The King of Fighters XIII/Yuri: Difference between revisions

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==== Normal Moves ====
==== Normal Moves ====
*'''Standing Light Punch ([[File:snka.gif]])''' -
*'''Standing Light Punch ([[File:snka.gif]])''' - A rather short-ranged standing jab. Connects against crouching characters, but so does Standing [[File:snkb.gif]]. Can be used to anti-air hops just like [[File:snkb.gif]] only slightly faster but with a smaller hitbox. Standing [[File:snkb.gif]] pretty much outclasses this move.


*'''Standing Light Kick ([[File:snkb.gif]])''' -
*'''Standing Light Kick ([[File:snkb.gif]])''' - A quick and cancelable upward kick that simultaneously covers the hop space in front of Yuri while still hitting crouching characters. Usually chain canceled into from Crouching [[File:snkb.gif]] and then canceled into a special as part of a hitconfirm. The high hitbox works as an anti-air against hops that hits up even higher and horizontally further than Standing [[File:snka.gif]].
**The mid-hitting hitbox makes it possible to not only incorporate this move into blockstrings but also walk forward and pester the opponent while having the option to cancel into one of Yuri's many special moves. Unlike with Standing [[File:snka.gif]], Yuri has no command normals that can be accidentally activated with [[File:snkb.gif]].


*'''Standing Heavy Punch ([[File:snkc.gif]])''' -
*'''Standing Heavy Punch ([[File:snkc.gif]])''' - Slightly upward-angled straight punch that connects against crouching opponents. The range on this attack isn't much further than Standing [[File:snkb.gif]] though it does function well as a preventive anti-air and simultaneous poke which makes the move useful in blockstrings and frametraps.


*'''Close Heavy Punch (Close [[File:snkc.gif]])''' -
*'''Close Heavy Punch (Close [[File:snkc.gif]])''' - A standing uppercut similar to Kyo's Close [[File:snkc.gif]]. Pretty standard when used for the increased hitstun for canceling into specials. More notable is the upward hitbox that can be used to anti-air opponents by running under and attacking underneath the active hitbox of the opponent. If the opponent tries to jump out of a tick throw setup the Close [[File:snkc.gif]] would activate and immediately knock the opponent out of the air, so this Close normal is sometimes safer to incorporate into throw option selects.


*'''Standing Heavy Kick ([[File:snkd.gif]])''' -
*'''Standing Heavy Kick ([[File:snkd.gif]])''' - Roundhouse kick that attacks at the same angle as Standing [[File:snkc.gif]] but with much further reach. This makes Yuri's Standing [[File:snkd.gif]] a powerful hop-check as it dominates the close hop space once activated. From a further-out spacing it can be used as an anti-air where the player would preferably want to hit the opponent with the tip of Yuri's foot to reduce the chance of trading or losing to a well-spacing air-to-ground attack.
**Unlike Standing [[File:snkc.gif]] or [[File:snkb.gif]] this attack will whiff on crouching characters and can be punished by the crouching opponent, meaning that the player should set up for the anti-air versus a hop or react as early as possible.


*'''Close Heavy Kick (Close [[File:snkd.gif]])''' -
*'''Close Heavy Kick (Close [[File:snkd.gif]])''' - Yuri knees the opponent. Cancels into specials and DMs like all Close Heavy normals and works in combos, though Close [[File:snkc.gif]] is more notable due to offering the same functions on top of being an anti-air.


*'''Crouching Light Punch ([[File:down.gif]] + [[File:snka.gif]])''' -
*'''Crouching Light Punch ([[File:down.gif]] + [[File:snka.gif]])''' - Low jab. Not too practical in basic hitconfirms nor for high/low pressure as Crouching [[File:snkb.gif]] has more reach and utility. The only advantage of this move is that it leaves the player at a slightly better frame advantage which can be used to set up different frametraps, such as allowing more time to walk forward into Close Heavy normal range.


*'''Crouching Light Kick ([[File:down.gif]] + [[File:snkb.gif]])''' -
*'''Crouching Light Kick ([[File:down.gif]] + [[File:snkb.gif]])''' - Somewhat long low poke. Cannot be canceled on its own, though the player can chain this attack into itself and into the cancelable Standing [[File:snkb.gif]]. Fundamental hitconfirm starter, low threat, tripguard anti-air, and pressuring tool.


