The King of Fighters '98/Yuri: Difference between revisions

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==Introduction==
==Introduction==


[21:26] <pdk> 98 yuri <br>
hehe her name is like lesbian romance anime lol
[21:26] <pdk> is basically spam far a
 
She is a balanced moveset and lightweight character based on rushdown strategies, you main weakness is that a lot of special have long recovery and can be block unsafe.


===Colors===
===Colors===
Line 21: Line 18:


==Gameplay Overview==
==Gameplay Overview==
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.


==In-depth Analysis==
==In-depth Analysis==
===[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]===
===[[The King of Fighters 2002/Normals Guide|Movelist]]===
{|border="1"
{|border="1"
!width="10%"|
!width="10%"|
Line 41: Line 43:
|align="center"| HL
|align="center"| HL
|colspan="5" | [[image:Yuri98_stA.png|center]]
|colspan="5" | [[image:Yuri98_stA.png|center]]
|
|Very fast and cancelable. Good vs short hop. good priority.
|-
|-
! [[image:snkb.gif]]
! [[image:snkb.gif]]
Line 49: Line 51:
|align="center"| L
|align="center"| L
|colspan="5" | [[image:Yuri98_clB.png|center]]
|colspan="5" | [[image:Yuri98_clB.png|center]]
|
|Low move and cancelable.
|-
|-
! [[image:snkc.gif]]
! [[image:snkc.gif]]
Line 58: Line 60:
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Yuri98_clC1.png|center]]
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Yuri98_clC1.png|center]]
|valign="bottom" colspan="3" style="border-left:0px;"| [[image:Yuri98_clC2.png|center]]
|valign="bottom" colspan="3" style="border-left:0px;"| [[image:Yuri98_clC2.png|center]]
|
|Only first active period is cancellable
|-
|-
! [[image:snkd.gif]]
! [[image:snkd.gif]]
Line 66: Line 68:
|align="center"| HL
|align="center"| HL
|colspan="5" | [[image:Yuri98_clD.png|center]]
|colspan="5" | [[image:Yuri98_clD.png|center]]
|
|Best move to a meaty. Cancelable.
|-
|-
|colspan="11" align="center"| '''Standing Far'''
|colspan="11" align="center"| '''Standing Far'''
Line 76: Line 78:
|align="center"| HL
|align="center"| HL
|colspan="5" | [[image:Yuri98_stA.png|center]]
|colspan="5" | [[image:Yuri98_stA.png|center]]
|
|Very fast and cancelable. Good vs short hop. good priority.
|-
|-
! [[image:snkb.gif]]
! [[image:snkb.gif]]
Line 84: Line 86:
|align="center"| HL
|align="center"| HL
|colspan="5" | [[image:Yuri98_stB.png|center]]
|colspan="5" | [[image:Yuri98_stB.png|center]]
|
|Close range poke. Not cancelable.
|-
|-
! [[image:snkc.gif]]
! [[image:snkc.gif]]
Line 92: Line 94:
|align="center"| HL
|align="center"| HL
|colspan="5" | [[image:Yuri98_stC.png|center]]
|colspan="5" | [[image:Yuri98_stC.png|center]]
|
|Long range poke. Not cancelable.
|-
|-
! [[image:snkd.gif]]
! [[image:snkd.gif]]
Line 100: Line 102:
|align="center"| HL
|align="center"| HL
|colspan="5" | [[image:Yuri98_stD.png|center]]
|colspan="5" | [[image:Yuri98_stD.png|center]]
