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

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==Combos==
==Combos==
* Best jump-ins:
** j.C
** j.D (Can crossup.)


* cr.B, cr.A, st.A >
* cr.B, cr.A, st.A >

Revision as of 17:34, 28 December 2018

Yuri98 stance.gif

Introduction

[21:26] <pdk> 98 yuri
[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.

Low-tier character.

Colors

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

Gameplay Overview

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
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 moves. 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)
qcf + Snkc.gif 17/-/28 -/- HL
qcf + Snkb.gif 8+6~27/5/19 HL
Yuri98 qcfK.png
Raiou Ken (qcf + K)
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)
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)
qcb + Snka.gif 21/10/11 KD/-3 HL
Yuri98 qcbP.png
Yuri Chou Knuckle (qcb + P)
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)
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)
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)
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)
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 -


  • b or f + D -


  • 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


  • cr.B, cr.A >
    • (S)DM qcf hcb + K
    • (S)DM qcf qcf + A
    • dp + C > dp + C
    • qcb + B


  • (cr.B, cr.C) / cl.D / cl.C >
    • (S)DM qcf hcb + K
    • (S)DM qcf qcf + A (Close.)
    • dp + C > dp + C
    • qcb + D
    • qcf + A
    • qcb + B


Strategy Corner

  • 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.