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The King of Fighters XIII/Yuri Sakazaki

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The King of Fighters XIII

OverviewStrategyDataCombos

Yuri Sakazaki


Movelist

Throws

Oni Harite: Close, / + /
Tsubame Otoshi: Close, / + (AIR)


Command Normals

Yuri Raijin Kyaku: + (AIR)

Enyoku: +


Special Moves

Saiha: + / (*)

Ko-Ou Ken: + / (*)

Hyakuretsu Binta: + / (*)

Kuuga (Yuri Chou Upper): + / (*)

Raiou Ken: + / (*) (AIR OK)

Houyoku: + / (*)

Hien Souha: /
Yuri Raijin Kyaku: /
Tsubame Otoshi:
Air Raiou Ken: + /


Desperation Moves

Haoh Shoukou Ken: + /

Hien Houou Kyaku: + / (*)


Neomax

Haoh Raiou Ken: + (AIR OK)

(*) = EX version possible
(AIR) = Only in the air
(AIR OK) = can be done in the air

Yuri's Move List Video


Quick Combo Reference

0 Stock, No Drive Gauge

Low
Low
Anywhere

cr.Bx2, st.B, dp+C = 168 dmg
cr.B, st.B, qcb+A = 103 dmg
j.C, st.C, hcb+B = 236 dmg

1 Stock, 0 Drive Gauge

Low

cr.Bx2, st.B, dp+AC = 229 dmg

1 Stock, 1+ Drive Gauge

Anywhere
Low

hcb+B/D (5), (DC) qcf,hcb+K = 288 dmg
cr.Bx2, st.B, dp+C (1), (DC) qcf,hcb+K = 327 dmg

Console Changes

  • 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.


Houyoku trajectory

Normals

Far Standing Normals

stand A
st.A
5A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

stand B
st.B
5B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

stand C
st.C
5C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

stand D
st.D
5D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Close Standing Normals

close C
cl.C
cl.C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

close D
cl.D
cl.D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Crouch Normals

crouch A
cr.A
2A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

crouch B
cr.B
2B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

crouch C
cr.C
2C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

crouch D
cr.D
2D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Blowback Attack

stand CD
st.CD
CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

jump CD
j.CD
j.CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Throws

Oni Harite

Oni Harite
Close, b/f+C/D
Close, 4/6C/D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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 - SKD - -

Can be broken and ground teched.

Tsubame Otoshi

Tsubame Otoshi
Air close, b/f+C
Air close, 4/6C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Command Moves

Yuri Raijin Kyaku

Yuri Raijin Kyaku
j.df+B
j.3B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Enyoku

Enyoku
f+A
6A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Houyoku Follow ups

Hien Souha
dp+B/D/BD~A/C
623B/D/BD~A/C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Yuri Raijin Kyaku
dp+B/D/BD~B/D
623B/D/BD~B/D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Tsubame Otoshi
dp+B/D/BD~AC
623B/D/BD~AC
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Super Special Moves

Haoh Shoukou Ken

Haoh Shoukou Ken
f,hcf+A/C
641236A/C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

Neo Max Super Special Moves

Haoh Raiou Ken

Haoh Raiou Ken
qcbx2+AC
214214AC
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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.

