
A dive kick that is very safe on block, can be performed during a hop, and can even be cancelled into on hit.
It can be extremely annoying to deal with because its cross-up capabilities are so strong, especially on crouching opponents.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
60
Raw: High / Cancelled into: Mid
Neomax
17
10
14
-3
-5
-
Overhead when used raw.
Her patented butt 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
Saiha
qcb+A/C/AC
214A/C/AC
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
qcb+A
214A
50
Mid
super
12
18
21
HKD
-10
-
qcb+C
214C
60
Mid
super
27
18
13
SKD
-2
-
qcb+AC
214AC
110
Mid
super
17
18
9
SKD
+2
-
Yuri performs a fireblast pointed diagonally towards above her head. It has a slow start up and is active for a quite a while.
Can negate the fireballs but the start-up is so slow, it can be very hard to catch the fireballs on time.
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.
C version : Has slower start up, but is safe on block, 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 Version : 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.
Ko-Ou Ken
Ko-Ou Ken
qcf+A/C/AC
236A/C/AC
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
qcf+A
236A
65
Mid
super
16
13
23
SKD
-7
-
qcf+C
236C
75
Mid
super
22
16
11
SKD
+2
-
qcf+AC
236AC
120
Mid
super
13
19
15
SKD
-5
-
Just a fireball extending a bit past her fist.
You can use this move in conjunction with her qcf+K, but understand that the start up for both normal versions aren't very fast so be careful while zoning, or trying to end blockstrings with them.
A version : Combos from just heavy normal attacks but is unsafe on block.
C version : Doesn't combo from any normal, has much slower start up but positif on block and also covers more space(Mainly because Yuri move forward during this version).
EX Version : Can combo from light and heavy normals, the fireball is faster and has a bigger range(~60% of the screen), Yuri move a bit forward with this version too.
It at pointblank range on block, this move pushes the opponent back at a moderately safe range but can be punished by DMs that have very quick start-up frames.
Hyakuretsu Binta
Hyakuretsu Binta
hcb+B/D/BD
63214B/D/BD
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
hcb+B
63214B
112
Unblockable
drive/super
1
1
34
HKD
-
Full: 1 (1 Frame)
hcb+D
63214D
112
Unblockable
drive/super
16 (Earliest active attack)
1
27 (57 total frame on whiff)
HKD
-
Full: 16:Earliest Invincible frame (1 Frame)
hcb+BD
63214BD
100
Mid
-
8
16
19
HKD
-12
Full: 1 to 9 (9 Frames)
B is a 1F grab, D is a slow but running grab.
EX turn into a hit grab
Yuri's command grab that can be combo'ed into it and give her an hardknockdown for every version.
B version : An instant throw which can combo from light and heavy attacks, you can also whiff this throw to build a little meter.
This is probably the better light combo finisher because of the hard knockdown, deal more damage than her dp+C, and can easily be drive/super canceled.
D version : A running grab which leaves her in a counter state while she is running, and also give a hard knockdown.
It is fun to surprise you opponent with this while they are in a defensive position (still in block stun, or anticipating something else) or finishing up a mid-screen roll.
But if you try to abuse it, you can be punished before it actually connects.
EX Version : Turn into a really fast and invincible hit-grab that travel ~60% of the screen, which can be used (at the correct timing) to phase through projectiles and some meaty wake-up attacks.
The hit-grab can be blocked, which causes Yuri to bounce back a bit from the opponent at almost safe distance but she can be punished on block by a EX move or DM with quick start-up.
This version cannot be drive/super cancelled but keep in mind that this move will always do an un-scaled 100 damage when used in combos.
Kuuga (Yuri Chou Upper)
Kuuga (Yuri Chou Upper)
dp+A/C/AC
623A/C/AC
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
dp+A
623A
40+35
Mid
drive/super
5
10
35
SKD
-25
Full: 1 to 6 (6 Frames)
dp+C
623C
65+35
Mid
drive/super
12
12
36
SKD
-26
-
dp+AC
623AC
20x5+65+35x2
Mid
drive/super
7
10,(4),10
57
SKD
-47
Full: 1 to 12 (12 Frames)
A version is full invincible, C dont have any invincibility.