|
|Long range poke. Not cancelable.
|-
|-
! [[image:snkc.gif]]+[[image:snkd.gif]]
! [[image:snkc.gif]]+[[image:snkd.gif]]
Line 126: Line 128:
|align="center"| L
|align="center"| L
|colspan="5" | [[image:Yuri98_crB.png|center]]
|colspan="5" | [[image:Yuri98_crB.png|center]]
|
|Footsie move. Main combo starter. Links to cr.C and can combo in Ko'ou Ken (qcf + A), Yuri Chou Upper (dp + C) and Yuri Chou Mawashi Geri (qcb + K).
|-
|-
! [[image:snkc.gif]]
! [[image:snkc.gif]]
Line 135: Line 137:
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Yuri98_crC1.png|center]]
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Yuri98_crC1.png|center]]
|valign="bottom" colspan="3" style="border-left:0px;"| [[image:Yuri98_crC2.png|center]]
|valign="bottom" colspan="3" 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 143: Line 145:
|align="center"| L
|align="center"| L
|colspan="5" | [[image:Yuri98_crD.png|center]]
|colspan="5" | [[image:Yuri98_crD.png|center]]
|
|Sweep move. Cancelable.
|-
|-
|colspan="11" align="center"| '''Jump'''
|colspan="11" align="center"| '''Jump'''
Line 161: Line 163:
|align="center"| H
|align="center"| H
|colspan="5" | [[image:Yuri98_jB.png|center]]
|colspan="5" | [[image:Yuri98_jB.png|center]]
|
|Air-to-air move.
|-
|-
! [[image:snkc.gif]]
! [[image:snkc.gif]]
Line 169: Line 171:
|align="center"| H
|align="center"| H
|colspan="5" | [[image:Yuri98_jC.png|center]]
|colspan="5" | [[image:Yuri98_jC.png|center]]
|
|Yuri's main jump-in.
|-
|-
! [[image:snkd.gif]]
! [[image:snkd.gif]]
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|align="center"| H
|align="center"| H
|colspan="5" | [[image:Yuri98_jD.png|center]]
|colspan="5" | [[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 203: Line 205:
|align="center"| H
|align="center"| H
|colspan="5" | [[image:Yuri98_juB.png|center]]
|colspan="5" | [[image:Yuri98_juB.png|center]]
|
|Instant overhead.
|-
|-
! [[image:snkc.gif]]
! [[image:snkc.gif]]
Line 219: Line 221:
|align="center"| H
|align="center"| H
|colspan="5" | [[image:Yuri98_juD.png|center]]
|colspan="5" | [[image:Yuri98_juD.png|center]]
|
|Air-to-air move.
|-
|-
|colspan="11" align="center"| '''Command Normals'''
|colspan="11" align="center"| '''Command Normals'''
|-
|-
! f+[[image:snkb.gif]]
! f + [[image:snkb.gif]]
|align="center"| 14/12/13
|align="center"| 14/12/13
|align="center"| -5/-7
|align="center"| -5/-7
Line 233: Line 235:
|colspan="11" align="center"| '''Special Moves'''
|colspan="11" align="center"| '''Special Moves'''
|-
|-
! qcf+[[image:snka.gif]]
! qcf + [[image:snka.gif]]
|align="center"| 16/-/27
|align="center"| 16/-/27
|align="center"| -/-
|align="center"| -/-
Line 240: Line 242:
|valign="bottom" rowspan="2" colspan="2" style="border-right:0px;"| [[image:Yuri98_qcfP1.png|center]]
|valign="bottom" rowspan="2" colspan="2" style="border-right:0px;"| [[image:Yuri98_qcfP1.png|center]]
