Difference between revisions of "The King of Fighters XIII/Yuri Sakazaki"
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'''(3)''' d.B, d.B, s.B (HD) s.C, f+A, (air) qcf+B, [d.C xx f+A xx (air) qcf+B] x9, qcb~qcb+AC = 939 damage, ''2 Stock'' [http://www.youtube.com/watch?v=Rbv4vxjv_h4#t=2m48s *]
'''(3)''' d.B, d.B, s.B (HD) s.C, f+A, (air) qcf+B, [d.C xx f+A xx (air) qcf+B] x9, qcb~qcb+AC = 939 damage, ''2 Stock'' [http://www.youtube.com/watch?v=Rbv4vxjv_h4#t=2m48s *]
Revision as of 17:11, 30 October 2014
|0 Stock, No Drive Gauge||
d.Bx2, s.B, dp+C = 168 dmg
|1 Stock, 1+ Drive Gauge||
hcb+B/D (5), (DC) qcf~hcb+K = 288 dmg
|1 Stock, 0 Drive Gauge||Anywhere||d.Bx2, s.B, dp+AC = 229 dmg|
-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)
-s.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-shokoken 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!"
Yuri Sakazaki is a character that can operate under multiple situations. Another thing to note is that Yuri is 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. Yuri has a dive kick (df+B) which can be used as a pressuring tool, mix ups, ambiguous cross-ups, safe jump set ups, and starting combos. She also has a Demon Flip series (DP+K) which provides her with many offensive options and the ability continue combos for more damage. 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. Yuri has 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. 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.
- 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
s.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.
s.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.
far C - 80 damage, hits mid. A strong swift punch. Can be good to stop hops preemptively.
far 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.
s.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.
s.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.
d.A - 25 damage, chain/cancel-able, hits mid. Similar to her s.A but in a crouch position.
d.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.
d.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.
d.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.
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
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.
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.
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)
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
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
dr.Bx2, st.B = A three hit combo and very good method of hit confirming. Yuri's standing B cancels into special moves.
(air) df+B = Yuri's dive kick is also a good method of starting combos. She can even perform a st.C or cr.Bx2 for hit confirming if she lands the dive kick successfully.
st.C or D, qcb+AC = Yuri cancels her heavy normal moves into her EX Saiha which will set the opponent into a juggle state at the cost of one meter.
st.C or D, hcb+K = Yuri can combo into both versions of her command grabs, both which can be drive cancelled out of for continuing combos.
(DP+K~C) Yuri's Demon Flip into her punch attack is also good for starting combos but it is best to use this in moderation.