EX has a lot of full invincibility frame.
Yuri's dragon punch, like a lot of DP : Has a big recover if whiffed or blocked and can be highly punished.
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.
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 Version : Has 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.
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.
Raiou Ken
Raiou Ken
qcf+B/D/BD
236B/D/BD
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
qcf+B
236B
60
Mid
Neomax (HD)
19
Diagonal Projectile active for 30f
34
-3 (point blank)
-6 (point blank)
-
qcf+D
236D
70
Mid
Neomax (HD)
26
Diagonal Projectile active for 43f
44
SKD
-16 (Standing) / -3 (Crouching)
-
qcf+BD
236BD
127
Mid
Neomax (HD)
22
Diagonal Projectile active for 36f
23
+15 (point blank)
+11 (point blank)
-
Yuri jumps up and releases an air diagonal fireball while pausing mid-air for a split second.
The fireball is a bit slow when traveling but it has a good sized hitbox and forms another quick hitbox when it hits the ground.
Good for zoning and ending blockstrings but she is open to punishment if you roll towards and under her while she is releasing the fireball.
She's also is in a counter hit state during the duration of the moves and she can be air-to-air'ed before or while the fireball is released.
B version : The fireball is released at a neutral hop height.
D version : The fireball is released at a neutral jump level.
EX Version : Yuri slowly hyper-hops forward releasing a fireball that does 3 hits to the opponent, and lands.
The recover is fast and after the fireball touch the opponent, she can land a combo or a command throw.
You can cancel into this move from a few of her normal attacks and depending how close she's, Yuri will land in front of them or jump over and land behind them.
On hit she'll be able to combo or continue the blockstring even when she's switching side.
Air Raiou Ken
Air Raiou Ken
j.qcf+B/D/BD
j.236B/D/BD
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
j.qcf+B
j.236B
55
Mid
-
10
Diagonal Projectile
Until Landing+7
+9 (lowest height)
+6 (lowest height)
-
j.qcf+D
j.236D
55
Mid
-
16
Diagonal Projectile
Until Landing+23
+7 (lowest height)
+4 (lowest height)
-
j.qcf+BD
j.236BD
70+70
Mid
-
10
Diagonal Projectile
Until Landing+7
+23 (lowest height)
+20 (lowest height)
-
B version : Do a slight pause and then release the fireball.
D version : Release the projectile without any pause while keeping the jump momentum.
EX version : Release two fireballs while descending (rather quickly) from her jump that combining the angles of both standing performed versions. Her recovery is very fast after the fireballs make contact if you land close to you opponent which can open up some frame trap possibilities if blocked or a combo if they are hit with them.
Air version of her Raiou Ken, the angles for the fireballs are a bit more steeper than the one performed at the ground.
Especially the D which release at an almost 20~30 degree angle (or less) depending on the type of jump you use.
Houyoku
Houyoku
dp+B/D/BD
623B/D/BD
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
dp+B
623B
-
-
follow-up
3(grounded) / 15:(To Cancel Widow)
41(airborne)
6(landing)
-
-
-
dp+D
623D
-
-
follow-up
3(grounded) / 15:(To Cancel Widow)
39(airborne)
17(landing)
-
-
-
dp+BD
623BD
-
-
follow-up
1(grounded) / 13:(To Cancel Widow)
41(airborne)
18(landing)
-
-
Full: 1 (1 Frame)
B version travels almost at the same general trajectory has a regular jump but just slower.
D version is like a hyperhop but lands a bit farther.
EX version travel fast at a lower trajectory and goest farther than both of the normal versions.
Yuri's demon flip, you can find every flip trajectory above in the Gameplay Overview section.
