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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== | ||
===[[ | ===[[The King of Fighters 2002/Normals Guide|Movelist]]=== | ||
{|border="1" | {|border="1" | ||
!width="10%"| | !width="10%"| | ||
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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]] | ||
Line 128: | 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 225: | Line 225: | ||
|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 235: | 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 242: | 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 250: | 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 256: | 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 | ||
| | | | ||
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|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 | ||
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|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 | ||
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|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 | ||
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|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 | ||
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|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 | ||
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|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 | ||
| | | | ||
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|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 | ||
| | | | ||
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|colspan="11" align="center"| '''DMs''' | |colspan="11" align="center"| '''DMs''' | ||
|- | |- | ||
! qcf | ! 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 | ||
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|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 | |rowspan="4"|'''Hien Hou'ou Kyaku (qcf hcb + K)''' | ||
Does a lot of damage, best meter combo ender. | |||
|- | |- | ||
! qcf | ! 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 | ||
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|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! qcf | ! 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 | ||
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|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! qcf | ! 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 | ||
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|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! | ! 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 | ||
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|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 ( | |rowspan="3"|'''Hien Rekkou (qcf qfc + P)''' | ||
Good meter combo ender when up close, and your reversal. | |||
Has invincibility. | |||
|- | |- | ||
! | ! 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 | ||
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|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! | ! 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 | ||
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|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! <br>f | ! <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 | ||
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|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 | |rowspan="3"|'''Haou Shoukou Ken (f hcf + P)''' | ||
A projectile super, a good punish move. | |||
|- | |- | ||
! f | ! f hcf + [[image:snkc.gif]] | ||
|align="center"| 1+18/-/47 | |align="center"| 1+18/-/47 | ||
|align="center"| KD/-17 | |align="center"| KD/-17 | ||
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|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! f | ! 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 | ||
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|} | |} | ||
=== Fastest Attacks | ===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 | * 0F: C throw; D throw | ||
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* 3F: '''cl.A'''; '''cl.C'''; '''cl.D'''; '''st.A'''; '''cr.A'''; cr.B | * 3F: '''cl.A'''; '''cl.C'''; '''cl.D'''; '''st.A'''; '''cr.A'''; cr.B | ||
* 4F: '''cl.B''' | * 4F: '''cl.B''' | ||
* 5F: st.B; qcf qcf + A | * 5F: st.B; DM qcf qcf + A | ||
* 6F: st.C | * 6F: st.C | ||
* 7F: '''cr.D'''; qcb + B | * 7F: '''cr.D'''; qcb + B | ||
* 8F: qcf hcb + K | * 8F: (S)DM qcf hcb + K | ||
* 9F: - | * 9F: - | ||
* 10F: dp + C | * 10F: dp + C | ||
==Combos== | ==Combos== | ||
* Best jump-ins: | |||
** j.C | |||
** j.D (Can crossup.) | |||
* cr.B, cr.A, st.A > | * cr.B, cr.A, st.A > | ||
** dp + C > dp + C | ** dp + C > dp + C | ||
** qcb + B | ** qcb + B (Second hit may whiff on some crouchers.) | ||
* cr.B, cr.A > | * cr.B, cr.A > | ||
** (S)DM qcf hcb + K | ** (S)DM qcf hcb + K | ||
** | ** DM qcf qcf + A | ||
** dp + C > dp + C | ** dp + C > dp + C | ||
** qcb + B | ** qcb + B (Second hit may whiff on some crouchers.) | ||
* (cr.B | * (cr.B, cr.C) / cl.D / cl.C > | ||
** (S)DM qcf hcb + K | ** (S)DM qcf hcb + K | ||
** DM qcf qcf + A (Close.) | |||
** dp + C > dp + C | ** dp + C > dp + C | ||
** qcb + D | ** qcb + D (Second hit may whiff on some crouchers.) | ||
** qcf + A | ** 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| | {{StrategyCorner| | ||
* MAX: cl.D > dp + C > dp + C | * MAX: cl.D > {{dp}} + C > {{dp}} + C | ||
deals ??? than | deals ??? than | ||
* cl.D > qcf hcb + K | * cl.D > {{qcf}} {{hcb}} + K | ||
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. | ||
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{{ | == 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
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.