The King of Fighters '98 UMFE/EX Yuri
Ex Yuri is a poking and zoning character. Her normals are strong for poking and she can control both the ground and the air well. Her air to air game is very strong because she has a great j.C that can also become an air throw. She has both grounded and air fireballs which makes her zoning game strong. She also has a great all purpose move in her Saiha. This move functions as an anti air to catch people trying to jump her fireballs, as an anti zoning projectile reflector if people try and counter zone her and as a combo tool from both lights and heavies. Her close range offense is pretty decent as well as she has access to both an overhead and a running command grab. Her weaknesses include a lack of a meterless reversal and fairly limited combo options.
Changes from previous versions
98 to 98UM
- st.C is now cancelable
- st.D has less startup frames
- j.C now has a smaller hitbox vertically
- neutral j.Cs hitbox got moved up to align with the hurtbox
- j.A is now special cancelable
- qcf+K now changed to j.qcf+K. It can now otg
- qcb+P now reflects projectiles
- qcf,hcb+BD now starts up at the same speed as the regular version
- some of the special effects changed to art of fighting ones
98UM to 98UMFE
- qcb+C less recovery, +3 on block
- cl.A: same as st.A
- cl.B: A toe stomp that is cancelable. You have to be very close for those move to active, so if the spacing isn't correct, a standing B might come out.
- cl.C: Kinda funny looking uppercut that is cancelable. Hits quite high so can be good to stop jumpouts. Not safe on block.
- cl.D: Knee to the midsection. Cancelable to specials and supers. More safe and useful than cl. C
- st. A: A decent ranged cancelable quick jab. Good for poking and stopping hops. Safe on block. Cancelable.
- st.B: A quick high kick that is good for stopping hops and is okay to whiff once in a while to control that area incase opponents are jumpy. Not cancelable.
- st.C: A cancelable fast hook punch. Good for ending blockstrings with because of the pushback or to catch mashers in the corner.
- st.D: Good for zoning against jumpings, but has bad recovery. Thank goodness that it has decent pushback on block but it can be punished by fast starting supers if its done close enough. Not cancelable.
- cr.A: Fast, cancelable and safe on block as her st. A.
- cr.B: A good low, fast kick that is cancelable and has good recovery.
- cr.C: a fast starting uppercut that is cancelable and is good for anti-airing normal jumps.
- cr.D: a cancelable sweep that has bad recovery with decent range.
- j.A: Good for jumping in with but has poor damage. The neutral jump version is a short ranged elbow hook.
- j.B: Good for jump-ins, and also has a big enough hitbox to be used as an instant overhead, if jumping away with. The neutral version hits at a lower angle compared to j.B.
- j.C: A strong hammer looking jumping punch. It can be performed fairly deep and is good for jumping in, and starting combos with. The neutral version is a double palmed attack that has limited range.
- j.D: It can crossup, hits deep and has a decent sized hitbox. The neutral version is a great jumping side kick that is active for a while, which is great to be used defensively.
Oni Harite: b/f + C (close)
- regular throw, techable. Yuri grabs the opponent and slaps them sending them to the end of the screen with a soft knockdown.
Silent Nage: b/f + D (close)
- regular throw, techable. Yuri grabs the opponent, does a backflip and kicks them to the other side of the screen with a soft knockdown.
Tsubame Otoshi: b/d/f + C/D (close in the air)
- air throw, not techable. Yuri grabs the opponent in the air and dives with them into the ground causing them to slide to the other end of the screen with a hard knockdown.
En Yoku: F + B
- works as an overhead. Can't be cancelled after a normal
- can be late cancelled so that it retains it's overhead property when cancelled into.
Saiha: qcb + A/C
- Yuri creats a big energy shield in front of her.
- reflects projectiles.
- can used as an anti air.
- can also be used in combos, the A version connects after light or heavy attacks and the C version only connects after heavy attacks.
- the C version has a lot of active frames and good range making it an excellent meaty option.
Raiouken: (in the air) qcf + A/C
- Yuri throws an aerial fireball diagonally downwards and it stops her momentum and makes her fall straight to the ground.
- excellent space control tool.
- can not be done during a backdash or step dash.
- can be used at almost any point during her jump arc but can not be TK'ed.
- Can hit otg.
Ko Ou Ken: qcf + A/C
- Yuri throws a fireball straight forwards.
- speed varies according to the button used, A version is slower while c version is faster.
- good projectile for zoning as it can not be hopped over by most characters.
- Both versions can only be comboed after heavy attacks.
Hyakuretsu Binta: hcb + B/D
- a running command grab
- good for setting up sneaky tick throws
- she can create some unblockable fireballs with this command grab thanks to the unblockable fireball glitch.
Haoh Shou Kou Ken: f, hcf + A/C
- A version of Hao Sho Ko Ken is slower than C version, but can be comboed. Though the timing is a little tricky so the other two DMs will be better options for combos.
- MAX version mirrors the C version but is bigger and does more damage.
Hien Hou'ou Kyaku: qcf, hcb + B/D
- a ranbu super.
- can combo from lights so this super gives her some 3 hit confirms into super.
- can also be used as a kinda fast longer range punish
- After the SDM version of the Hien Hou'ou Kyaku, you can add a Raiouken
Shin! Chou Upper: qcf, qcf + A/C
- a uppercut super.
- has invincibility so can be used as a reversal.
- If your opponent is a little too far while you execute the Shin! Chou Upper while a combo, there is the risk that only the first or second hit connect, doing little damage.
- cr. B x 2, cr. A, qcb + A
- a very easy to confirm knockdown combo starting from a low attack. You can subsitute the cr. A, for a st. A if you like. You can also switch out the qcb + A for a qcb + B/D running grab on block, for a blockstring mixup.
- j. C/D, cl.C/D, qcb + A/C
- good damage option from a jump-in, then knocksdown. On block, cl.D confirm can guard rolled, which will leave you open for punishment if you follow through with the qcb + C.
- j. C/D, cl. C/D, qcf + C
- not a safe combo to do on block, plus it doesn't knock down.
- (j. C/D), cr.b, cr. a XX qcf, hcb + K
- sometimes the super can misfire into a hcb + K if not done accurately
- cr.b, cr./st. a XX qcf, qcf + P
- great damage from a low attack, more than the qcf, hcb + K combo. jump-in starters will make the super whiff
- (j. C/D), cr. c, XX qcf, hcb + K
- if you can confirm the cr.c without the jump-in, go for it.
- (j. C/D), cl. C/D XX f, hcf + A
- since the A version has faster start up than the C version, it can connect after the close C or D. This combo
2 Levels in Advanced & Extra Mode
- (j. C/D), cr.b, cr. a XX qcf, hcb + B+D
- you can had a neutral hop qcf + B for an extra OTG hit.
- cr.b, cr./st. a XX qcf, qcf + A+C
- massive damage, almost 50% health.
- j.C/D, cr. a XX qcf, qcf + A+C
- the super will connect after the single cr. a, and lands more damage from the crouching b, and a combo.