No Stock, No Drive Gauge
d. Bx2, s. B, dp+C = 168 damage *
d.Bx2, s.B, hcb+B = 179 damage (normals must be inputted quickly)
(Anti-Air) st.B, dp+D~AC = 120 damage *
d.B, s.B/s.A, qcb+A = 103 damage
j.C/j.D, s.C, dp+C = 223 damage
j.C, s.C, hcb+B = 236 damage
j.C, s.C, qcf+B = 194 damage
(air) df+B, d.Bx2, s.B, dp+C = 203 damage
0 Stock, 1+ Drive Gauge
d.B, d.B, s.B, dp+C [DC] dp+D~C, d.C, dp+D~AC = 318 damage *
(corner) hcb+B [DC] qcb+C, qcb+A, dp+A (239 dmg) *
1 Stock, No Drive Gauge
cr.D, dp+BD~AC = 222 damage *
d.Bx2, s.B, qcf+AC = 187 damage
j. C, s.C, qcf+BD, d. B, d. A, qcb+A = 213 damage
j. C, d.C/s.C, qcf~hcb+K = 334 damage
j. C, d.B, s.C, dp+C(1),[DC] dp+D~C, d.C, dp+D~AC = 396 damage
1 Stock, 1+ Drive Gauge
(corner) hcb+B [DC] qcb+C, qcf~hcb+D = 322 damage *
d. Bx2, s. B, dp+C (1), [SC] qcf hcb+K = 327 damage
(Corner) s.C, dp+C (1), [DC] qcb+C, qcf hcb+K = 372 damage
d. Bx2, s. B, dp+C (1), [DC] dp+K~P, s.C, dp+K~AC = 318 damage
(corner) s.C, qcb+AC, dp+D~C, dp+A, [DC] dp+D~C, d.C, dp+D~AC = 449 damage
(corner) j.C, s.C, qcb+AC, qcb+C, qcf+C, dp+C (1) [DC], qcb+C, qcb+A, dp+A = 513 damage
(corner) j.C, s.C, qcb+AC, qcb+C, qcf+C, dp+C (1) [DC], qcb+C, qcb+A, s.C, dp+D~AC = 567 damage
(corner) j.C, s.C qcb+AC, qcb+C, qcf+C, dp+C, [DC] qcb+C, qcf+C, s.C, dp+D~AC = 583 damage
2 Stock, No Drive Gauge
(Corner) s.C, qcb+AC, qcb+C, qcb+A, qcf hcb+K = 457 damage
2 Stock, 1+ Drive Gauge
(Corner) s.C, qcb+AC, qcb+C, qcb+A, dp+A (1), [DC] qcb+C, qcb+A, qcf hcb+K = 536 damage
j.C, s.C, qcf+BD, qcb+B (SC) qcf~hcb+K = 375 damage
(Corner) hcb+B [DC] qcb+C, qcf~hcb+BD = 411 damage *
(corner) d.Bx2, s.B, dp+C, [DC] qcb+C, qcb+A, qcf~hcb+BD = 479 damage
(corner) (j.C), s.C, qcb+AC, qcb+C, qcf+C, dp+C [DC] qcb+C, qcf+C, qcf~hcb+K = 594/640 damage
(1) d.B, d.B, s.B [HD] s.C, dp+C [DC] dp+D~C, [dp+A [DC] dp+D~C]x2, [dp+A [DC] qcb+C, qcb+A] x2, dp+A = 509 damage *
(2) d.B, d.B, s.B [HD] s.C, dp+C [DC] dp+D~C, [dp+A (DC) qcb+C, qcb+A]x4 dp+A = 518 damage *
(3) d.B, d.B, s.B [HD] s.C, f+A, (air) qcf+B, [d.C, f+A, (air) qcf+B] x10, d.B, s.B, dp+C = 768 damage *
(1) d.B, d.B, s.B [HD] s.C, dp+C [DC] dp+D~C, [dp+A [DC] dp+D~C] x2, dp+A [DC] qcb+C, qcb+A, dp+A [DC] qcb+C, f~hcf+C = 558 damage, 1 Stock *
(2) d.B, d.B, s.B [HD] s.C, dp+C [DC] dp+D~C, [dp+A (DC) qcb+C, qcb+A]x4 qcf~hcb+D = 624 damage, 1 Stock *
(3) (corner) j.C, s.C [HD] s.C, dp+C [DC] dp+D~C [dp+A (DC) qcb+C, qcf+A]x3, dp+A (DC) qcb+C, qcb+A, qcb+BD = 715 damage , 1 Stock
(4) (start mid-screen) j.C, s.C (HD) s.C, qcb+AC, dp+D~P, dp+A (HDC) qcb+C, qcf+C, dp+C (HDC) qcb+C, qcf+C, dp+C, (HDC) qcf+C, dp+C (HDC) qcf.C, qcf~hcb+K = 803 damage
(5) d.B, d.B, s.B (HD) s.C, f+A, (air) qcf+B, [d.C xx f+A xx (air) qcf+B] x9, d.B, s.B, dp+C, qcf~hcb+D = 845 damage, 1 Stock *
(1) d.B, d.B, s.B [HD] s.C, dp+C [DC] dp+D~C, [dp+A [DC] dp+D~C]x2, [dp+A [DC] qcb+C, qcb+A]x2, qcf~hcb+BD = 682 damage, 2 Stock *
(2) d.B, d.B, s.B [HD] s.C, dp+C [DC] dp+D~C, [dp+A (DC) qcb+C, qcb+A]x4, qcf~hcb+BD = 691 damage, 2 Stock *
(3) d.B, d.B, s.B (HD) s.C, f+A, (air) qcf+B, [d.C xx f+A xx (air) qcf+B] x9, qcb~qcb+AC = 939 damage, 2 Stock *
Frame Traps and Links
- (L) = Link, can be a frame trap as well.