When canceled from normals, it basically acts like a jump cancel but she is open to anti-airs and other forms of punishment if a follow isn't performed during the flip, especially when she lands.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
70 (EX dp: 100)
High
drive
10
6
Until Landing+7
+13 (lowest height)
+11 (lowest height)
-
Pretty much her j.C with the flip. Honestly, the jump comes out really slowly, and has the ability to miss and not cross up at all, so it is probably only good for flip loops and juggles.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
45 (EX dp: 60)
Mid (EX dp: High)
Neomax
10
Until Landing
(Landing)+4
+16 (lowest height)
+14 (lowest height)
-
During EX flip, the divekick turn into an overhead.
Her df+B with the flip. Much more useful than j.C if you're looking to mix-up your opponent on the ground.
The dive kicks are really safe on block and can really confuse your opponent when you are pressuring them with the flips when canceling them from normals, and changing up your flip arcs and dive kick releases.
But you can be jabbed out (or worst) of the flip before the dive kick hits, so its best to use this in moderation.
Cause it turn into overhead during the EX flip he can be useful for a couple of ground mix-ups and setups when you have meter to surprise your opponent.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
100 (EX dp:150)
Unblockable
-
4
1
Until Landing+7
HKD
-
-
Yuri's air throw with a whiff animation and of course, if you whiff it, Yuri is open for punishment.
It can add some extra damage to combos if you end with this throw (it does throw them away from the corner, if the combo starts there), or can be used as an anti-air finisher after a cr.C, or st.B.
Air Raiou Ken
dp+B/D/BD~qcf+B/D
623B/D/BD~236B/D
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
dp+B/D~qcf+B/D
623B/D~236B/D
55
Mid
-
10
Diagonal Projectile
Until Landing+7
+6 (lowest height)
+3 (lowest height)
-
dp+BD~qcf+B/D
623BD~236B/D
70+70
Mid
-
11
Diagonal Projectile
Until Landing+7
+14 (lowest height)
+11 (lowest height)
-
B/D flip will launch a B fireball even you press D.
EX flip will launch an EX fireball for no additionnal meter cost.
Sometimes this move may come out instead of a demon flip especially if you are canceling it from a normal attack.
At close range, flipping into this fireball is very dangerous, but you can attempt to throw the fireball after a canceled (and connected) sweep for some added pressure if they tech roll the knockdown.
But outside of that, its just best to stick to normal jumps and hops for the Raiouken, using it during a demon flip alone is rather risky.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
190
Mid
-
18
Full Screen Projectile
47
SKD
-17 (point blank)
-
A version travel slowly and can catch early jumper.
C version travels fast, catches jumpers in mid-air and can punish normal fireballs.
Yuri's full screen fireball super, it has a bit less damage than her ranbu super though but it isn't horrible to use for a quick, full or mid-screen punish.
Hien Houou Kyaku
Hien Houou Kyaku
qcf,hcb+B/D/BD
2363214B/D/BD
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
qcf,hcb+B/D
2363214B/D
220
Mid
Max
11
19
22
SKD
-22
Full: 1 to 4 (4 Frames)
You can combo it from lights and heavy normals, and does more damage than her Haoh Shoukou Ken.
You can also perform it raw against moves that very bad recovery as well. Unfortunately, she can be jabbed out of the start-up frames and active frames (not fully invincibility), so it is best not to use this out of the blue or as an anti-air.
qcf,hcb+BD
2363214BD
320
Mid
Max
7
25
22
HKD
-28
Full: 1 to 18 (18 Frames)
This version has very fast start-up which can punish some moves that have poor recovery at a close distance.
Yuri is completely invincible during her dash, which is good to use as an anti-air, and for evading all types of projectiles.
This move ends in a hard knockdown, and Yuri ends up rather close to their fallen body. You can combo this DM from light and heavy attacks, and you can max cancel it into her neomax for some phat damage.