GCCD - 10 damage, hits mid. Guard Cancel Blowback Attack


Throw

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
Yuri Raijinkyaku = df+B (in air) 45 4 10 - Guard recovery 30, Hit recovery 32,
Oni Harite = b/f+C/D (close) 100 0 1 -
Tsubame Otoshi = b/d/f+C/D (close in air) 100 0 1 -
GCCD 4 0 13 -15 Weak atk 13, Strong akt 17, Jump atk 17 Frame startup?
A Kou Ou Ken = qcf+A 65 6 16 -7 Close, startup 28, recovery +5
C Kou Ou Ken = qcf+C 75 8 22 +2 Close, startup 37, recovery +17
A Kuuga (Yuri Chou Upper)(1) = dp+A 40 6 5 -
A Kuuga (Yuri Chou Upper)(2) 35 4 - -25
C Kuuga (Yuri Chou Upper)(1) = dp+C 65 8 12 -
C Kuuga (Yuri Chou Upper)(2) 35 6 - -
A Saiha = qcb+A 50 6 12 -10
C Saiha = qcb+C 60 6 27 -2
B Hyakuretsu Binta (1) = hcb+B 0 0 1 - Whiff 35
B Hyakuretsu Binta (2-5) 4 0 - - D Hyakuretsu shortest distance grab 16
B Hyakuretsu Binta (6) 129 0 - -
B Raiouken = qcf+B 60 8 17 -6 Close, ground recovery 7
D Raiouken = qcf+D 70 10 25 -14 Close, ground recovery 7
Air Raiouken = qcf+B/D 55 4 10,16 - B ground recovery 7, D ground recovery 23
Houyoku Dageki = dp+B/D 70 10 10 - ground recovery 7
Houyoku Raijinkyaku = K follow up 45 4 10 - Ground recovery 4
Houyoku Throw = A+C follow up 100 0 1 - Ground recovery 7F
Houyoku Raiouken = qcf+K follow up 55 4 10 - Ground recovery 7, All frames 50, C All frames59
EX Kou Ou Ken = qcf+AC 120 0 13 -5
EX Kuuga (Yuri Chou Upper)(1) = dp+AC 20 0 7 -
EX Kuuga (Yuri Chou Upper)(2-5) 20 0 - -
EX Kuuga (Yuri Chou Upper)(6) 65 0 - -
EX Kuuga (Yuri Chou Upper)(7,8) 35 0 - -47
EX Hyakuretsu Binta (1) = hcb+BD 0 0 8 -
EX Hyakuretsu Binta (2-11) 4 0 - -
EX Hyakuretsu Binta (12) 60 0 - -12
EX Raiouken (1) = qcf+BD 45 0 22 -
EX Raiouken (2-3) 45 0 - +11
EX Air Raiouken (1) = qcf+BD (in air) 70 0 10 - Startup against crouching opponent 23
EX Air Raiouken (2) 45 0 - -
EX Houyoku Dageki = dp+BD 100 0 10 - Ground recovery 7
EX Houyoku Raijinkyaku = K follow up 60 0 10 - Ground recovery 4
EX Houyoku Throw = AC follow up 150 0 1 - Ground recovery 7
EX Houyoku Raiouken (1,2) = qcf+BD 70 0 10 - Ground recovery 7, all frames 59
Haoh Shoukou Ken = f,hcf+P 190 0 47 -17 Freeze 29, close
Hien Hou'ou Kyaku (1) = qcf~hcb+K 0 0 40(11) -22 Freeze 29
Hien Hou'ou Kyaku (2-12) 15 0 - -
Hien Hou'ou Kyaku (13) 55 0 - -
EX Hien Hou'ou Kyaku (1) = qcf~hcb+BD 0 0 36(7) -28 Freeze 29
EX Hien Hou'ou Kyaku (2-19) 10 0 - -
EX Hien Hou'ou Kyaku (20) 40 0 - -
EX Hien Hou'ou Kyaku (21) 100 0 - -
Haoh Raiouken (1) = qcb~qcb+AC 10 0 86(10) -18
Haoh Raiouken (N) 10 0 - -
Haoh Raiouken (1-17) 25 0 - -

Videos, Links & References

Yuri BnB's and Practical Combos



3F/4F Safe Jumps by GuttsCL


Yuri Hit Boxes


Learning Yuri Combos with Gunsmith part 1

Learning Yuri Combos with Gunsmith part 2

Yuri jump original link: http://flic.kr/p/bFrgVr
Japanese KOF blog: http://keykakko.wordpress.com/

Contributors

keykakko [1]

Desmond Delaghetto

Kazuhiro

machina [2]

Great_Dark_Hero [3]

Discussion Threads

Discuss at Dream Cancel

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