- "(n) frame gap" = The amount of frames that opponent has to counter a frame trap. If n is 0 or -n, the particular frame trap is, initially, a block string.
1.) st. A > cl. C - 3 frame gap between st. A and cl. C.
2.) st. A > cr. C (L) - 2 frame gap between st. A and cl. C.
3.) cr. A > far C - 4 frame gap between cr. A and far C.
4.) cr. A > cl. C (L) - 2 frame gap between cr. A and cl. C.
5.) cr. A > cr. C (L) - 1 frame gap between cr. A and cr. C.
6.) cr. A > cl. D - 4 frame gap between cr. A and cl. D.
7.) st. B > cr. C - 4 frame gap between st. B and cr. C.
8.) cr. B > far C - 3 frame gap between cr. B and far C.
9.) cr. B > cl. C (L) - 1 frame gap between st. B and cl. C.
10.) cr. B > cr. C (L) - 0 frame gap between cr. and cr. C
11.) cr. B > cl. D - 3 frame gap between st. B and cl. D.
13.) qcf+C > st. A - 2 frame gap between qcf+C and st. A.
14.) qcf+C > cr. A - 2 frame gap between qcf+C and cr. A.
15.) qcf+C > st. B - 2 frame gap between qcf+C and st. B.
16.) qcf+C > cr. B - 2 frame gap between qcf+C and cr. B.
17.) qcf+C > far C - 4 frame gap between qcf+C and far C.
18.) qcf+C > cr. C - 1 frame gap between qcf+C and cr. C.
- Stop incoming superjumps with qcb+P's and incoming dashes with qcf+K
- Negate fireballs with your qcb+A (C version is a little slow), or if you have meter, f,hcf+C
- If you have meter, her hcb+BD can be used as an anti-air option because of its invincibility features. As well as her qcf~hcb+BD if you have 2 meters to spend.
- Be on the lookout for hops by checking the space in front of her head with s.A, s.B, cr.C or s.D. For ranges a bit farther keep a dp+A ready as well as qcb+A incase someone wants to jump or superjump above your head. If a s.B or cr.C hits, confirm it into a dp+K~AC.
- On an opponent that likes to stay grounded, poke sometimes with her qcf+A or EX qcf+P, which range may surprise them.
- Free cancel her cr. D or st.CD into a qcf+P, qcf+K or qcb+D if they are keeping a defensive stance.
- If an opponent that likes to stay grounded and also doesn't like to jump, close the gap by dashing in briefly with a st.C and mixing that up with a qcb+D running throw to surprise while they are on the defense.
- Poke with her cr.B to hit confirm into a combo. On block, keep the pressure up by mixing it up with her dp+D~K dive kick pressure, or run up throw (either normal or hcb+K), or a hop attack.
- On block, you can do cr.B into cr.C as a frame trap. On hit, you can also link it as a combo.
- Keep in mind that her blockstrings are a little on the boring side, so try to mix your pressure by laying off a bit by waiting and baiting reversals every now and then.
- You can catch a lot of normals with her hcb+BD EX move, if you have the meter, spend it by using it to catch mashing.
- Keep an eye out for opponents trying to hop at you up close by jump checking with st.A or st.B.
- Her block strings are a little on the linear and simple side, so keep a small space between you and opponent to bait reversals or jumps that you can punish with her qcb+A or an air throw.
- After a combo that ends with techable knockdown in the corner, follow it up with a qcf+K to keep pressure
- If you try any dive kick pressure, keep in mind that the opponent can just simply Guard Cancel Roll (or normal roll if the attack gaps are far enough) out of the corner, or EX dp her (ie Kyo, Iori)
- Surprise your opponent once in a while if they are respectable of your attack strings by performing her hcb+D running grab throw
- She has a few really good reversals like hcb+BD, dp+A, and dp+AC. If you opponent isn't trying to bait anything out of you, and is only fishing for combos, throw one of those out. Throw them out at the wrong time and with improper judgment can be deadly.
- Don't try to dp+K out of the corner, it's very slow and can be jabbed upon reaction
Best Team Position?
