TheLoudCat (talk | contribs) No edit summary |
TheLoudCat (talk | contribs) (Simplified some descriptions) |
||
Line 274: | Line 274: | ||
|valign="bottom" colspan="3" style="border-left:0px;"| [[image:Yuri98_dpA2.png|center]] | |valign="bottom" colspan="3" style="border-left:0px;"| [[image:Yuri98_dpA2.png|center]] | ||
|rowspan="2"|'''Yuri Chou Upper (dp + P)''' | |rowspan="2"|'''Yuri Chou Upper (dp + P)''' | ||
A | A has some invincibility, but it goes a short distance, | ||
C | C will be your main combo ender. Beware, this move is | ||
unsafe on whiff/block. | |||
|- | |- | ||
! dp + [[image:snkc.gif]] | ! dp + [[image:snkc.gif]] | ||
Line 296: | Line 296: | ||
Always do this after using dp C, it's extra damage, and you can | Always do this after using dp C, it's extra damage, and you can | ||
sometimes catch the enemy off-guard when they try to punish you. | sometimes catch the enemy off-guard when they try to punish you. | ||
Unsafe on whiff/block. Best meterless combo ender. | |||
|- | |- | ||
! qcb + [[image:snka.gif]] | ! qcb + [[image:snka.gif]] | ||
Line 324: | Line 324: | ||
|rowspan="2"|'''Yuri Chou Mawashi Geri (qcb + K)''' | |rowspan="2"|'''Yuri Chou Mawashi Geri (qcb + K)''' | ||
A standard spin kick move. Doesn't knockdown, B is faster, D is slower but | A standard spin kick move. Doesn't knockdown, B is faster, D is slower but | ||
travels a longer distance. | travels a longer distance. Ok for corner carry, but be careful, the second | ||
hit can whiff. | |||
|- | |- | ||
! qcb + [[image:snkd.gif]] | ! qcb + [[image:snkd.gif]] |
Revision as of 04:22, 22 March 2022
Introduction
She has a balanced moveset and is a lightweight character based on rushdown strategies, her main weakness is that a lot of her specials have a long recovery and can be unsafe on block.
Low-mid tier character, I recommend using Advanced mode for her.
Colors
![]() |
![]() |
![]() |
![]() |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
Gameplay Overview
In-depth Analysis
Movelist
Normal Throws
- b or f + C -
- b or f + D -
Breakable. They are average throws.
- In air, b / d / f + C / D -
Fastest Attacks
- 0F: C throw; D throw
- 1F: -
- 2F: cr.C; dp + A
- 3F: cl.A; cl.C; cl.D; st.A; cr.A; cr.B
- 4F: cl.B
- 5F: st.B; DM qcf qcf + A
- 6F: st.C
- 7F: cr.D; qcb + B
- 8F: (S)DM qcf hcb + K
- 9F: -
- 10F: dp + C
Combos
- Best jump-ins:
- j.C
- j.D (Can crossup.)
- cr.B, cr.A, st.A >
- dp + C > dp + C
- qcb + B (Second hit may whiff on some crouchers.)
- cr.B, cr.A >
- (S)DM qcf hcb + K
- DM qcf qcf + A
- dp + C > dp + C
- qcb + B (Second hit may whiff on some crouchers.)
- (cr.B, cr.C) / cl.D / cl.C >
- (S)DM qcf hcb + K
- DM qcf qcf + A (Close.)
- dp + C > dp + C
- qcb + D (Second hit may whiff on some crouchers.)
- qcf + A
- qcb + B (Second hit may whiff on some crouchers.)
- Simple buffers:
- cr.B, st.A / cl.A / cl.B > (S)DM qcf hcf + K
- cr.B, qcf + A/B > hcb + K (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.)
- cr.B, st.A / cl.A / cl.B > (S)DM qcf hcf + K
Strategy Corner
- MAX: cl.D >
+ C >
+ C
deals ??? than
- cl.D >
+ K
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.