If its blocked, or whiffed, you WILL get hurt.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
425~495(Depend on spacing)
Mid
-
4
Diagonal Projectile
68
SKD
-18
Full: 1 to 12 (12 Frames)
Yuri back flips in the air to release a single nuke of a raiouken that does massive damage.
During her back flip ascension, she is invincible but when she releases the fireball, that does take up some time which can cause someone to block on reaction from the super flash.
The fireball does have a fixed ranged, it doesn't home or follow in on the opponent but it does have a rather large blast radius, so you may punish someone from full or mid screen trying to throw a projectile towards you.
This neomax can be comboed from her heavy normals, and even f+A overhead version.
Old Moves List Description
Normal
st.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.
st.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. You can easily confirm this against a jumping opponent into her dp+K~AC for an air throw.
st.C - 80 damage, hits mid. A strong swift punch. Can be good to stop hops preemptively.
st.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.
cl.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. In the middle of one of her combos, she can confirm this into her dp+K~AC.
cl.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.
cr.A - 25 damage, chain/cancel-able, hits mid. Similar to her st.A but in a crouch position.
cr.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.
cr.C - 70 damage, cancel-able, hits mid. Good for stopping some jump-ins. Can combo into light damage specials, and her supers. If you anti-air someone with this attack, you can confirm it into her dp+K~AC air throw for more damage.
cr.D - 80 damage, whiff/cancel-able, hits low. A sweep with decent range which can be whiff canceled.
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 Normals
st.CD - 75 damage, whiff/cancel-able, hits mid. A wide smack that has a lot of pushback. It covers a bit of space diagonally above her head, so it can potentially be used as an anti-air, but it may trade a lot or get beaten out if its activated too late.
j.CD - 90(80) damage, cancel-able, hits mid. A booty bump that can be canceled into her air qcf+K. The range is a little on the short side, though. If you hit a standing, crouch or jumping opponent in a corner with it, you can confirm it into her dp+K~AC air throw for free, without a counter hit. If it does counter hit, you can hit them with other j.CD, then confirm the dp+K~AC for a full 3 hit combo up to 266 damage.
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 Normals
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 cancelled into on hit. It can be extremely annoying to deal with because its cross-up capabilities are so strong, especially on crouching opponents.
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) Yuri's air fireball. In this game, her fireball travels at a downward angle of almost 40 to 60 degrees. Similar to her qcf+K in OG KOF98, she jumps up, and releases the fireball while pausing mid-air for a split second. The B version has her fireball released at a neutral hop height, while the C version releases at a neutral jump level. The fireball itself has somewhat of a slow speed when traveling, but it has a good sized hitbox, and forms another quick hitbox when it hits the ground. Good for zoning and ending blockstrings but she is open to punishment if you roll towards and under her while she is releasing the fireball. She is also open to jump attacks from the opponent before or while the fireball is released.
(EX) = qcf+BD - Yuri slowly hyper-hops forward releasing a fireball that does 3 hits to the opponent, and lands. She has fast recovery after this move hits, or whiffs and it's also safe on block, but she is in a counter hit state during the duration of the move. After the fireball attacks the opponent, she can follow up with a combo or a command throw. You can cancel into this move from a few of her normal attacks, and if they are close enough, Yuri will actually jump over them and land right next to them for a follow-up attack which will connect on hit, or they will have to block the other way if the fireball is blocked.
- Hit Detection: Mid
- Damage: 60/70/127
Raiouken Air = (qcf+K) in air - When jumping towards or away from the opponent, the timing of the fireball releases either with a slight pause then release for the B version (like jumping qcf+K in 98UM) or Yuri falling and releasing the fireball at the same time for the D version (like jumping qcf+K in KOF02). The angles for the fireballs are a bit more steeper than the normal standing performed qcf+K, especially the D which release at an almost 20-30 degree angle (or less) depending on the type of jump you use.