Yuri is one of the better meter builders in this position but to dish out some good damage, she needs meter. Not that it's mandatory because Yuri CAN get away with more then a few game play style (rush down, turtle, etc) as she can be versatile. Yuri has several meterless combo possibilities however: c.B, c.B, st.B, dp.C. or perhaps j.C, s.C, hcb.B. It's important to keep in mind that Yuri has a very good command throw as well - it is a one frame command throw and it is rather easy to hit confirm into and punish with. Both versions of her command throw can be comboed into. Don't ever forget to utilize her dive kick for starting pressure and okizeme. In this position, Yuri can play build meter relatively quickly should the player continue to successfully pressure the opponent with normal and meter-less BnB combos. Use qcb+A to build meter when at a full screen. Yuri can use qcb+P, st.A, cr.C, or dp+A to discourage reckless jump ins. Yuri can get over 700+ damage easily for a one bar HD combo. Yuri can outright KO a character with two bars in a full drive meter for a HD combo.
Yuri works very well in this position because she will more than likely have a bit of meter generated from the first character who fought before her. She can be devastating as a battery character - 4 meters and a full HD gauge gives Yuri plenty of options to work with. Yuri has a lot of easy drive cancel confirm which is part of the reason why a lot of people recognize her the most in a game such as this. Yuri can also use an air throw - for example: cr.D > EX Houyoku > Air throw or j.CD > dp+B > Air Throw = For a hard knockdown. Yuri can then conduct a hit confirm on the opponents wake up or bait an anti-air. Yuri's Hien Hou'ou Kyaku has a fair damage output too. Her dive kick shortens the jump and is pretty safe on block on guard. Yuri can still play a variety of roles as well. In the second position, you can do almost anything - save meter, consume meter and dish out some serious damage, or play a bit more defensively. It is possible for Yuri to combo AFTER her Neo Max too (i.e. Post Neo Max, dp+BD~C, dp+A for example).
Yuri can do, more or less, the same thing as she did in her second position. Yuri with meter is better than Yuri without meter, so the secondary character must save a little meter so that Yuri will have extra utilities at her disposal. Remember that Yuri can build meter easily by herself as well. One should keep Yuri's damage output, mix-ups and mid-air resets in mind if they want to be successful, because this is where meter usage truly comes into play. Yuri is a very good anchor character if the player is able to manage their meter well. She can keep up with high and low normals and get easy drive cancels and hit confirms if the player is careful. Yuri damage output increases exponentially with just one bar alone. The player should remain proactive with Yuri's movement and know how to punish/whiff punish with her moves and learn how to hit confirm into her combos for more damage. Yuri's combo damage in general have longevity and she can carry the opponent towards the corner from mid or full screen. Yuri can then pressure the opponent while the player carefully makes use of meter to start pressure to accelerate Yuri's damage output during her combos.
- Punish Zaneiken (db,f+P) with Yuri's EXDM qcfhcb+K
- Try to be careful with Ash while he is waking up and if you're intending on pressuring him. Make Yuri's dive kick so that you can go for ambiguous cross up set ups. Otherwise, bait out reversal attempts and then punish.
- Stay within two/three characters away from Ash. Yuri can discourage projectile zoning as she can jump over them and punish at that distance. Yuri can also go through projectiles with her EXDM qcf~hcb+K and her EX hcb+K
- Stay within a 2/3 character distance range away from Athena so that Yuri can punih
- Don't hang around in the air for too long. Use j.B as an air to air, because Athena's j.CD has plenty of priority but more start up. Yuri can smack Athena out of the air with
- Athena's hop is floaty so take advantage of this and prepare to anti-air with st.A, st.C, st.B, or cr.C,. Yuri can also use dp+A and EXDM in moderation. Yuri can combo easily after connecting a dp+A if she has drive meter.
- Be on the look out for Benimaru's ambiguous cross ups. He can jump at very long distances and his j.D has a very good hit box.
- Space yourself carefully against Beni so that he can not get too close or too far away from him. Maintain a mid range distance away from him and always be ready to whiff punish.
- Discourage Beni's jumps/super jumps with A Saiha and preemptive jumping normal moves.