*'''Crouching Heavy Punch ([[File:down.gif]] + [[File:snkc.gif]])''' -
*'''Crouching Heavy Punch ([[File:down.gif]] + [[File:snkc.gif]])''' - Yuri's crouching uppercut functions similar to her brother's. Fast enough to be linked off of Crouching [[File:snkb.gif]].
**The tall vertical hitbox makes this attack a great anti-air when it connects 'deep' in toward the opponent, usually against a full jump. It's possible to anti-air hops with this attack as well though from up close the attack should be done on reaction to avoid whiffing and being punished.  If the opponent attacks with a long-reaching jumping attack and spaces it well then Crouching [[File:snkc.gif]] will likely lose from the current established spacing.
**There's a somewhat deceptive horizontal hitbox on this move as well which allows Yuri to do frametraps such as Crouching [[File:snkb.gif]], Crouching [[File:snkc.gif]] from up close. Since the move behaves as a Heavy normal, it's possible to punish certain moves with the horizontal range and cancel into a special.


*'''Crouching Heavy Kick ([[File:down.gif]] + [[File:snkd.gif]])''' -
*'''Crouching Heavy Kick ([[File:down.gif]] + [[File:snkd.gif]])''' - Yuri's longest-reaching grounded normal that has an average length in comparison to most of the cast's sweeps. Good for anti-airing as a tripguard meaty or for punishing whiffs and also a great tool to cancel on whiff or hit.
**Yuri has a plethora of specials that she can cancel her normals into, though her sweep stands out the most due to its long range and heavy hitstun. Canceling into Ko'ouken ([[File:qcf.gif]] + [[File:punch.gif]]) can catch opponents trying to press buttons and possibly lead into a followup hit if the [[File:snkc.gif]] version connects. Sweeping into Houyoku ([[File:dp.gif]] + [[File:kick.gif]]) keeps Yuri on the offensive and can lead into a crossup or keep Yuri in on the opponent (3rd Strike Akuma players should feel at home when doing this). Another neat option is to whiff cancel Yuri's sweep into Saifa ([[File:qcb.gif]] + [[File:punch.gif]]) to first cover the ground with her long, low-hitting sweep and then shortly after controlling the aerial hop space. This setup can beat out attempts to hop over Yuri's sweep and at minimum puts out a large hitbox if the opponent stayed on the ground.


*'''Blowback Attack ([[File:snkc.gif]] + [[File:snkd.gif]])''' -
*'''Blowback Attack ([[File:snkc.gif]] + [[File:snkd.gif]])''' - Yuri performs a slap similar to the last hit of Hyakuretsu Binta ([[File:hcb.gif]] + [[File:kick.gif]]). Short reach, but offers a thick, but close, hitbox and puts the opponent into a long period of hitstun.


*'''Jumping Light Punch (Air [[File:snka.gif]])''' -
*'''Jumping Light Punch (Air [[File:snka.gif]])''' -

Revision as of 11:25, 6 September 2011

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Yuri

KOFXIII-Yuri Face.png

In a nutshell

Fill this in with a general overview of the character.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
chaincancel
Standing Light Kick
kof.lk
30
cancel
Standing Heavy Punch
kof.sp
80
cancel
Close Heavy Punch
Close kof.sp
70
1st hitbox: cancel
Standing Heavy Kick
kof.sk
80
Close Heavy Kick
Close kof.sk
70
cancel
Crouching Light Punch
d + kof.lp
25
cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel
Crouching Heavy Punch
d + kof.sp
70
1st hitbox: cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
high specialcancel
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown specialcancel

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Yuri Raijinkyaku
df + kof.lk
45
aironly supercancel
Tsubame Tsubasa
f + kof.lp
60
high supercancel