|valign="bottom" rowspan="2" colspan="3" style="border-left:0px;"| [[image:Yuri98_qcfP2.png|center]]
|valign="bottom" rowspan="2" colspan="3" style="border-left:0px;"| [[image:Yuri98_qcfP2.png|center]]
|rowspan="2"|'''Ko'ou Ken (qcf+P)'''
|rowspan="2"|'''Ko'ou Ken (qcf + P)'''
Decent poke tool.
|-
|-
! qcf+[[image:snkc.gif]]
! qcf + [[image:snkc.gif]]
|align="center"| 17/-/28
|align="center"| 17/-/28
|align="center"| -/-
|align="center"| -/-
Line 248: Line 251:
|align="center"| HL
|align="center"| HL
|-
|-
! qcf+[[image:snkb.gif]]
! qcf + [[image:snkb.gif]]
|align="center"| 8+6~27/5/19
|align="center"| 8+6~27/5/19
|
|
Line 254: Line 257:
|align="center"| HL
|align="center"| HL
|rowspan="2" colspan="5"| [[image:Yuri98_qcfK.png|center]]
|rowspan="2" colspan="5"| [[image:Yuri98_qcfK.png|center]]
|rowspan="2"|'''Raiou Ken (qcf+K)'''
|rowspan="2"|'''Raiou Ken (qcf + K)'''
Good move to punish projectile spammers, B travels short, while D travels a longer
distance. Needs timing to use effectively.
|-
|-
! qcf+[[image:snkd.gif]]
! qcf + [[image:snkd.gif]]
|align="center"| 8+6~28/4/21
|align="center"| 8+6~28/4/21
|
|
Line 262: Line 267:
|align="center"| HL
|align="center"| HL
|-
|-
! dp+[[image:snka.gif]]
! dp + [[image:snka.gif]]
|align="center"| 2/4+8/20+13
|align="center"| 2/4+8/20+13
|align="center"| KD/-27
|align="center"| KD/-27
Line 269: Line 274:
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Yuri98_dpA1.png|center]]
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Yuri98_dpA1.png|center]]
|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 has some invincibility, but it goes a short distance,
C will be your main combo ender. Beware, this move is
unsafe on whiff/block.
|-
|-
! dp+[[image:snkc.gif]]
! dp + [[image:snkc.gif]]
|align="center"| 10/4+8/20+14
|align="center"| 10/4+8/20+14
|align="center"| KD/-28
|align="center"| KD/-28
Line 279: Line 287:
|valign="bottom" colspan="3" style="border-left:0px;"| [[image:Yuri98_dpC2.png|center]]
|valign="bottom" colspan="3" style="border-left:0px;"| [[image:Yuri98_dpC2.png|center]]
|-
|-
! > dp+[[image:punch.gif]]
! > dp + [[image:punch.gif]]
|align="center"| 3/3*20/23+16
|align="center"| 3/3*20/23+16
|align="center"| KD/-41
|align="center"| KD/-41
Line 286: Line 294:
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Yuri98_dpCdpP1.png|center]]
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Yuri98_dpCdpP1.png|center]]
|valign="bottom" colspan="3" style="border-left:0px;"| [[image:Yuri98_dpCdp2.png|center]]
|valign="bottom" colspan="3" style="border-left:0px;"| [[image:Yuri98_dpCdp2.png|center]]
|'''Double Yuri Chou Upper (dp+P after dp+C)'''
|'''Double Yuri Chou Upper (dp +P after dp + C)'''
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.
Unsafe on whiff/block. Best meterless combo ender.
|-
|-
! qcb+[[image:snka.gif]]
! qcb + [[image:snka.gif]]
|align="center"| 21/10/11
|align="center"| 21/10/11