(EX) = qcf+BD in air - Combining the fireball release angles of both standing performed versions of qcf+K, Yuri release two fireballs while descending (rather quickly) from her jump. Her recovery is very fast after the fireballs make contact if you land close to you opponent which can open up some frame trap possibilities if blocked, or a combo if they are hit with them.
- Hit Detection: Mid
- Damage: 55/70x2
Ko Ou Ken = (qcf+P) In this game her Ko Ou Ken is similar to her KOF02 version which is just a fireball extending a bit past her fist. The A version combos from just heavy normal attacks but is not safe on block while the C version doesn't seem to combo from anything, has much slower start up, has a bit of frame advantage on block, also covers more space. You can use this move in conjunction with her qcf+K, but understand that the start up for both versions aren't very fast so be careful
while zoning, or trying to end blockstrings with them. Both of the versions do not give the opponent a hard knockdown.
(EX) = qcf+AC The range on the EX is actually quite far, almost a half-screen away, while the fireball travels a fast, short distance from her fist. It can combo from light and heavy normals, but does not give the opponent a hard knockdown. At pointblank range on block, this move pushes the opponent back at a moderately safe range but can be punished by DMs that have very quick start-up frames.
- Super Cancel-able
- Hit Detection: Mid
- Damage: 65/75/120
Hyakuretsu Binta = (hcb+K) This move now was two totally different properties and uses. The B version is more of a 1 frame instant throw now, which can combo from light and heavy attacks, and ends in a hard knockdown. You can also whiff this throw to build a little meter. This is probably the better light combo finisher because it ends in a hard knockdown, it does more damage than her dp+C, and you can easily drive/super cancel it. The D version is still a running grab which leaves her in a counter state while she is running, and ends in a hard knockdown. It is fun to surprise you opponent with this while they are in a defensive position (still in block stun, or anticipating something else) or finishing up a mid-screen roll. But if you try to abuse it, you can be punished before it actually connects.
(EX) = hcb+BD A much faster version of her hcb+D running grab. The start-up frames seem to have a small amount of invincibility, which can be used (at the correct timing) to phase through projectiles and some meaty wake-up attacks. The grab knocks the opponent back almost half screen with a hard knockdown. The grab can be blocked though, which causes Yuri to bounce back a bit from the opponent at almost safe distance. She can be punished on block by a EX move or DM with quick start-up frames. The move cannot be drive/super cancelled. Keep in mind that this move will always do an un-scaled 100 damage when used in combos.
- Drive/Super Cancel-able (only B and D versions)
- Hit Detection: Close/Mid
- Damage: 112/100
Houyoku = (dp+K) A brand new move Yuri has in her arsenal for XIII. When canceled from normals, it basically acts like a jump cancel. It is a new move for her, but not new conceptually, because it is basically an Akuma demon flip. The B version travels almost at the same general trajectory has a regular jump but just slower while the D version is like a hyperhop but lands a bit farther. She is open to anti-airs and other forms of punishment if a follow isn't performed during the flip, especially when she lands.
(EX) = dp+BD She takes off at a fast speed, a lower trajectory and travels a longer distance than both of the normal versions.
- Hit Detection: None
∟Nage (P) Pretty much her j.C with the flip. Honestly, the jump comes out really slowly, and has the ability to miss and not cross up at all, so it is probably only good for flip loops and juggles.
- Hit Detection: Overhead
- Damage: 70(100)
∟Yuri Raijin Kyaku = (K) Her df+B with the flip. Much more useful than j.C if you're looking to mix-up your opponent on the ground. The dive kicks are really safe on block and can really confuse your opponent when you are pressuring them with the flips when canceling them from normals, and changing up your flip arcs and dive kick releases. But you can be jabbed out (or worst) of the flip before the dive kick hits, so its best to use this in moderation. During the EX version of the flip the dive kick actually turns into an overhead property hit which can be useful for a couple of ground mix-ups and setups when you have meter to surprise your opponent.
