The King of Fighters 2003/Yuri: Difference between revisions

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[[Image:KoF2003Portrait09-Yuri.png|right]]
{{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:
}}
}}


==Data==
'''UNDER CONSTRUCTION'''
===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:
}}
}}


=== 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 558: Line 575:
|image=
|image=
|caption=
|caption=
|name=MSA Startup
|name=Tsubame Otoshi
|input={{Motion|236}}+{{Icon-SNK|b}}{{Icon-SNK|c}}/{{Icon-SNK|c}}{{Icon-SNK|d}}
|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= Mid
  |guard=Throw
  |startup=
  |startup=
  |active=
  |active=
Line 573: Line 590:
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |invul=Strike/Projectile
  |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 Entry
|name=MSA Startup
|input=After MSA
|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=  
  }}
  }}
}}
}}


=== 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 610: Line 626:
|image=
|image=
|caption=
|caption=
|name=Tsubame Otoshi
|name=MSA Entry
|input=Jump {{Motion|4}}/{{Motion|6}} + {{Icon-SNK|c}}{{Icon-SNK|d}}
|input=After MSA
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
Line 618: Line 634:
  |stun=-
  |stun=-
  |cancel=
  |cancel=
  |guard=Throw
  |guard= Mid
  |startup=
  |startup=-
  |active=
  |active=-
  |recovery=
  |recovery=-
  |total=
  |total=
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description=* Air throw
  |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}}{{Icon-SNK|a}}/{{Icon-SNK|c}}
|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}}{{Icon-SNK|a}}/{{Icon-SNK|c}} (Hold)
|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}}{{Icon-SNK|a}}/{{Icon-SNK|c}}
|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}}{{Icon-SNK|b}}/{{Icon-SNK|d}}
|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}}{{Icon-SNK|b}}/{{Icon-SNK|d}}
|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}}{{Icon-SNK|b}}/{{Icon-SNK|d}}
|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}}{{Icon-SNK|b}}/{{Icon-SNK|d}}
|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}}{{Icon-SNK|a}}/{{Icon-SNK|c}}
|input={{Motion|236}}{{Motion|236}}[[File:P.png]]
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
Line 983: Line 1,049:
}}
}}


==Battle==
==Combos==
'''UNDER CONSTRUCTION'''
'''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.


===''Attack Strings''===
* (After landing from MSA) qcf~hcb K
'''UNDER CONSTRUCTION'''
: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.


==Combos==
* (Corner, After landing from MSA) df.D, qcf x2 K / qcf~hcb K
'''UNDER CONSTRUCTION'''
: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
KoF2003Portrait09-Yuri.png
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
  • placeholder
  • placeholder

Colors

UNDER CONSTRUCTION

Movelist

UNDER CONSTRUCTION

Normals

Far Normals

st.A
Kof.lp.png
KOF2003 Yuri st.A.png
KOF2003 Yuri st.A Hitbox.png
Show Hitboxes
Hide Hitboxes
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 -

st.B
Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

st.C
Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

st.D
Kof.sk.png
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

cl.A
Kof.lp.png
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 -

cl.B
Kof.lk.png
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 -

cl.C
Kof.sp.png
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 -

cl.D
Kof.sk.png
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

cr.A
D.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

cr.B
D.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - - - - - - - - -

cr.C
D.pngKof.sp.png
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 - - - - - - -

cr.D
D.pngKof.sk.png
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

nj.A
U.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

nj.B
U.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

nj.C
U.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

nj.D
U.pngKof.sk.png
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

dj.A
Ub.png/Uf.png+Kof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

dj.B
Ub.png/Uf.png+Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

dj.C
Ub.png/Uf.png+Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

dj.D
Ub.png/Uf.png+Kof.sk.png
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

Silent Nage
B.png/F.png+Kof.sp.png/Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Throw - - - - - - - - - - - - -

Tsubame Otoshi
Jump (any direction but U.png) + Kof.sp.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Throw - - - - - - - - - - - - -
  • Air throw