Throw

Name
Command
Damage
Special Properties (glossary)
Oni Harite
f or b + kof.sp or kof.sk (while close)
100
throw softknockdown
Tsubame Otoshi
f or b + kof.sp (while close)
100
aironly airthrow hardknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Saiha
qcb + p
kof.lp : 50
kof.sp : 60
ex : 110
softknockdown supercancel
Kuuga (Yuri Chou Upper)
dp + p
kof.lp : 40+35
kof.sp : 65+35
ex : 20×5+65+35×2
softknockdown drivecancel
Raiouken
qcf + k
kof.lk : 60
kof.sk : 70
ex : 45×3
Air k : 55
Air ex : 70×2
airok
Ko'ouken
qcf + p
kof.lp : 60
kof.sp : 75
ex : 120
softknockdown supercancel
Hyakuretsu Binta
hcb + k
k : 0+4×4+120
ex : 0+4×10+160
k : throw softknockdown
ex : hardknockdown
Houyoku
dp + k
Nage
Houyoku, then p
k : 70
ex : 100
high
Yuri Raijinkyaku
Houyoku, then k
k : 45
ex : 60
Dageki
Houyoku, then kof.lp + kof.sp
k : 100
ex : 150
throw airthrow hardknockdown
ex : anywherejuggle
Raiouken
Houyoku, then qcf + k
k : 55
ex : 70×2

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Haou Shoukouken
f hcf + p
190
softknockdown
Hien Hou'oukyaku
qcf hcb + k
k : 0+15×11+55
ex : 0+10×18+40+100
softknockdown maxcancel
Haou Raiouken
qcb qcb + kof.lp + kof.sp
10×n+25×17
airok softknockdown

Apprentice Combos

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) - A rather short-ranged standing jab. Connects against crouching characters, but so does Standing Snkb.gif. Can be used to anti-air hops just like Snkb.gif only slightly faster but with a smaller hitbox. Standing Snkb.gif pretty much outclasses this move.
  • Standing Light Kick (Snkb.gif) - A quick and cancelable upward kick that simultaneously covers the hop space in front of Yuri while still hitting crouching characters. Usually chain canceled into from Crouching Snkb.gif and then canceled into a special as part of a hitconfirm. The high hitbox works as an anti-air against hops that hits up even higher and horizontally further than Standing Snka.gif.
    • The mid-hitting hitbox makes it possible to not only incorporate this move into blockstrings but also walk forward and pester the opponent while having the option to cancel into one of Yuri's many special moves. Unlike with Standing Snka.gif, Yuri has no command normals that can be accidentally activated with Snkb.gif.
  • Standing Heavy Punch (Snkc.gif) - Slightly upward-angled straight punch that connects against crouching opponents. The range on this attack isn't much further than Standing Snkb.gif though it does function well as a preventive anti-air and simultaneous poke which makes the move useful in blockstrings and frametraps.
  • Close Heavy Punch (Close Snkc.gif) - A standing uppercut similar to Kyo's Close Snkc.gif. Pretty standard when used for the increased hitstun for canceling into specials. More notable is the upward hitbox that can be used to anti-air opponents by running under and attacking underneath the active hitbox of the opponent. If the opponent tries to jump out of a tick throw setup the Close Snkc.gif would activate and immediately knock the opponent out of the air, so this Close normal is sometimes safer to incorporate into throw option selects.
  • Standing Heavy Kick (Snkd.gif) - Roundhouse kick that attacks at the same angle as Standing Snkc.gif but with much further reach. This makes Yuri's Standing Snkd.gif a powerful hop-check as it dominates the close hop space once activated. From a further-out spacing it can be used as an anti-air where the player would preferably want to hit the opponent with the tip of Yuri's foot to reduce the chance of trading or losing to a well-spacing air-to-ground attack.
    • Unlike Standing Snkc.gif or Snkb.gif this attack will whiff on crouching characters and can be punished by the crouching opponent, meaning that the player should set up for the anti-air versus a hop or react as early as possible.
  • Close Heavy Kick (Close Snkd.gif) - Yuri knees the opponent. Cancels into specials and DMs like all Close Heavy normals and works in combos, though Close Snkc.gif is more notable due to offering the same functions on top of being an anti-air.
  • Crouching Light Punch (Down.gif + Snka.gif) - Low jab. Not too practical in basic hitconfirms nor for high/low pressure as Crouching Snkb.gif has more reach and utility. The only advantage of this move is that it leaves the player at a slightly better frame advantage which can be used to set up different frametraps, such as allowing more time to walk forward into Close Heavy normal range.
  • Crouching Light Kick (Down.gif + Snkb.gif) - Somewhat long low poke. Cannot be canceled on its own, though the player can chain this attack into itself and into the cancelable Standing Snkb.gif. Fundamental hitconfirm starter, low threat, tripguard anti-air, and pressuring tool.
  • Crouching Heavy Punch (Down.gif + Snkc.gif) - Yuri's crouching uppercut functions similar to her brother's. Fast enough to be linked off of Crouching Snkb.gif.
    • The tall vertical hitbox makes this attack a great anti-air when it connects 'deep' in toward the opponent, usually against a full jump. It's possible to anti-air hops with this attack as well though from up close the attack should be done on reaction to avoid whiffing and being punished. If the opponent attacks with a long-reaching jumping attack and spaces it well then Crouching Snkc.gif will likely lose from the current established spacing.
    • There's a somewhat deceptive horizontal hitbox on this move as well which allows Yuri to do frametraps such as Crouching Snkb.gif, Crouching Snkc.gif from up close. Since the move behaves as a Heavy normal, it's possible to punish certain moves with the horizontal range and cancel into a special.
  • Crouching Heavy Kick (Down.gif + Snkd.gif) - Yuri's longest-reaching grounded normal that has an average length in comparison to most of the cast's sweeps. Good for anti-airing as a tripguard meaty or for punishing whiffs and also a great tool to cancel on whiff or hit.
    • Yuri has a plethora of specials that she can cancel her normals into, though her sweep stands out the most due to its long range and heavy hitstun. Canceling into Ko'ouken (Qcf.gif + Punch.gif) can catch opponents trying to press buttons and possibly lead into a followup hit if the Snkc.gif version connects. Sweeping into Houyoku (Dp.gif + Kick.gif) keeps Yuri on the offensive and can lead into a crossup or keep Yuri in on the opponent (3rd Strike Akuma players should feel at home when doing this). Another neat option is to whiff cancel Yuri's sweep into Saifa (Qcb.gif + Punch.gif) to first cover the ground with her long, low-hitting sweep and then shortly after controlling the aerial hop space. This setup can beat out attempts to hop over Yuri's sweep and at minimum puts out a large hitbox if the opponent stayed on the ground.
  • Blowback Attack (Snkc.gif + Snkd.gif) - Yuri performs a slap similar to the last hit of Hyakuretsu Binta (Hcb.gif + Kick.gif). Short reach, but offers a thick, but close, hitbox and puts the opponent into a long period of hitstun.
  • Jumping Light Punch (Air Snka.gif) -
  • Jumping Light Kick (Air Snkb.gif) -
  • Jumping Heavy Punch (Air Snkc.gif) -
  • Jumping Heavy Kick (Air Snkd.gif) -
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) -