- Beni gets very weak in the corner, so be sure to drive Beni into the corner go for dive kick set ups, command grabs to discourage rolling, j.B for keeping Beni from jumping, and HD combo hit confirms.
- Yuri should always be on the move during this match up. Billy's pokes and a lot of special are great for covering space so getting in on Billy can be tricky process for Yuri.
- Anticipate Billy's f+A and back dash or roll away from him safely. Yuri can easily whiff punish Billy if the player is being too reckless with his special moves or his command move f+A.
- Billy does not have very good reversal options without meter, so Yuri can play bit more offensively if Billy is cornered.
- Discourage Chin's hop j.CD pressure with qcb+A. DP+A does have a decent amount of invincibility start up so you can combat against obvious jump in attempts with that as well.
- Chin does not do that well in the air, so take advantage of his try to out pressure Chin from air with Yuri's normal moves and her dive kick.
- If Clark ends up getting too close, he will likely conduct a command grab. One version of his command grab has auto-guard, so punish these command grab attempts with hop j.D.
- Keep a short distance between Yuri and Clark. A Clark player will attempt to roll and then conduct a quick command grab afterward, so punish roll attempts with either version of hcb+K command grab.
- Clark has a pretty powerful j.CD attack, so use Yuri's j.B preemptively. Yuri's j.B comes out faster and stays active for quite a while.
- All versions of Clark's b~charge~f+P are punishable on block, so be sure to bait these out with delayed jumps from Yuri's dive kick and her movement.
- Duo will attempt to space Yuri out with f+A, jumping f+B, and jumping f+A. Hop towards Duo Lon carefully - draw yourself toward him so that you can start an offense.
- Yuri needs to get in close on Duo Lon if she wants to really do damage. Yuri needs to conduct a cautious rush down game as Duo Lon has a lot of options at mid range. Both Yuri and Duo have very powerful offensive tools from up close.
- Elisabeth does not have any really good reversal outside of her DM's. Take advantage of this and pressure with Yuri carefully with her dive kicks.
- Both Yuri and Elisabeth have short ranged normal moves. Yuri can discourage jump ins with st.A, st.B, st.C, qcb+P, and DP+A. Avoid getting knocked down as much as possible. Be on the look out for Elisabeth's j.CD and her air to ground j.B. It is possible to Elisabeth to combo after getting a reset in the air if she has meter.
- Yuri needs to keep her distance. Daimon can hit confirm into hit command grab with normal moves such as st.B and many other of his light normal moves. Work your way around Daimon normal moves carefully.
- Be on the look out for Daimon's jumping/hop j.CD.
- Stay away from the corner at all costs - Daimon excels when he is applying corner pressure due to his normal moves!
- Discourage up close jump ins/hops with Yuri's cr.C, st.A, st.B, and dp+A.
- If Daimon is rolling towards you, that means that are more than likely going to attempt a command throw. A good player will probably anticipate Yuri neutral jumping - so the player can either punish with a meaty jumping normal (preferably j.D or B) or dive kick. Otherwise, Yuri can jump out of the way for spacing and then setting up another offensive approach.
- Daimon is a big target, so Yuri needs to focus even more on hit confirms and ambiguous mix ups.
- Stay about a two or three character distance away from Hwa until you can get an offense going. Both Yuri and Hwa are both extremely dangerous when it comes to close range. In Hwa's case it is because of his damage out put, while Yuri has mix ups that lead into big damage gradually.
- Keep Hwa out with st.A, ground Heavy Punches, DP+A, and either version of Yuri's Saiha (qcb+P).
- Be on the look out for Hwa's ground CD attack. This move can functions as a low crush so low hitting moves (Yuri's cr.B for example) will not work.
- Try not to hang in the air for too long because Hwa has several options while he is in the air. Yuri j.B comes out pretty quickly and a viable hit box. Either of Yuri's heavy jumping moves and her dive kick should be use for air to ground, especially if Hwa is cornered, be remain cautious.
Iori Yagami (Claw)
- Claw Iori does not have that many good anti-airs, so it would give the Yuri player a little more incentive conduct ambiguous cross up attempts for continuing pressure. Be mindful about Iori's close st.C and EXDP as that version has pretty good start (while being unsafe on block and whiff).