|align="center"| KD/-3
|align="center"| KD/-3
Line 294: Line 305:
|align="center"| HL
|align="center"| HL
|rowspan="2" colspan="5"| [[image:Yuri98_qcbP.png|center]]
|rowspan="2" colspan="5"| [[image:Yuri98_qcbP.png|center]]
|rowspan="2"|'''Yuri Chou Knuckle (qcb+P)'''
|rowspan="2"|'''Yuri Chou Knuckle (qcb + P)'''
Doesn't hit crouchers. A is faster but goes a short distance,
C is slower but goes a longer distance and a lot
more unsafe than A. Use this move very sparingly.
|-
|-
! qcb+[[image:snkc.gif]]
! qcb + [[image:snkc.gif]]
|align="center"| 29/19/13
|align="center"| 29/19/13
|align="center"| KD/-14
|align="center"| KD/-14
Line 302: Line 316:
|align="center"| HL
|align="center"| HL
|-
|-
! qcb+[[image:snkb.gif]]
! qcb + [[image:snkb.gif]]
|align="center"| 7/<br>2(6)2(6)2(6)2/<br>1+16
|align="center"| 7/<br>2(6)2(6)2(6)2/<br>1+16
|
|
Line 309: Line 323:
|valign="bottom" rowspan="2" colspan="2" style="border-right:0px;"| [[image:Yuri98_qcbK1.png|center]]
|valign="bottom" rowspan="2" colspan="2" style="border-right:0px;"| [[image:Yuri98_qcbK1.png|center]]
|valign="bottom" rowspan="2" colspan="3" style="border-left:0px;"| [[image:Yuri98_qcbK2.png|center]]
|valign="bottom" rowspan="2" colspan="3" style="border-left:0px;"| [[image:Yuri98_qcbK2.png|center]]
|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
travels a longer distance. Ok for corner carry, but be careful, the second
hit can whiff in combos.
|-
|-
! qcb+[[image:snkd.gif]]
! qcb + [[image:snkd.gif]]
|align="center"| 13/<br>2(6)2(6)2(6)2(6)2/<br>1+16
|align="center"| 13/<br>2(6)2(6)2(6)2(6)2/<br>1+16
|
|
Line 319: Line 336:
|colspan="11" align="center"| '''DMs'''
|colspan="11" align="center"| '''DMs'''
|-
|-
! qcf,hcb+[[image:snkb.gif]]
! qcf hcb + [[image:snkb.gif]]
|align="center"| 1+7/16/35
|align="center"| 1+7/16/35
|align="center"| KD/-33
|align="center"| KD/-33
Line 325: Line 342:
|align="center"| HL
|align="center"| HL
|rowspan="4" colspan="5"| [[image:Yuri98_qcfhcbK.png|center]]
|rowspan="4" colspan="5"| [[image:Yuri98_qcfhcbK.png|center]]
|rowspan="4"|'''Hien Hou'ou Kyaku (qcf,hcb+K)'''
|rowspan="4"|'''Hien Hou'ou Kyaku (qcf hcb + K)'''
Does a lot of damage, best meter combo ender.
|-
|-
! qcf,hcb+[[image:snkd.gif]]
! qcf hcb + [[image:snkd.gif]]
|align="center"| 1+7/24/37
|align="center"| 1+7/24/37
|align="center"| KD/-43
|align="center"| KD/-43
Line 333: Line 351:
|align="center"| HL
|align="center"| HL
|-
|-
! qcf,hcb+[[image:snkb.gif]]<br>(SDM)
! qcf hcb + [[image:snkb.gif]]<br>(SDM)
|align="center"| 1+7/16/39
|align="center"| 1+7/16/39
|align="center"| KD/-37
|align="center"| KD/-37
Line 339: Line 357:
|align="center"| HL
|align="center"| HL
|-
|-
! qcf,hcb+[[image:snkd.gif]]<br>(SDM)
! qcf hcb + [[image:snkd.gif]]<br>(SDM)
|align="center"| 1+7/24/39
|align="center"| 1+7/24/39
|align="center"| KD/-45
|align="center"| KD/-45
Line 345: Line 363:
|align="center"| HL
|align="center"| HL
