Lichmassacre (talk | contribs) m (Old Navbox removed for new Navbox.) |
TheLoudCat (talk | contribs) |
||
(12 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
[[image:Yuri98_stance.gif|right]] | [[image:Yuri98_stance.gif|right]] | ||
==Introduction== | ==Introduction== | ||
Slap slap slap, clap clap clap. | |||
===Colors=== | ===Colors=== | ||
Line 17: | Line 17: | ||
==Gameplay Overview== | ==Gameplay Overview== | ||
The KOF 94/AoF 2 version of Yuri Sakazaki is a zoning-focused version of the KoF98 Yuri with the Choupa and Slap attack. | |||
Her main weakness is that she has no meterless reversal and very limited combo options, such as a lack of a good meterless | |||
low confirm. | |||
Low-Mid tier character. | |||
==In-depth Analysis== | ==In-depth Analysis== | ||
Line 37: | Line 42: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Yuri98_stA.png|center]] | |colspan="2" | [[image:Yuri98_stA.png|center]] | ||
| | |Very fast and cancelable. Good vs short hop. good priority. | ||
|- | |- | ||
! [[image:snkb.gif]] | ! [[image:snkb.gif]] | ||
Line 45: | Line 50: | ||
|align="center"| L | |align="center"| L | ||
|colspan="2" | [[image:Yuri98_clB.png|center]] | |colspan="2" | [[image:Yuri98_clB.png|center]] | ||
| | |Low move and cancelable. | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
Line 62: | Line 67: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Yuri98_clD.png|center]] | |colspan="2" | [[image:Yuri98_clD.png|center]] | ||
| | |Best move to a meaty. Cancelable. | ||
|- | |- | ||
|colspan="8" align="center"| '''Standing Far''' | |colspan="8" align="center"| '''Standing Far''' | ||
Line 72: | Line 77: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Yuri98_stA.png|center]] | |colspan="2" | [[image:Yuri98_stA.png|center]] | ||
| | |Very fast and cancelable. Good vs short hop. good priority. | ||
|- | |- | ||
! [[image:snkb.gif]] | ! [[image:snkb.gif]] | ||
Line 80: | Line 85: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Yuri98_stB.png|center]] | |colspan="2" | [[image:Yuri98_stB.png|center]] | ||
| | |Close range poke. Not cancelable. | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
Line 88: | Line 93: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Yuri98_stC.png|center]] | |colspan="2" | [[image:Yuri98_stC.png|center]] | ||
| | |Long range poke. Not cancelable. | ||
|- | |- | ||
! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
Line 96: | Line 101: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Yuri98_stD.png|center]] | |colspan="2" | [[image:Yuri98_stD.png|center]] | ||
| | |Long range poke. Not cancelable. | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]]+[[image:snkd.gif]] | ||
Line 131: | Line 136: | ||
|valign="bottom" style="border-right:0px;"| [[image:Yuri98_crC1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Yuri98_crC1.png|center]] | ||
|valign="bottom" style="border-left:0px;"| [[image:Yuri98_crC2.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:Yuri98_crC2.png|center]] | ||
| | |Good as an anti-air. First part of this move is cancelable. Good priority. | ||
|- | |- | ||
! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
Line 139: | Line 144: | ||
|align="center"| L | |align="center"| L | ||
|colspan="2" | [[image:Yuri98_crD.png|center]] | |colspan="2" | [[image:Yuri98_crD.png|center]] | ||
| | |Sweep move. Cancelable. | ||
|- | |- | ||
|colspan="8" align="center"| '''Jump''' | |colspan="8" align="center"| '''Jump''' | ||