- Claw Iori has problems drawing himself in for pressure outside of his EX qcb+K (which has :invincibility start up) and fundamentals. Yuri on the other hand can put a bit more emphasis on :going on the offense due to her speed and up close mix ups. Be on the look for jumping/hop j.D or j.B as they can keep Yuri out.
- Bait out unsafe motions with Yuri's delayed jumps/hops to dive kick and punish.
- Punish Iori's qcb+B with her hcb+B command grab.
Iori Yagami (Flame)
- This version of Iori is more versatile than the Claw Iori. Use ambiguous cross ups/mix up from the air and delayed jumping dive kick for baiting unsafe reversals.
- Punish Iori's A rekka (first hit) with st.B, EX hcb+K and EXDM qcfhcb+BD. Iori's C rekka is generally more punishable on block that A rekka. Punish C rekka (first hit) with cr.D, st.C, st.B, EX hcb+K, EX qcfhcb+BD.
- Stay at mid range against this version of Iori until you're able to draw you self in for pressure. :Much like with every character that has a viable neutral game, Yuri needs to be a little more :cautious in conducting rush down.
- Try to stay out of the corner, especially if Joe has meter. Joe has a stun combo (starting from cr.B), making extremely dangerous against any character he fights against.
- Stay within mid range against Joe as much as possible until Yuri can start her offense.
- Yuri needs stay at the mid range against K' and push her way for the offense. K' does have the ability zone functionally so stay close.
- EX hcb+K will go through Ks projectile
- Use jumping B to beat K' out of the air if he jumps as you are pressuring him.
- Discourage Kim's jump ins with cr.C, st.B, and Saiha (qcb+P). All of those options can stop Kim's air qcb+K attempts for a counter hit.
- Stay towards the ground in this fight until you put Kim into the corner. Kim has a little more options in mid air than Yuri does, especially when he has meter.
- Be on the look out for EX qcb+K. It is safe on block and it comes out very fast. Yuri's EX hcb+K can beat it out as he is performing the move.
- Stay at the mid range against King but avoid jumping too much as King has an advantage in the air (air Venom Strike). Yuri needs
to time her jumps and hops a bit more to avoid getting hit by projectiles and punish King accordingly.
- Keep in mind that Yuri's EXDM, EXHCB+K, and EX+DP can beat out Venom Strike due to start up invincibility
- Focus on getting King in the corner and then continue Yuri's mix up game from there. Many of King's special moves are punishable on block.
- Avoid getting cornered as much as possible - Kula's corner pressure and mix ups are the very thing that makes her dangerous
- While Kula has a lot of devious frame traps, some of her moves will not register as true block strings, giving Yuri a slight chance to recover and retaliate. Be careful when doing this however, because Kula's QCF+B~f+B projectile is relatively safe on block. The slide is very unsafe on block, however.
- Yuri needs to play a tad more passively until Yuri corners Kula. Put a little more emphasis on whiff punishment.
- Kula's anti-airs are not really that good. Yuri can try to bait out Kula's DP with her dive kick.
Kyo Kusanagi (XIII)
- QCF+K are unsafe on block. Punish this with Yuri's command grab (HCB+B).
- Saiha and Ko-ou Ken can neglect Kyo's Yami Barai projectile.
- Yuri's dive kick will beat out Kyo's A version DP. If it connects too late however, a hit trade will happen. Try meaty him whenever possible with the dive kick when Kyo is cornered. The dive kick itself is safe on block.
- Kyo's B and D version Kototsuki Yo (HCB+K) beats out Yuri's D command grab.
- Yuri's s.B, s.C, and cr.C are ideal for stopping Kyo's hop or jump-in attempt
- Yuri's air dive kicks can be used to bait Kyo's anti-air or unsafe reversals.
- Yuri's EX Haykuretsu Binta, EX Saiha, and A version Chou Upper completely beats out Kyo's EX Kototsuki Yo command grab.
- Yuri's A and EX Chou Upper goes through Kyo's Yami Barai, thanks to invincibility start-up properties.