Unique Attacks

  • Yuri Raijinkyaku (Air Downright.gif + Snkb.gif) -
  • Tsubame Tsubasa (Right.gif + Snka.gif) -

Throw

  • Oni Harite (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) -
  • Tsubame Otoshi (Air Right.gif or Left.gif + Snkc.gif [while close]) -

Special Moves

  • Saiha (Qcb.gif + Punch.gif) -
    • Ex.png Saiha (Qcb.gif + Snka.gif + Snkc.gif) -
  • Yuri Chou Upper (Dp.gif + Punch.gif) -
    • Ex.png Yuri Chou Upper (Dp.gif + Snka.gif + Snkc.gif) -
  • Raiouken (Qcf.gif + Kick.gif) -
    • Ex.png Raiouken (Qcf.gif + Snkb.gif + Snkd.gif) -
  • Air Raiouken (Air Qcf.gif + Kick.gif) -
    • Air Ex.png Raiouken (Air Qcf.gif + Snkb.gif + Snkd.gif) -
  • Ko'ouken (Qcf.gif + Punch.gif) -
    • Ex.png Ko'ouken (Qcf.gif + Snka.gif + Snkc.gif) -
  • Hyakuretsu Binta (Hcb.gif + Kick.gif) -
    • Ex.png Hyakuretsu Binta (Hcb.gif + Snkb.gif + Snkd.gif) -
  • Houyoku (Dp.gif + Kick.gif) -
    • Ex.png Houyoku (Dp.gif + Snkb.gif + Snkd.gif) -
    • Nage (Houyoku, then Punch.gif) -
    • Yuri Raijinkyaku (Houyoku, then Kick.gif
    • Dageki (Houyoku, then Snka.gif + Snkc.gif)
    • Raiouken (Houyoku, then Qcf.gif + Kick.gif)

Desperation Moves

  • Haou Shoukouken (Right.gifHcf.gif + Punch.gif) -
  • Hien Hou'oukyaku (Down.gifDownright.gifHcb.gif + Kick.gif) -
    • Ex.png Hien Hou'oukyaku (Down.gifDownright.gifHcb.gif + Snkb.gif + Snkd.gif) -
  • Haou Raiouken (Qcb.gifQcb.gif + Snka.gif + Snkc.gif) -
  • Air Haou Raiouken (Air Qcb.gifQcb.gif + Snka.gif + Snkc.gif) -

Tips and Tricks

  • When ending a juggle with cr.C xx dp+BD > AC, make sure to hit with the first active hitbox of cr.C, as the second hitbox is not cancelable.