Line 157: | Line 162: | ||
|align="center"| H | |align="center"| H | ||
|colspan="2" | [[image:Yuri98_jB.png|center]] | |colspan="2" | [[image:Yuri98_jB.png|center]] | ||
| | |Air-to-air move. | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
Line 165: | Line 170: | ||
|align="center"| H | |align="center"| H | ||
|colspan="2" | [[image:Yuri98_jC.png|center]] | |colspan="2" | [[image:Yuri98_jC.png|center]] | ||
| | |Yuri's main jump-in. | ||
|- | |- | ||
! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
Line 173: | Line 178: | ||
|align="center"| H | |align="center"| H | ||
|colspan="2" | [[image:Yuri98_jD.png|center]] | |colspan="2" | [[image:Yuri98_jD.png|center]] | ||
| | |Yuri's cross-up. air-to ground move. | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]]+[[image:snkd.gif]] | ||
Line 199: | Line 204: | ||
|align="center"| H | |align="center"| H | ||
|colspan="2" | [[image:Yuri98_juB.png|center]] | |colspan="2" | [[image:Yuri98_juB.png|center]] | ||
| | |Instant overhead. | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
Line 215: | Line 220: | ||
|align="center"| H | |align="center"| H | ||
|colspan="2" | [[image:Yuri98_juD.png|center]] | |colspan="2" | [[image:Yuri98_juD.png|center]] | ||
| | |Air-to-air move. | ||
|- | |- | ||
|colspan="8" align="center"| '''Command Normals''' | |colspan="8" align="center"| '''Command Normals''' | ||
Line 236: | Line 241: | ||
|rowspan="2" colspan="2" | [[image:ExYuri98_qcfP.png|center]] | |rowspan="2" colspan="2" | [[image:ExYuri98_qcfP.png|center]] | ||
|rowspan="2"|'''Ko'ou Ken - qcf + P''' | |rowspan="2"|'''Ko'ou Ken - qcf + P''' | ||
Your main zoning tool and combo ender. | |||
|- | |- | ||
! qcf + [[image:snkc.gif]] | ! qcf + [[image:snkc.gif]] | ||
Line 250: | Line 256: | ||
|rowspan="2" colspan="2" | [[image:ExYuri98_qcfK.png|center]] | |rowspan="2" colspan="2" | [[image:ExYuri98_qcfK.png|center]] | ||
|rowspan="2"|'''Raiou Ken - qcf + K''' | |rowspan="2"|'''Raiou Ken - qcf + K''' | ||
B is bad. | |||
Use D to punish projectile spammers. | |||
|- | |- | ||
! qcf + [[image:snkd.gif]] | ! qcf + [[image:snkd.gif]] | ||
Line 264: | Line 272: | ||
|colspan="2" | [[image:ExYuri98_qcbA.png|center]] | |colspan="2" | [[image:ExYuri98_qcbA.png|center]] | ||
|rowspan="2"|'''Saiha - qcb + P''' | |rowspan="2"|'''Saiha - qcb + P''' | ||
Deals good damage. A is a decent anti-air, C has a slower | |||
startup but bigger hitbox. Use C as a very close combo ender. | |||
|- | |- | ||
! qcb + [[image:snkc.gif]] | ! qcb + [[image:snkc.gif]] | ||
Line 279: | Line 289: | ||
|colspan="2" rowspan="2"| [[image:ExYuri98_hcbK.png|center]] | |colspan="2" rowspan="2"| [[image:ExYuri98_hcbK.png|center]] | ||
|rowspan="2"|'''Hyakuretsu Binta - hcb + K''' | |rowspan="2"|'''Hyakuretsu Binta - hcb + K''' | ||
Yuri runs up to the enemy, grabbing them and slaps them | |||
silly. B and D control the distance she runs. | |||
Can be used in tick throws once in a while, and in the | |||
unblockable projectile glitch setup. | |||
|- | |- | ||
! hcb + [[image:snkd.gif]] | ! hcb + [[image:snkd.gif]] | ||
Line 295: | Line 309: | ||
|colspan="2" rowspan="3"| [[image:Yuri98_qcfhcbK.png|center]] | |colspan="2" rowspan="3"| [[image:Yuri98_qcfhcbK.png|center]] | ||
|rowspan="3"|'''Hien Hou'ou Kyaku - qcf hcb + K''' | |rowspan="3"|'''Hien Hou'ou Kyaku - qcf hcb + K''' | ||
Deals great damage. Your main combo ender. | |||