- Yuri's EX Haykuretsu Binta, EX Chou Upper, and EX Hein Hanou Kyaku DM all go through Kyo's Neo Max fire ball animation, along with his Yami Barai
- The EX Hein Hanou Kyaku DM beats out Kyo's EX ground Orochinagi from up close
Kyo Kusanagi (NESTS)
- Be careful when at the mid range. EX Kyo has a little more options as the mid range compared to XIII Kyo. EX Kyo's rekka series are actually unsafe on block. When spaced correctly, EX Kyo is relatively safe and the follow ups are delayable.
- Punish a poorly timed R.E.D. Kick with Yuri's command grab (HCB+B).
- Bait out wake up DP attempts with Dive Kick and then block punish them.
- QCF+K,K are unsafe on block (including the first hit. In fact, the first hit does not even cause a natural block stun).
- Don't hang in the air for too long. Leona is known for having very good air control
- Leona has one of the fastest instant overheads in the game (jumping A, which can be done quickly after inputting a crouching light normal while Leona is pressuring the opponent).
- Many of Leona's special moves are unsafe on block, so try to focus on block punishment a bit more while poking with QCF+A or C, cr.C, st.B, and QCB+P.
- Watch out for Leona's Earring, because this is a very good offensive tool on Leona's behalf when starting an offense from a distance. Play a bit more passively until you corner Leona.
- Mai gets weak when she is cornered. Pressure Mai in the corner and try to continue with Yuri corner mix ups while retaining pressure.
- Don't jump around too much. Much like Leona, Mai also has good control in the air.
- Stay out of the corner as much as possible
- Retain distance at the mid range and punish badly timed projectiles. Don't get to far away from Mai because she has an a
- At certain spaces, Mai's QCB+C will whiff the opponent when the player tries to combo into it. Whiff punish this with run-up st.C into a combo or a command move.
- Mai has a very quick overhead from up close (cr.C/cr.B,cr.A > d~charge~uf+P > j.d.B).
- Punish Mai's j.d.B when she uses it ABOVE Yuri's. Don't attempt a punish if Mai uses it "in front" of Mai, however.
- Mai's options in general are safer if she is consuming meter. Mai's regular HCF+K, air QCB+P, both version of her DM's, Mai's QCF+C, and her Neo Max are all unsafe on block.
- Stay at the mid range as much as possible and retain that distance. Mature is a threat from up close. Mature is PLUS frames on block if she connects with her DP+P and punch follow up while being close to the ground from the initial. Mature can also cross up with DP+A and punch cross up if Yuri is crouching from up close.
- Mature does not get a legitimate reversal until she has meter. (EXDP or her Heaven's Gate DM).
- At the distance, react to the projectile (qcf,hcb+A). If you see that Mature is jumping towards you, jump away (if you have space left over) or block the incoming mix up. You can also roll out of the mix up attempt if Mature does super jump or perform a DP+C jumping animation. If Mature is running towards or performing a hop/hyper hop after the projectile, block the mix up carefully.
- All of Mature's rekkas are unsafe on block, so get ready to punish by the time the player performs the said rekkas.
- Take advantage of Maxima's slow speed. Maxima is a very big target who can fall relatively easy for Yuri to applying pressure
- Maxima's qcf+P has high auto-guard only.
- Pay attention to Raiden's patterns and movement because there is a likely chance that the Raiden player might be buffering the charged Drop Kick attack. While Raiden is charging the Drop Kick, there a few things that the Raiden will not be able to do.
- Raiden is a big target and he does not deal with rush down that well. Yuri should attempt to play a little more aggressively this time around.
- Watch out for Raiden's cross up attempts (Raiden's j.C has a good hit box underneath him).
- EXDM can punish Raiden's Shoulder Tackle.
- Stay on the offensive but be a little more cautious if Ralf has meter. His EX Burning Hammer (QCF+A/C) has full body auto block. Ralf
also gets a legitimate reversal with two meters.
- Yuri needs to focus on cornering Ralf and putting him under a lot of pressure as he tends to get weak in the corner, especially with much meter to work with.
- Stay within the mid range and work your way to start an offense
- Robert's b~charge~f+B kick can be punished with Yuri's EXDM qcb,hcb+K
- Discourage Robert's jump in attempts with Saiha
- Don't let Ryo corner Yuri. Ryo is noteworthy for having very good corner pressure and lock down tools.