Combos

0% Drive

0 Bar

  • cr.B st.B xx dp+C - (145, 26)
  • cr.B cr.B st.B xx dp+C - (168, 32)
  • h.C, cl.C xx dp+C - (223, 28)
  • h.C, cl.C xx hcb+D - (236, 14)

1 Bar

  • h.C, cl.C xx qcb+AC, dp+D > P, dp+A - (352, 34)

2 Bar

  • h.C, cl.C xx qcb+AC, dp+D > P, qcf hcb+K - (481, 24)
  • (corner only) h.C, cl.C xx qcb+AC, qcb+C, qcf+C, qcf hcb+K - (522, 28)

3 Bar

  • (corner only) h.C, cl.C xx qcb+AC, qcb+C, qcf+C, qcf hcb+BD - (602, 28)

50% Drive

0 Bar

  • cr.B st.B xx dp+C (1) (DC) dp+D > P, dp+A - (233, 40)
  • (corner only) cr.B st.B xx dp+C (1) (DC) qcb+C, qcf+A, dp+A - (273, 42)

1 Bar

  • h.C, cl.C xx qcb+AC, dp+D > P, dp+A (1) (DC) dp+D > P, dp+A - (428, 50)
  • cr.B st.B xx dp+C (1) (DC) dp+D > P, cr.C xx dp+BD > AC - (321, 37)

2 Bar

  • (corner only) h.C, cl.C xx qcb+AC, qcb+C, qcf+C, dp+C (1) (DC) qcb+C, qcf+C, qcf hcb+K - (638, 50)

3 Bar

  • (corner only) h.C, cl.C xx qcb+AC, qcb+C, qcf+C, dp+C (1) (DC) qcb+C, qcb+C, qcf hcb+BD - (716, 50)

100% Drive

0 Bar

  • (corner only) h.C, cl.C (HD) cl.C xx [dp+C (1) (HDC) qcf+C] x 5, dp+C (1) (HDC) qcb+C, qcf+C, dp+C
  • h.C, cl.C (HD) cl.C xx [dp+C (1) (HDC) dp+D > P] x 3, [dp+C (1) (HDC) qcf+C] x 2, dp+C (1) (HDC) qcb+C, qcf+C, dp+C

1 Bar

  • (corner only) h.C, cl.C (HD) cl.C xx [dp+C (1) (HDC) qcf+C] x 5, dp+C (1) (HDC) qcb+C, qcf+C, qcf hcb+K
  • h.C, cl.C (HD) cl.C xx [dp+C (1) (HDC) dp+D > P] x 3, [dp+C (1) (HDC) qcf+C] x 2, dp+C (1) (HDC) qcb+C, qcf+C, qcf hcb+K

2 Bar

  • (corner only) h.C, cl.C (HD) cl.C xx [dp+C (1) (HDC) qcf+C] x 5, dp+C (1) (HDC) qcb+C, qcf+C, qcf hcb+BD
  • h.C, cl.C (HD) cl.C xx [dp+C (1) (HDC) dp+D > P] x 3, [dp+C (1) (HDC) qcf+C] x 2, dp+C (1) (HDC) qcb+C, qcf+C, qcf hcb+BD

5 Bar

  • (corner only) h.C, cl.C (HD) cl.C xx [dp+C (1) (HDC) qcf+C] x 4, dp+C (2) (HDC) qcf+K (whiff) (HDC) qcb qcb+AC, qcf hcb+BD
  • h.C, cl.C (HD) cl.C xx [dp+C (1) (HDC) dp+D > P] x 3, [dp+C (1) (HDC) qcf+C] x 2, dp+C (1) (HDC) qcb qcb+AC, qcf hcb+BD

Basic Strategy

Advanced Strategy

Frame Data