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{{TOClimit|3}} | {{TOClimit|3}} | ||
{| class="wikitable" style="float:right; margin-left: 10px;" | |||
|- | |||
! align="center" colspan="2" | 奔放 ほんぽう なる 飛燕 ひえん,The Wild Flying Swallow | |||
|- | |||
! align="center" colspan="2" | [[Image:KoF2003Portrait09-Yuri.png|center]] | |||
|- | |||
| '''Tier Placement''' || A- | |||
|- | |||
| '''Ratio Cost (Sarsen)''' || 3 Points (3 Points Leader) of 15 | |||
|- | |||
| '''Ratio Cost (China)''' || 7 Points of 20 | |||
|- | |||
| '''Best Position''' || Point | |||
|- | |||
| '''Good LDM?''' || Trash | |||
|- | |||
| '''Crouch Height''' || Low | |||
|- | |||
| '''Wakeup Speed''' || 14 Frames | |||
|- | |||
| '''Stun Value''' || 1000 | |||
|- | |||
|} | |||
==Introduction== | ==Introduction== | ||
Line 12: | Line 34: | ||
}} | }} | ||
===Colors=== | ===Colors=== | ||
'''UNDER CONSTRUCTION''' | '''UNDER CONSTRUCTION''' | ||
Line 25: | Line 44: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KOF2003_Yuri_st.A.png | ||
|hitbox=KOF2003_Yuri_st.A_Hitbox.png | |||
|caption= | |caption= | ||
|name=st.A | |name=st.A | ||
Line 36: | Line 56: | ||
|cancel= | |cancel= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=4 | ||
|active= | |active=2 | ||
|recovery= | |recovery=12 | ||
|total= | |total=18 | ||
|advHit= | |advHit=-1 | ||
|advBlock= | |advBlock=-3 | ||
|invul=- | |invul=- | ||
|description= | |description= | ||
Line 121: | Line 141: | ||
}} | }} | ||
}} | }} | ||
==== Close Range Normals ==== | ==== Close Range Normals ==== | ||
Line 138: | Line 157: | ||
|cancel= | |cancel= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=4 | ||
|active= | |active=4 | ||
|recovery= | |recovery=6 | ||
|total= | |total=14 | ||
|advHit= | |advHit=+3 | ||
|advBlock= | |advBlock=+1 | ||
|invul=- | |invul=- | ||
|description= | |description= | ||
Line 163: | Line 182: | ||
|cancel= | |cancel= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=5 | ||
|active= | |active=4 | ||
|recovery= | |recovery=6 | ||
|total= | |total=15 | ||
|advHit= | |advHit=+3 | ||
|advBlock= | |advBlock=+1 | ||
|invul=- | |invul=- | ||
|description= | |description= | ||
Line 188: | Line 207: | ||
|cancel= | |cancel= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=7 | ||
|active= | |active=2, 6 | ||
|recovery= | |recovery=25 | ||
|total= | |total=40 | ||
|advHit= | |advHit=-12 | ||
|advBlock= | |advBlock=-16 | ||
|invul=- | |invul=- | ||
|description= | |description= | ||
Line 213: | Line 232: | ||
|cancel= | |cancel= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup=6 | ||
|active= | |active=8 | ||
|recovery= | |recovery=13 | ||
|total= | |total=27 | ||
|advHit= | |advHit=+0 | ||
|advBlock= | |advBlock=-4 | ||
|invul=- | |invul=- | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
==== Crouching Normals ==== | ==== Crouching Normals ==== | ||
Line 552: | Line 570: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
Line 558: | Line 575: | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name=Tsubame Otoshi | ||
|input={{Motion| | |input=Jump (any direction but {{Motion|8}}) + {{Icon-SNK|c}}{{Icon-SNK|d}} | ||
|data= | |data= | ||
{{AttackData-KoF03 | {{AttackData-KoF03 | ||
Line 566: | Line 583: | ||
|stun=- | |stun=- | ||
|cancel= | |cancel= | ||
|guard= | |guard=Throw | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 573: | Line 590: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|invul= | |invul=- | ||
|description= | |description=* Air throw | ||
}} | }} | ||
}} | }} | ||
=== MSA === | |||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
Line 583: | Line 601: | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name=MSA | |name=MSA Startup | ||
|input= | |input={{Motion|236}}+{{Icon-SNK|b}}{{Icon-SNK|c}}/{{Icon-SNK|c}}{{Icon-SNK|d}} | ||
|data= | |data= | ||
{{AttackData-KoF03 | {{AttackData-KoF03 | ||
Line 592: | Line 610: | ||
|cancel= | |cancel= | ||
|guard= Mid | |guard= Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|total= | |total= | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|invul= | |invul=Strike/Projectile | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
Line 610: | Line 626: | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name=MSA Entry | ||
|input= | |input=After MSA | ||
|data= | |data= | ||