|-
|-
! qcfx2+[[image:snka.gif]]
! qcf qcf + [[image:snka.gif]]
|align="center"| 1+4/<br>4*10(16)3*4*13(18)3*4*22/<br>23+20
|align="center"| 1+4/<br>4*10(16)3*4*13(18)3*4*22/<br>23+20
|align="center"| KD/-47
|align="center"| KD/-47
Line 355: Line 373:
|valign="bottom" rowspan="3" style="border-right:0px; border-left:0px;"| [[image:Yuri98_qcfx2P4.png|center]]
|valign="bottom" rowspan="3" style="border-right:0px; border-left:0px;"| [[image:Yuri98_qcfx2P4.png|center]]
|valign="bottom" rowspan="3" style="border-left:0px;"| [[image:Yuri98_qcfx2P5.png|center]]
|valign="bottom" rowspan="3" style="border-left:0px;"| [[image:Yuri98_qcfx2P5.png|center]]
|rowspan="3"|'''Hien Rekkou (qcfx2+P)'''
|rowspan="3"|'''Hien Rekkou (qcf qfc + P)'''
Good meter combo ender when up close, and your reversal.
Has invincibility.
|-
|-
! qcfx2+[[image:snkc.gif]]
! qcf qcf + [[image:snkc.gif]]
|align="center"| 1+10/<br>3*10(16)3*4*13(18)3*4*22/<br>23+22
|align="center"| 1+10/<br>3*10(16)3*4*13(18)3*4*22/<br>23+22
|align="center"| KD/-47
|align="center"| KD/-47
Line 363: Line 383:
|align="center"| HL
|align="center"| HL
|-
|-
! qcfx2+[[image:punch.gif]]<br>(SDM)
! qcf qcf + [[image:punch.gif]]<br>(SDM)
|align="center"| 1+13/<br>3*10(16)3*4*10(16)3*4*10(16)3*4*13(16)3*4*22/<br>23+12
|align="center"| 1+13/<br>3*10(16)3*4*10(16)3*4*10(16)3*4*13(16)3*4*22/<br>23+12
|align="center"| KD/-37
|align="center"| KD/-37
Line 369: Line 389:
|align="center"| HL
|align="center"| HL
|-
|-
! <br>f,hcf+[[image:snka.gif]]<br><br>
! <br>f hcf + [[image:snka.gif]]<br><br>
|align="center"| 1+18/-/45
|align="center"| 1+18/-/45
|align="center"| KD/-15
|align="center"| KD/-15
Line 375: Line 395:
|align="center"| HL
|align="center"| HL
|rowspan="2" colspan="5"| [[image:Yuri98_fhcfP.png|center]]
|rowspan="2" colspan="5"| [[image:Yuri98_fhcfP.png|center]]
|rowspan="3"|'''Haou Shoukou Ken (f,hcf+P)'''
|rowspan="3"|'''Haou Shoukou Ken (f hcf + P)'''
A projectile super, a good punish move.
|-
|-
! f,hcf+[[image:snkc.gif]]
! f hcf + [[image:snkc.gif]]
|align="center"| 1+18/-/47
|align="center"| 1+18/-/47
|align="center"| KD/-17
|align="center"| KD/-17
Line 383: Line 404:
|align="center"| HL
|align="center"| HL
|-
|-
! f,hcf+[[image:punch.gif]]<br>(SDM)
! f hcf + [[image:punch.gif]]<br>(SDM)
|align="center"| 1+18/-/49
|align="center"| 1+18/-/49
|align="center"| KD/-19
|align="center"| KD/-19
Line 390: Line 411:
|colspan="5"| [[image:Yuri98_fhcfP_SDM.png|center]]
|colspan="5"| [[image:Yuri98_fhcfP_SDM.png|center]]
|}
|}
===Normal Throws===
* '''b or f + C''' Breakable, forward knockdown, face forward, rollable-
* '''b or f + D''' Breakable, reverse knockdown, back turned. rollable -
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==
==Combos==
* crossup j.D > cr.B (>> cr.B) >> st.A >> strong Kūga >> Ura Kūga
* j.D or cr.B > cr. C >> weak Koōken
* crossup j.D > cr.B >> cr.A >> st.A >> Hien Hōōkyaku