MSA

MSA Startup
Qcf.png+Kof.lk.pngKof.sp.png/Kof.sp.pngKof.sk.png
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

MSA Entry
After 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 - - - - - - - - - - - - -


Command Normals

En Yoku
F.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

Shiyoku
Df.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - - - - - - - - -

Shouyoku
Df.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

Yuri Ori
Jump B.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -
  • Iori Taco but with Yuri

Special Moves

Ko'ou Ken
Qcf.pngP.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Qcf.pngKof.lp.png - - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Qcf.pngKof.sp.png - - - - - - - - - - - - - - - -

Haoh Shou Kou Ken
Qcf.pngP.png (Hold)
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

Saiha
Qcb.pngP.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Qcb.pngKof.lp.png - - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Qcb.pngKof.sp.png - - - - - - - - - - - - - - - -

Chou Upper
Dp.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

Double Chou Upper
Dp.pngKof.sp.png > Dp.pngKof.sp.png
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 - - - - - - - - - - - - - - - -

Raiou Ken
Jump Qcf.pngK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

Hyakuretsu Binta
Hcb.pngK.png
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

Mekki Zan Chou Upper
Qcf.pngQcf.pngK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

Hien Ho'ou Kyaku
Qcf.pngHcb.pngK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

LDM

Denjin Haoh Shou Kou Ken (Hold)
Qcf.pngQcf.pngP.png
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

Kof03bar01ash.jpg

| - Ash:

Kof03bar02duolon.jpg

| - Duo Lon:

Kof03bar03shen.jpg

| - Shen:

Kof03bar04terry.jpg

| - Terry:

Kof03bar05joe.jpg

| - Joe:

Kof03bar06tizoc.jpg

| - Tizoc:

Kof03bar07ryo.jpg

| - Ryo:

Kof03bar08Robert.jpg

| - Robert:

Kof03bar09Yuri.jpg

| - Yuri:

Kof03bar10Kim.jpg

| - Kim:

Kof03bar11Chang.jpg

| - Chang:

Kof03bar12Jhun.jpg

| - Jhun:

Kof03bar13Leona.jpg

| - Leona:

Kof03bar14Ralf.jpg

| - Ralf:

Kof03bar15Clark.jpg

| - Clark:

Kof03bar16Gato.jpg

| - Gato:

Kof03bar17Billy.jpg

| - Billy:

Kof03bar18Yamazaki.jpg

| - Yamazaki:

Kof03bar19King.jpg

| - King:

Kof03bar20Mai.jpg

| - Mai:

Kof03bar21Mary.jpg

| - Mary:

Kof03bar22Benimaru.jpg

| - Benimaru:

Kof03bar23Shingo.jpg

| - Shingo:

Kof03bar24Daimon.jpg

| - Daimon:

Kof03bar25Athena.jpg

| - Athena:

Kof03bar26Hinako.jpg

| - Hinako:

Kof03bar27Malin.jpg

| - Malin:

Kof03bar28K'.jpg

| - K':

Kof03bar29Maxima.jpg

| - Maxima:

Kof03bar30Whip.jpg

| - Whip:

Kof03bar31Kyo.jpg

| - Kyo:

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| - Chizuru:

Kof03bar34KUSANAGI.jpg

| - KUSANAGI:

Kof03bar35Maki.jpg

| - Maki:

Kof03bar36Adelheid.jpg

| - Adelheid:

Kof03bar37Mukai.jpg

| - Mukai:


Game Navigation

General
Controls
Notation
HUD
System
FAQ
Characters
Ash
Athena
Benimaru
Billy
Chang
Chizuru
Clark
Daimon
Duo Lon
Gato
Hinako
Iori
Jhun
Joe
K'
Kim
King
Kusanagi
Kyo
Leona
Mai
Malin
Mary
Maxima
Ralf
Robert
Ryo
Shen
Shingo
Terry
Tizoc
Whip
Yamazaki
Yuri
Console/Cheats/Rom Hacks Only
Adelheid
Maki
Mukai