Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Because Yuri has 3D, which can combo from lights and has the hitstun of a heavy normal, optimally Yuri's combos from lights or heavies are the same. In the combos listed with Starter, the damage values will represent the first two bolded starters in the table below.
Heavy Starters
Combo
Damage
Notes
2B > 2A > 3D
74
Standard low confirm. Stopping at 2A leaves you plus on block.
cl.B > 2A > 3D
89
Stronger, more precise low confirm.
2C > 3D
108
Standard heavy starter. 2C is just barely more reliable after a jump-in than cl.C, having a bit more range. At further ranges 3D will whiff on block.
2A, 2C
91
Strong link from a close 2A, providing a hit-confirm and a damaging combo from a quick button. 3D works after 2C but will leave you at too far range for some combos.
cl.D > 3D
118
Most damaging combo starter. Use when you can in punishes.
Other Starters
Combo
Damage
Notes
CD
75
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes:
Many combos will end in X > 623K ~ AC for optimal damage but will sacrifice okizeme and the corner if done in the corner.
Those combos will have an alternative in parentheses next to them that can be used instead for better oki and screen positioning, but less damage.
WIP
Beginner Combos
Combo
Damage
Meter cost
Location
notes
2B > 2B > f.B > 214A
127
0
Anywhere
Basic light confirm. For a bit more damage, try ending in 623C instead.
j.D > cl.C > 236A
194
0
Anywhere
Basic heavy combo. Safe on block which makes up for Yuri's difficult heavy confirms.
2B > 2B > f.B > 214A > 214214A / 214214AC
283/395
1/2
Anywhere
After 214A, all you need to do is another 214A/214AC and the super will come out, i.e. "214A > 214A" will give you 214A into Super.
j.D > cl.C > 236A > 236214B / 236214BD
360/483
1/2
Anywhere
Nice and long confirm window for the super.
Meterless
Combo
Damage
Stun
Meter Gain
Location
notes
Starter > 623C
170/209
245/270
25%
Anywhere
Basic confirm. Yuri can set up a meaty throw after by running.
Starter > 214A, 623A
174/215
265/290
40%
Corner
214A will whiff at some ranges.
236A, 623A
134
160
20%
Corner
Confirm from a fireball.
(anti air) f.B > 623D ~ AC
130
30
15%
Anywhere
Also works off of anti air cl.C, a falling jump normal air-to-air, or anti air 2C if it hits early enough in 2C's animation. Yuri can get much more reward off of anti airs this way. Remember that the oki after landing the air throw is not very good.
214C, run, cl.D > 623K ~ AC (623C)
231 (167)
130
30%
Anywhere
Works off an anti-air 214C as well. Great damage and meter gain for meterless. cl.C can be used for more consistently as it's faster.
CD > 623D, 2D
143
170
20%
Non-Corner
Anywhere CD conversion. CD > 623D is not a bad sequence on block and can get you some damage if it hits. If you land close enough, a 623C is also possible.
CD > 623D ~ P, 214A, cl.D > 623K ~ AC
209
330
55%
Corner
CD corner combo. Delay the A/C follow-up from the first 623D as much as possible. Omit the air throw to keep the corner.
CD > 236C, 623C
228
300
35%
Near Corner
CD > 236C is also a good sequence on block. If Yuri is completely in the corner, use dp A or a normal into 623K ~ AC instead.
EX
Combo
Damage
Stun
Meter cost
Location
notes
Starter > 63214BD
195/233
115/130
10%
Anywhere
Weak, but 100% consistent and leads to a safe jump set-up.
Starter > 214AC > 623C, cl.D > 623K ~ AC
312/361
235/260
35%
Anywhere
214AC has short range and can sometimes drop from further ranges, when in corner after 623C, use cl.C instead of cl.D.
Starter > 236CD, run, cl.D > 3D > 623C
251/300
375/400
40%
Anywhere
Because this uses a Shatter Strike, this technically costs 1 bar but gains 90% back, effectively making it a 0.5 bar combo. A little better for keeping oki.
Be careful if you use the button hold trick for 236A, as you can accidentally charge the move, causing the combo to drop. 214AC also combos after an uncancelled CD in the corner, and leads to the exact same combo.
236C, 63214BD
211
60
10%
Corner
Reliable conversion from 236C.
CD, 623BD ~ P, cl.D > 623K ~ AC
304
170
25%
Midscreen
This confirm is only possible at certain spacings, particularly when Yuri is around the middle of the screen.
CD > 623D, 63214BD
196
100
15%
Non-Corner
Very consistent.
CD > 623D, run, cl.D > 623BD ~ AC (623AC)
255
170
20%
Non-Corner
CD > 623D ~ P, 214AC, 214C, 236A, cl.C > 623K ~ AC (623A)
Reliable CD combo. Only does slightly more than a normal into air throw.
CD > 623D, 623C > 214214P
286
180
1
30%
Midscreen
More screen position dependent conversion but more rewarding.
236CD, cl.D > 623K ~ AC (623C)
255 (173)
70
1
70%
Anywhere
Shatter Strike conversion. Yuri can get more complex combos if the Shatter Strike hits airborne, but they're very inconsistent based on positioning and spacing, so just aim for this conversion.
Very strong combo for the meter spent, even stronger than her 2-2.5 bar conversions bar conversions. Landing this combo will be your primary goal as Yuri. If you're in the corner and don't want to lose the corner, just omit the last air throw.
Starter > 214AC, 214C, 236A, 623A > 214214P
398/458
285
1.5
40%
Corner
Stronger corner combo if you decide to not go for the air throw ender.
236CD, 214AC, run, cl.D > 623K ~ AC (623C)
341 (277)
70
1.5
75%
Anywhere
Your Shatter strike combos will match your 214AC combos.
2 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starter > 214AC, 623BD ~ P > j.236BD, cl.D > 623BD ~ AC (623AC)
1000 Max Gauge combo. Not very strong, but far C > Quick Max is a strong whiff punish option so you may get some mileage out of this. The extra hitstun on 3D makes it easy to get confirms even if you're out of range for 214AC.
(QM)Starter > BC, cl.D > 3D > 214AC, 623BD ~ P > j.236BD, cl.D > 623K ~ AC
1500 Max Guage combo. Although weaker than the 1250 combo, this has better oki compared to omitting the air throw. Due to the cross-up that occurs, the common 632146C longcut for 623C to make cancelling into 214214P becomes less reliable. Try inputting 623C early and holding the button to give yourself more time to input the super. This combo is possible at 1250 if you omit the 3D after Quick Max.
(QM)Starter > 3D > BC, cl.D > 3D > 623C > 214214AC > 214236CD
666/719
315/340
4
10%
Anywhere
1250/1500 Max Guage. Using Max combos is Yuri's best source of damage at 4 bars. 214214AC will only cancel on the last hit, so you don't need to precisely time the Climax. Just input it early and hold the CD.