- Yuri needs to focus on playing a more offensive game. Make sure you bait out DP reversal attempts with Dive Kicks and careful movement
- Stop jump ins with st.B, cr.C, or Saiha variants
- Stay within mid range of Saiki to punish badly timed projectiles. Yuri generally deals with zoners much better at the mid range
- Yuri can out poke Saiki when she is closer to him with her projectile and her Saiha
- Use j.B to air-to-air Saiki's jumps. j.B stays active for quite a while and it comes out quick to beat Saiki out of the air
- Keep Saiki within the mid screen and don't let him corner you. Saiki's damage outside of the corner is not that good and Yuri can l
- Saiki does have a lot of anti-air tools so be careful when trying to maneuver through the air for jump ins
- Yuri should play a bit more aggressive this time around as Shen Woo does not have that many consistent anti-airs
- Put a stop to hops and jump ins with st.B, cr.C, j.B, Saiha, and her QCF+P
- When Shen gets around two meters, maintain a cautious offensive game and focus on hit confirming into Yuri's combos
- A lot Shen Woo's moves are punishable on block, but don't let him mix you up
- Anticipate projectile usage from further ranges and from up close (because the opponent is more than likely to finish most of their block strings with a normal or Kensou's qcb+P projectile to space themselves away). When Kensou's uses his projectile from up close to finish his block string, this will be Yuri's signal to start an offense.
- Kensou's rekkas are punishable on block. The EX rekka (the first hit) can be punished on block by Yuri's hcb+B command grab.
- Kensou's air qcb+A is can be punished with hcb+B. Yuri can also punish Kensou's air qcb+A by hit confirming her cr.B into a full combo, depending on the spacing.
- Bait out Kensou's rdp+K reversal attempts. Kensou's jump is also a tad bit floaty so try to take advantage of this with Yuri's ground game and anti-airs.
- This match up is a little bit in Yuri's favor due to her punishment tools.
- Stay within the mid range to punish projectile attempts and to search for a offensive opening. Stay out of the corner.
- Yuri can easily stuff a lot of Takuma's hop, regular jump, or super jumping CD attacks with her Saiha (QCB+P) or cr.C. Yuri's j.B can also stop j.CD attempts if the player uses it earlier.
- Try to prevent Takuma from hit confirming into anything when he has meter, especially from the mid range.
- Takuma's db~charge~f+B (while it is relatively safe) is actually PUNISHABLE on block with Yuri's EXDM qcf,hcb+K. With db~charge~f+D is completely punishable on block altogether. Use Yuri's hcb+B to punish the EX db~charge~f+K. All versions Takuma's Hein Shippukyaku is punishable by Yuri.
- Advert Mr. Karate's j.CD pressure the same way as you would with Takuma.
- Bait out DP attempts with Yuri's hop or dive kick (pseudo-safe jump set ups).
- Watch out for Terry's j.D because it is a very good cross up tool, especially for Terry's okizeme/wake-up game. Roll out of the way if you anticipate a cross up attempt. Be on the look out for Terry's EX Power Wave.
- Punish Crack Shoot with hcb+B.
- Discourage Terry's jump in attempts with Yuri's anti-airs (cr.C, Saiha, st.B)
- Yuri can keep Vice out with Saiha or qcf+P. Vice usually has a difficult time getting in on her opponent, even if she has meter.
- As Yuri is subverting Vice's pressure, she can focus on cornering Vice in order to start her pressure and mix up game of her own.
- If Vice gets meter, try avoid getting hit as much as possible, especially in mid air. Because, Vice is infamous for having anywhere juggle properties on her EX Sleeve. Retain some discretion when Yuri is pressuring Vice when she has meter.
- Vice is also meter-hungry, so take advantage of this and bait out EX moves attempts. Don't be too passive in this match up.
Yuri Sakazaki (mirror match)
- Try to out maneuver the other Yuri player with Yuri's speed.
- This match up revolves around who
- Use Yuri's anti-airs and long range options to keep the other Yuri out.
|st.CD||75||8||13||+3||Hit with the tip for +4 on guard|
|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||-||-|
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.
Yuri BnB's and Practical Combos
3F/4F Safe Jumps by GuttsCL
Links & References
Discuss at Dream Cancel