{{AttackData-KoF03 | {{AttackData-KoF03 | ||
Line 618: | Line 634: | ||
|stun=- | |stun=- | ||
|cancel= | |cancel= | ||
|guard= | |guard= Mid | ||
|startup= | |startup=- | ||
|active= | |active=- | ||
|recovery= | |recovery=- | ||
|total= | |total= | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|invul=- | |invul=- | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
=== Command Normals === | |||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
Line 737: | Line 755: | ||
|caption= | |caption= | ||
|name=Ko'ou Ken | |name=Ko'ou Ken | ||
|input={{Motion|236}} | |input={{Motion|236}}[[File:P.png]] | ||
|data= | |data= | ||
{{AttackData-KoF03 | {{AttackData-KoF03 | ||
|version={{Motion|236}}{{Icon-SNK|a}} | |||
|damage=- | |||
|b. damage=0 | |||
|stun=- | |||
|cancel= | |||
|guard= | |||
|startup= | |||
|active=- | |||
|recovery=- | |||
|total= | |||
|advHit= | |||
|advBlock= | |||
|invul=- | |||
|description= | |||
}} | |||
{{AttackData-KoF03 | |||
|version={{Motion|236}}{{Icon-SNK|c}} | |||
|damage=- | |damage=- | ||
|b. damage=0 | |b. damage=0 | ||
Line 762: | Line 797: | ||
|caption= | |caption= | ||
|name=Haoh Shou Kou Ken | |name=Haoh Shou Kou Ken | ||
|input={{Motion|236}} | |input={{Motion|236}}[[File:P.png]] (Hold) | ||
|data= | |data= | ||
{{AttackData-KoF03 | {{AttackData-KoF03 | ||
Line 787: | Line 822: | ||
|caption= | |caption= | ||
|name=Saiha | |name=Saiha | ||
|input={{Motion|214}} | |input={{Motion|214}}[[File:P.png]] | ||
|data= | |data= | ||
{{AttackData-KoF03 | {{AttackData-KoF03 | ||
|version= | |version={{Motion|214}}{{Icon-SNK|a}} | ||
|damage=- | |||
|b. damage=0 | |||
|stun=- | |||
|cancel= | |||
|guard= | |||
|startup= | |||
|active=- | |||
|recovery=- | |||
|total= | |||
|advHit= | |||
|advBlock= | |||
|invul=- | |||
}} | |||
{{AttackData-KoF03 | |||
|version={{Motion|214}}{{Icon-SNK|c}} | |||
|damage=- | |damage=- | ||
|b. damage=0 | |b. damage=0 | ||
Line 841: | Line 891: | ||
|data= | |data= | ||
{{AttackData-KoF03 | {{AttackData-KoF03 | ||
|version= | |version=First DP | ||
|damage=- | |||
|b. damage=0 | |||
|stun=- | |||
|cancel= | |||
|guard= | |||
|startup= | |||
|active=- | |||
|recovery=- | |||
|total= | |||
|advHit= | |||
|advBlock= | |||
|invul=- | |||
|description= | |||
}} | |||
{{AttackData-KoF03 | |||
|version=Second DP | |||
|damage=- | |damage=- | ||
|b. damage=0 | |b. damage=0 | ||
Line 864: | Line 930: | ||
|caption= | |caption= | ||
|name=Raiou Ken | |name=Raiou Ken | ||
|input=Jump {{Motion|236}} | |input=Jump {{Motion|236}}[[File:K.png]] | ||
|data= | |data= | ||
{{AttackData-KoF03 | {{AttackData-KoF03 | ||
Line 889: | Line 955: | ||
|caption= | |caption= | ||
|name=Hyakuretsu Binta | |name=Hyakuretsu Binta | ||
|input={{Motion|63214}} | |input={{Motion|63214}}[[File:K.png]] | ||
|data= | |data= | ||
{{AttackData-KoF03 | {{AttackData-KoF03 | ||
Line 915: | Line 981: | ||
|caption= | |caption= | ||
|name=Mekki Zan Chou Upper | |name=Mekki Zan Chou Upper | ||
|input={{Motion|236}}{{Motion|236}} | |input={{Motion|236}}{{Motion|236}}[[File:K.png]] | ||
|data= | |data= | ||
{{AttackData-KoF03 | {{AttackData-KoF03 | ||
Line 940: | Line 1,006: | ||
|caption= | |caption= | ||
|name=Hien Ho'ou Kyaku | |name=Hien Ho'ou Kyaku | ||
|input={{Motion|236}}{{Motion|63214}} | |input={{Motion|236}}{{Motion|63214}}[[File:K.png]] | ||
|data= | |data= | ||
{{AttackData-KoF03 | {{AttackData-KoF03 | ||
Line 963: | Line 1,029: | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name=Denjin Haoh Shou Kou Ken | |name=Denjin Haoh Shou Kou Ken (Hold) | ||
|input={{Motion|236}}{{Motion|236}} | |input={{Motion|236}}{{Motion|236}}[[File:P.png]] | ||
|data= | |data= | ||
{{AttackData-KoF03 | {{AttackData-KoF03 | ||
Line 983: | Line 1,049: | ||
}} | }} | ||
== | ==Combos== | ||
''' | '''BnBs:''' | ||
* (cr.B, cr.A,) / cl.C, df.B, qcf~hcb K | |||
* (j.4B,) cl.C, df.D, (slight delay) dp C, dp P / qcfx2 K / qcf~hcb K | |||
:Both dp A and dp C work as a combo ender after the first dp C, just remember dp C has to be the follow-up, not a second dp C. | |||
'''MSA Starters:''' | |||
* (j.4B,) cl.C, df.D, (slight delay) dp C, MSA | |||
'''MSA Enders:''' | |||
* (After landing from MSA) qcf x2 K | |||