|- | |- | ||
! qcf hcb + [[image:snkd.gif]] | ! qcf hcb + [[image:snkd.gif]] | ||
Line 316: | Line 331: | ||
|rowspan="3" valign="bottom" style="border-left:0px;"| [[image:ExYuri98_qcfx2P2.png|center]] | |rowspan="3" valign="bottom" style="border-left:0px;"| [[image:ExYuri98_qcfx2P2.png|center]] | ||
|rowspan="3"|'''Shin! Yuri Chou Upper - qcf qcf + P''' | |rowspan="3"|'''Shin! Yuri Chou Upper - qcf qcf + P''' | ||
Short ranged, but it deals HUGE damage. Has invincibility. | |||
|- | |- | ||
! qcf qcf + [[image:snkc.gif]] | ! qcf qcf + [[image:snkc.gif]] | ||
Line 336: | Line 352: | ||
|colspan="2" rowspan="2"| [[image:exYuri98_fhcfP.png|center]] | |colspan="2" rowspan="2"| [[image:exYuri98_fhcfP.png|center]] | ||
|rowspan="3"|'''Haou Shoukou Ken - f hcf + P''' | |rowspan="3"|'''Haou Shoukou Ken - f hcf + P''' | ||
A projectile super, it's a good punish option. | |||
|- | |- | ||
! f hcf + [[image:snkc.gif]] | ! f hcf + [[image:snkc.gif]] | ||
Line 356: | Line 373: | ||
* '''b or f + C''' - | * '''b or f + C''' - | ||
Breakable. Techable. | |||
* '''b or f + D''' - | * '''b or f + D''' - | ||
Breakable. Techable. Back-Turned knockdown. | |||
* '''In air, b / d / f + C / D''' - | * '''In air, b / d / f + C / D''' - | ||
Techable. Back-Turned knockdown. | |||
==Combos== | ==Combos== | ||
* Best Jump-ins: | |||
* j.C | |||
* j.D (Can crossup.) | |||
Line 375: | Line 395: | ||
** (S)DM qcf qcf + A (Very close.) | ** (S)DM qcf qcf + A (Very close.) | ||
** (S)DM qcf hcb + K | ** (S)DM qcf hcb + K | ||
** qcb + P | ** qcb + P (Close) | ||
** qcf + P | ** qcf + P | ||
* Meterless combos: | |||
** j.C/D > cr.c/cl.c > qcf.A/C (Most reliable one) | |||
** j.D > cl.C > qcb.C (Very close/After crossup) | |||
* With meter: | |||
** st.A/cl.C/cr.C/cl.D/cl.B > qcf + qcf + P | |||
** st.A/cl.C/cr.C/cl.D/cl.B > qcf + hcb + K | |||
Line 388: | Line 417: | ||
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM. | Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM. | ||
}} | }} | ||
== Links == | == Links == | ||
{{Navbox-KOF98}} | {{Navbox-KOF98}} | ||
[[Category:The King of Fighters '98: The Slugfest]] | [[Category:The King of Fighters '98: The Slugfest]] |
Latest revision as of 16:50, 2 October 2022
Introduction
Slap slap slap, clap clap clap.
Colors
![]() |
![]() |
![]() |
![]() |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
Gameplay Overview
The KOF 94/AoF 2 version of Yuri Sakazaki is a zoning-focused version of the KoF98 Yuri with the Choupa and Slap attack. Her main weakness is that she has no meterless reversal and very limited combo options, such as a lack of a good meterless low confirm.
Low-Mid tier character.
In-depth Analysis
Movelist
Normal Throws
- b or f + C -
Breakable. Techable.
- b or f + D -
Breakable. Techable. Back-Turned knockdown.
- In air, b / d / f + C / D -
Techable. Back-Turned knockdown.
Combos
- Best Jump-ins:
- j.C
- j.D (Can crossup.)
- cr.B, cr.A >
- (S)DM qcf qcf + A
- (S)DM qcf hcb + K
- (cr.B (optional), cr.C) / cl.D / cl.C >
- (S)DM qcf qcf + A (Very close.)
- (S)DM qcf hcb + K
- qcb + P (Close)
- qcf + P
- Meterless combos:
- j.C/D > cr.c/cl.c > qcf.A/C (Most reliable one)
- j.D > cl.C > qcb.C (Very close/After crossup)
- With meter:
- st.A/cl.C/cr.C/cl.D/cl.B > qcf + qcf + P
- st.A/cl.C/cr.C/cl.D/cl.B > qcf + hcb + K
Strategy Corner
- MAX: cl.D >
+ P
deals ??? than
- cl.D >
+ K
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.