{{Template:The King of Fighters '98: The Slugfest}}
* 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.)
 
 
{{StrategyCorner|
* MAX: cl.D > {{dp}} + C > {{dp}} + C
 
deals ??? than
 
* cl.D > {{qcf}} {{hcb}} + K
 
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.
}}
 
 
== Links ==
{{Navbox-KOF98}}
[[Category:The King of Fighters '98: The Slugfest]]
[[Category:The King of Fighters '98: The Slugfest]]
[[Category:Yuri Sakazaki]]

Latest revision as of 23:52, 29 April 2024

Yuri98 stance.gif

Introduction

hehe her name is like lesbian romance anime lol

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Yuri98 colorA.png Yuri98 colorB.png Yuri98 colorC.png Yuri98 colorD.png

Gameplay Overview

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.

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/4/5 +3/+1 C HL
Yuri98 stA.png
Very fast and cancelable. Good vs short hop. good priority.
Snkb.gif 4/6/6 0/-2 C L
Yuri98 clB.png
Low move and cancelable.
Snkc.gif 3/2+4/20 -6/-8 C (1st part) HL
Yuri98 clC1.png
Yuri98 clC2.png
Only first active period is cancellable
Snkd.gif 3/8/14 -2/-4 C HL
Yuri98 clD.png
Best move to a meaty. Cancelable.
Standing Far
Snka.gif 3/4/5 +3/+1 C HL
Yuri98 stA.png
Very fast and cancelable. Good vs short hop. good priority.
Snkb.gif 5/3/13 -4/-6 - HL
Yuri98 stB.png
Close range poke. Not cancelable.
Snkc.gif 6/4/22 -6/-8 - HL
Yuri98 stC.png
Long range poke. Not cancelable.
Snkd.gif 11/5/22 -7/-9 - HL
Yuri98 stD.png
Long range poke. Not cancelable.
Snkc.gif+Snkd.gif 15/7/19 KD/-4 S HL
Yuri98 stCD.png
Crouching
Snka.gif 3/5/5 +2/0 C HL
Yuri98 crA.png
Snkb.gif 3/4/5 +3/+1 - L
Yuri98 crB.png
Footsie move. Main combo starter. Links to cr.C and can combo in Ko'ou Ken (qcf + A), Yuri Chou Upper (dp + C) and Yuri Chou Mawashi Geri (qcb + K).
Snkc.gif 2/3+3/22 -8/-10 C (1st part) HL
Yuri98 crC1.png
Yuri98 crC2.png
Good as an anti-air. First part of this move is cancelable. Good priority.
Snkd.gif 7/5/21 KD/-9 C L
Yuri98 crD.png
Sweep move. Cancelable.
Jump
Snka.gif 6/6/- -/- - H
Yuri98 jA.png
Snkb.gif 3/6/- -/- - H
Yuri98 jB.png
Air-to-air move.
Snkc.gif 6/9/- -/- - H
Yuri98 jC.png
Yuri's main jump-in.
Snkd.gif 8/9/- -/- - H
Yuri98 jD.png
Yuri's cross-up. air-to ground move.
Snkc.gif+Snkd.gif 12/3/- KD/- - HL
Yuri98 jCD.png
Neutral Jump
Snka.gif 6/6/- -/- - H
Yuri98 juA.png
Snkb.gif 6/7/- -/- - H
Yuri98 juB.png
Instant overhead.
Snkc.gif 6/9/- -/- - H
Yuri98 juC.png
Snkd.gif 6/9/- -/- - H
Yuri98 juD.png
Air-to-air move.
Command Normals
f + Snkb.gif 14/12/13 -5/-7 - H
Yuri98 fB.png
Not overhead if cancelled into
Special Moves
qcf + Snka.gif 16/-/27 -/- - HL
Yuri98 qcfP1.png
Yuri98 qcfP2.png
Ko'ou Ken (qcf + P)

Decent poke tool.