:The option to default to at midscreen on a juggle, if you have the meter to burn, otherwise just go for an air reset. It's not that this combo is difficult to do, more so than it is annoying. When midscreen, if you try to do the super input normally as qcf x2, there's a decent chance you will drop the combo. Either Yuri will do the super and whiff right past the opponent as they're falling, Yuri does a kick button after switching sides, Yuri does the super after switching sides only to whiff and end up on the side she originally was, or the input reader otherwise chooses not to register super. This does, however, also lead to a bit of a choice on the player's end if they can get used to the input reader. | |||
:If you do the super input as normal, and you time it just right, the game will side-switch Yuri, but auto correct the super so that it still comes out. If, however, you wish to remain on the same side, in order to ensure better success at landing the super, there is one way of doing the super - '''hcf x2 K.''' Basically, pushing back just barely scoots Yuri back a little and this way, keeps her on the same side and allows her to combo into super without issue. If you want to switch sides, do the super input as normal, or if you are struggling with getting the super out, input it like so - '''the ranbu input, qcf~hcb K.''' The game will read the first qcf, and after switching sides, reads hcb as a second qcf, making the side switch easier to perform. If you do the super immediately in either case, it is possible to hit the opponent with the anti-air version of the super and land multiple hits, but you won't get the full damage - though you'd have to go out of your way to do it this fast. | |||
:Once in a while, the input reader just does whatever it feels like. | |||
* (After landing from MSA) qcf~hcb K | |||
''' | :In a fashion similar to the combo above, trying to do the super normally will never work - especially when also as stated above, doing the ranbu input will instead register Yuri's qcf x2 K super. If you ''really'' want to end the combo with Yuri's ranbu super, it is possible with a much longer input. After landing, the input to get ranbu is as follows - '''qcf~hcb~hcf K.''' This will, however, always result in a side-switch, since the first qcf pushes Yuri forwards and under the opponent. It is possible to do ranbu super on the same side by reversing the input, however it (appears to be) impossible to combo into and will always whiff. Overall harder to do than qcf x2 K, but doable. | ||
* (Corner, After landing from MSA) df.D, qcf x2 K / qcf~hcb K | |||
' | :Yuri needs to land df.D first or else both supers whiff. It also needs to be done earlier than later to avoid whiffing it. Otherwise, it's a standard Yuri combo. | ||
==Strategy== | ==Strategy== | ||
Line 1,145: | Line 1,225: | ||
{{Navbox-KOF2003}} | {{Navbox-KOF2003}} | ||
[[Category:The King of Fighters 2003]] | [[Category:The King of Fighters 2003]] | ||
[[Category:Yuri Sakazaki]] |
Latest revision as of 21:43, 12 September 2022
奔放 ほんぽう なる 飛燕 ひえん,The Wild Flying Swallow | |
---|---|
Tier Placement | A- |
Ratio Cost (Sarsen) | 3 Points (3 Points Leader) of 15 |
Ratio Cost (China) | 7 Points of 20 |
Best Position | Point |
Good LDM? | Trash |
Crouch Height | Low |
Wakeup Speed | 14 Frames |
Stun Value | 1000 |
Introduction
「 Yuri Sakazaki 」
Strengths | Weaknesses |
---|---|
|
|
Colors
UNDER CONSTRUCTION
Movelist
UNDER CONSTRUCTION
Normals
Far Normals
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | 4 | 2 | 12 | 18 | -1 | -3 | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | - | - |
Close Range Normals
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | 4 | 4 | 6 | 14 | +3 | +1 | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | 5 | 4 | 6 | 15 | +3 | +1 | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | 7 | 2, 6 | 25 | 40 | -12 | -16 | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | 6 | 8 | 13 | 27 | +0 | -4 | - |
Crouching Normals
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | None | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | - | - | - | - | - | - | SKD | - | - |
Neutral Jumping Normals
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
Diagonal Jump Normals
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
Throws