- Hit Detection: Mid/Overhead in EX
- Damage: 45(60)
∟Dageki = (AC) Yuri's air throw with the whiff animation. It can add some extra damage to combos if you end with this throw (it does throw them away from the corner, if the combo starts there), or can be used as an anti-air finisher after a d.C, or s.B. If you whiff this throw, Yuri is open for punishment.
- Hit Detection: Close (in air)
- Damage: 100(150)
∟Raiouken Air = (qcf+K) Sometimes this move may come out instead of a demon flip especially if you are canceling it from a normal attack. At close range, flipping into this fireball is very dangerous, but you can attempt to throw the fireball after a canceled (and connected) sweep for some added pressure if they tech roll the knockdown. But outside of that, its just best to stick to normal jumps and hops for the Raiouken, using it during a demon flip alone is rather risky. During the EX version of the flip, you actually get the air EX version of this move (when not in the demon flip mode) for free.
- Hit Detection: Mid
- Damage: 55(70x2)
Desperation Moves
Haoh Shou Kou Ken = (f hcf+P) Yuri's version of this move pretty much shares the same properties and respects as they have always had throughout the years. The A version travels slow and catch early jumpers, while the C version travels fast and catches jumpers in mid-air, and can punish normal fireballs. You can combo the C version from heavy normals. It has a bit less damage than her ranbu super though, but it isn't horrible to use for a quick, full or mid-screen punish.
- Hit Detection: Mid
- Damage: 190
Hien Hou'ou Kyaku (qcf hcb+K) This DM is somewhat the same too. You can combo it from lights and heavy normals, and does more damage than her f, hcf+P. You can also perform it raw against moves that very bad recovery as well. Unfortunately, she can be jabbed out of the start-up frames and active frames (no invincibility), so it is best not to use this out of the blue or as an anti-air.
(EX) = qcf hcb+BD This version has very fast start-up which can punish some moves that have poor recovery at a close distance. Yuri is completely invincible during her dash, which is good to use as an anti-air, and for evading all types of projectiles. This move ends in a hard knockdown, and Yuri ends up rather close to their fallen body. You can combo this DM from light and heavy attacks, and you can max cancel it into her neomax for some phat damage. If its blocked, or whiffed, you WILL get hurt.
- Max Cancel-able
- Hit Detection: Mid
- Damage: 220/320
Neomax
Haoh Raiouken = (qcbx2+AC) also in air - Yuri back flips in the air to release a single nuke of a raiouken that does massive damage. During her back flip ascension, she is invincible but when she releases the fireball, that does take up some time which can cause someone to block on reaction from the super flash. The fireball does have a fixed ranged, it doesn't home or follow in on the opponent but it does have a rather large blast radius, so you may punish someone from full or mid screen trying to throw a projectile towards you. This neomax can be comboed from her heavy normals, and even f+B overhead.
- Hit Detection: Mid
- Damage: 425
Move Metadata
Move
Damage
Stun
Startup
On Guard
Remarks
cl.A
25
6
4
+1
cr.A
25
6
4
+2
st.A
25
6
4
+1
j.A
45
3
5
-
hop A
40
3
5
-
st.B
30
6
4
-1
cr.B
30
6
4
+3
j.B
45
3
4
-
hop B
40
3
4
-
cl.C
70
7
4
-4
cr.C
70
7
3
-4
st.C
80
7
6
-2
j.C
72
7
8
-
hop C
70
7
8
-
cl.D
80
7
6
-2
cr.D
80
7
8
-5
st.D
80
7
9
0
j.D
70
7
7
-
hop D
68
7
7
-
st.CD
75
8
13
+3
Hit with the tip for +4 on guard
j.CD
90
8
12
-
hop CD
80
10
12
-
Enyoku (Tsubame Tsubasa) = f+A
60
10
17
-5
Close -4, forefront on guard +4, cr.C or st.B will connect in corner