qcf + Snkc.gif 17/-/28 -/- HL
qcf + Snkb.gif 8+6~27/5/19 HL
Yuri98 qcfK.png
Raiou Ken (qcf + K)

Good move to punish projectile spammers, B travels short, while D travels a longer distance. Needs timing to use effectively.

qcf + Snkd.gif 8+6~28/4/21 HL
dp + Snka.gif 2/4+8/20+13 KD/-27 HL
Yuri98 dpA1.png
Yuri98 dpA2.png
Yuri Chou Upper (dp + P)

A has some invincibility, but it goes a short distance, C will be your main combo ender. Beware, this move is unsafe on whiff/block.

dp + Snkc.gif 10/4+8/20+14 KD/-28 HL
Yuri98 dpC1.png
Yuri98 dpC2.png
> dp + Punch.gif 3/3*20/23+16 KD/-41 HL
Yuri98 dpCdpP1.png
Yuri98 dpCdp2.png
Double Yuri Chou Upper (dp +P after dp + C)

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. Unsafe on whiff/block. Best meterless combo ender.

qcb + Snka.gif 21/10/11 KD/-3 HL
Yuri98 qcbP.png
Yuri Chou Knuckle (qcb + P)

Doesn't hit crouchers. A is faster but goes a short distance, C is slower but goes a longer distance and a lot more unsafe than A. Use this move very sparingly.

qcb + Snkc.gif 29/19/13 KD/-14 HL
qcb + Snkb.gif 7/
2(6)2(6)2(6)2/
1+16
HL
Yuri98 qcbK1.png
Yuri98 qcbK2.png
Yuri Chou Mawashi Geri (qcb + K)

A standard spin kick move. Doesn't knockdown, B is faster, D is slower but travels a longer distance. Ok for corner carry, but be careful, the second hit can whiff in combos.

qcb + Snkd.gif 13/
2(6)2(6)2(6)2(6)2/
1+16
HL
DMs
qcf hcb + Snkb.gif 1+7/16/35 KD/-33 HL
Yuri98 qcfhcbK.png
Hien Hou'ou Kyaku (qcf hcb + K)

Does a lot of damage, best meter combo ender.

qcf hcb + Snkd.gif 1+7/24/37 KD/-43 HL
qcf hcb + Snkb.gif
(SDM)
1+7/16/39 KD/-37 HL
qcf hcb + Snkd.gif
(SDM)
1+7/24/39 KD/-45 HL
qcf qcf + Snka.gif 1+4/
4*10(16)3*4*13(18)3*4*22/
23+20
KD/-47 HL
Yuri98 qcfx2P1.png
Yuri98 qcfx2P2.png
Yuri98 qcfx2P3.png
Yuri98 qcfx2P4.png
Yuri98 qcfx2P5.png
Hien Rekkou (qcf qfc + P)

Good meter combo ender when up close, and your reversal. Has invincibility.

qcf qcf + Snkc.gif 1+10/
3*10(16)3*4*13(18)3*4*22/
23+22
KD/-47 HL
qcf qcf + Punch.gif
(SDM)
1+13/
3*10(16)3*4*10(16)3*4*10(16)3*4*13(16)3*4*22/
23+12
KD/-37 HL

f hcf + Snka.gif

1+18/-/45 KD/-15 HL
Yuri98 fhcfP.png
Haou Shoukou Ken (f hcf + P)

A projectile super, a good punish move.

f hcf + Snkc.gif 1+18/-/47 KD/-17 HL
f hcf + Punch.gif
(SDM)
1+18/-/49 KD/-19 HL
Yuri98 fhcfP SDM.png

Normal Throws

  • b or f + C Breakable, forward knockdown, face forward, rollable-


  • b or f + D Breakable, reverse knockdown, back turned. rollable -

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.)


Strategy Corner

  • MAX: cl.D > Dp.png + C > Dp.png + C

deals ??? than

  • cl.D > Qcf.png Hcb.png + K

Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.


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