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Throw | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Throw | - | - | - | - | - | - | - | - | - | - | - | - | - |
|
MSA
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | - | Strike/Projectile |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | - | - |
Command Normals
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
|
Special Moves
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Version | Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First DP | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Version | Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
Second DP | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | - | - |
Super Moves
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
LDM
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Combos
BnBs:
- (cr.B, cr.A,) / cl.C, df.B, qcf~hcb K
- (j.4B,) cl.C, df.D, (slight delay) dp C, dp P / qcfx2 K / qcf~hcb K
- Both dp A and dp C work as a combo ender after the first dp C, just remember dp C has to be the follow-up, not a second dp C.
MSA Starters:
- (j.4B,) cl.C, df.D, (slight delay) dp C, MSA
MSA Enders:
- (After landing from MSA) qcf x2 K
- The option to default to at midscreen on a juggle, if you have the meter to burn, otherwise just go for an air reset. It's not that this combo is difficult to do, more so than it is annoying. When midscreen, if you try to do the super input normally as qcf x2, there's a decent chance you will drop the combo. Either Yuri will do the super and whiff right past the opponent as they're falling, Yuri does a kick button after switching sides, Yuri does the super after switching sides only to whiff and end up on the side she originally was, or the input reader otherwise chooses not to register super. This does, however, also lead to a bit of a choice on the player's end if they can get used to the input reader.
- If you do the super input as normal, and you time it just right, the game will side-switch Yuri, but auto correct the super so that it still comes out. If, however, you wish to remain on the same side, in order to ensure better success at landing the super, there is one way of doing the super - hcf x2 K. Basically, pushing back just barely scoots Yuri back a little and this way, keeps her on the same side and allows her to combo into super without issue. If you want to switch sides, do the super input as normal, or if you are struggling with getting the super out, input it like so - the ranbu input, qcf~hcb K. The game will read the first qcf, and after switching sides, reads hcb as a second qcf, making the side switch easier to perform. If you do the super immediately in either case, it is possible to hit the opponent with the anti-air version of the super and land multiple hits, but you won't get the full damage - though you'd have to go out of your way to do it this fast.
- Once in a while, the input reader just does whatever it feels like.
- (After landing from MSA) qcf~hcb K
- In a fashion similar to the combo above, trying to do the super normally will never work - especially when also as stated above, doing the ranbu input will instead register Yuri's qcf x2 K super. If you really want to end the combo with Yuri's ranbu super, it is possible with a much longer input. After landing, the input to get ranbu is as follows - qcf~hcb~hcf K. This will, however, always result in a side-switch, since the first qcf pushes Yuri forwards and under the opponent. It is possible to do ranbu super on the same side by reversing the input, however it (appears to be) impossible to combo into and will always whiff. Overall harder to do than qcf x2 K, but doable.
- (Corner, After landing from MSA) df.D, qcf x2 K / qcf~hcb K
- Yuri needs to land df.D first or else both supers whiff. It also needs to be done earlier than later to avoid whiffing it. Otherwise, it's a standard Yuri combo.
Strategy
UNDER CONSTRUCTION
Match Up
UNDER CONSTRUCTION
| - Ash:
| - Duo Lon:
| - Shen:
| - Terry:
| - Joe:
| - Tizoc:
| - Ryo:
| - Robert:
| - Yuri:
| - Kim:
| - Chang:
| - Jhun:
| - Leona:
| - Ralf:
| - Clark:
| - Gato:
| - Billy:
| - Yamazaki:
| - King:
| - Mai:
| - Mary:
| - Benimaru:
| - Shingo:
| - Daimon:
| - Athena:
| - Hinako:
| - Malin:
| - K':
| - Maxima:
| - Whip:
| - Kyo:
| - Chizuru:
| - KUSANAGI:
| - Maki:
| - Adelheid:
| - Mukai: