TheLoudCat (talk | contribs) (Simplified some descriptions) |
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==Introduction== | ==Introduction== | ||
hehe her name is like lesbian romance anime lol | |||
===Colors=== | ===Colors=== | ||
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==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== | ||
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|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]] | ||
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|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]] | ||
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|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, | Doesn't hit crouchers. A is faster but goes a short distance, | ||
C is slower but goes a longer 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]] | ||
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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. Ok for corner carry, but be careful, the second | travels a longer distance. Ok for corner carry, but be careful, the second | ||
hit can whiff. | hit can whiff in combos. | ||
|- | |- | ||
! qcb + [[image:snkd.gif]] | ! qcb + [[image:snkd.gif]] | ||
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|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 (qcf qfc + P)''' | |rowspan="3"|'''Hien Rekkou (qcf qfc + P)''' | ||
Good meter combo ender, | Good meter combo ender when up close, and your reversal. | ||
Has | Has invincibility. | ||
|- | |- | ||
! qcf qcf + [[image:snkc.gif]] | ! qcf qcf + [[image:snkc.gif]] | ||
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|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 | A projectile super, a good punish move. | ||
|- | |- | ||
! f hcf + [[image:snkc.gif]] | ! f hcf + [[image:snkc.gif]] | ||
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* '''b or f + C''' - | * '''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''' - | * '''In air, b / d / f + C / D''' - |
Latest revision as of 23:52, 29 April 2024
Introduction
hehe her name is like lesbian romance anime lol
Colors
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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
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.)
- 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.