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*'''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. | *'''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 | **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 Saiha ([[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]])''' - 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. | *'''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 for canceling into specials. | ||
*'''Jumping Light Punch (Air [[File:snka.gif]])''' - | *'''Jumping Light Punch (Air [[File:snka.gif]])''' - Downward angle punch that doesn't hit as deep as Jumping [[File:snkc.gif]] and lacks the horizontal reach of Jumping [[File:snkd.gif]]. Not too useful as an intermediate between either two attacks, though the main significance of this attack is that the player can cancel a Jumping [[File:snka.gif]] into an aerial special or DM. | ||
*'''Jumping Light Kick (Air [[File:snkb.gif]])''' - | *'''Jumping Light Kick (Air [[File:snkb.gif]])''' - Yuri's most horizontal jumping attack. Her leg reaches further forward than with Jumping [[File:snkd.gif]] so it's possible to space out a jump-in from further out with this move though this attack is a poor air-to-ground attack when up close. | ||
**Functions as Yuri's best air-to-air normal against horizontally-approaching enemies but will lose if the opponent is coming down from above Yuri. Yuri really lacks an aerial answer to attach upward from a jump but the player can deal with anti-airing from the ground in such instances. | |||
**This attack can cross up the opponent though it must be done rather late and low to the ground. There's also an increased chance of the opponent crouching or spacing the crossup to whiff which can be punished with a Crouching [[File:snkb.gif]]. | |||
*'''Jumping Heavy Punch (Air [[File:snkc.gif]])''' - | *'''Jumping Heavy Punch (Air [[File:snkc.gif]])''' - A purely vertical downward attack much similar to Kyo's own Jumping [[File:down.gif]] + [[File:snkc.gif]]. Due to the deep reach the player can use this attack earlier on in a jump arc to hit the opponent faster and decrease the time available to be anti-aired. This is the player's strongest jumping tool when close in to the opponent and it can even cross up strongly; there's less of a chance of the attack whiffing thanks to the large hitbox, meaning the opponent cannot crouch and punish a botched crossup attempt. | ||
**When hopping in on the opponent, always hold [[File:f.gif]] before pressing [[File:snkc.gif]] to use Yuri's airthrow Option Select. If the opponent tries to jump or hop forward for an air-to-air Yuri could automatically execute an airthrow if in range and if the opponent remains grounded she'll attack with Jumping [[File:snkc.gif]] as normal. Jumping [[File:snkc.gif]] isn't a strong air-to-air on its own to warrant trying to use this Option Select in other situations, though there is no harm is always buffering an airthrow when using it. | |||
*'''Jumping Heavy Kick (Air [[File:snkd.gif]])''' - | *'''Jumping Heavy Kick (Air [[File:snkd.gif]])''' - This is a more standard downward-angled kick and jumping attack. The hitbox reaches downward near the lower end of Yuri's foot and the player can use this move in instances where Jumping [[File:snkc.gif]] falls short in reach. The hitbox doesn't cover the vertical space directly under Yuri's torso so the opponent can more easily anti-air Yuri with an upward vertical hitbox from a standard Close/Crouching [[File:snkc.gif]] by moving in closer to Yuri's body. In short the closer to Yuri the opponent is, the more susceptible the player is to anti-airs. | ||
**Also functions as a crossup. | |||
*'''Jumping Blowback Attack (Air [[File:snkc.gif]] + [[File:snkd.gif]])''' - | *'''Jumping Blowback Attack (Air [[File:snkc.gif]] + [[File:snkd.gif]])''' - Yuri spins backward and flies rump-first into the opponent. Unlike most jumping attacks Yuri's Jumping Blowback Attack doesn't reach further than her standard vulnerable hitbox when neutral in the air. The player must really be in deep on the opponent in order for the move to not whiff, but once in the correct range the hitbox is big. Players familiar with Kyo's Jumping Blowback Attack application should be familiar with this move once adjusting to the shorter reach. Making the opponent block this attack leaves the player at a large frame advantage with enough time to time an early Jumping [[File:snkc.gif]] to create a tight blockstring or use the time for an empty hop mixup or set up spacing on the ground. | ||
**Cancelable into Air Raiouken ([[File:qcf.gif]] + [[File:kick.gif]]). | |||
**Works as a crossup, who'd have thought? | |||
====Unique Attacks==== | ====Unique Attacks==== |
Revision as of 21:50, 6 September 2011


Yuri
In a nutshell
Fill this in with a general overview of the character.
Video Walkthrough
Move List
Normal Moves
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
Hop: 40
high specialcancel
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
Hop: 70
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
Hop: 80
softknockdown specialcancel
Unique Attacks
Yuri Raijinkyaku
df + kof.lk
45
aironly supercancel
Tsubame Tsubasa
f + kof.lp
60
high supercancel
Throw
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
Saiha
qcb + p
kof.lp : 50
kof.sp : 60
ex : 110
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
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
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
kof.sp : 75
ex : 120
softknockdown supercancel
Hyakuretsu Binta
hcb + k
k : 0+4×4+120
ex : 0+4×10+160
ex : 0+4×10+160
k : throw softknockdown
ex : hardknockdown
ex : hardknockdown
Houyoku
dp + k
- Nage
Houyoku, then p
k : 70
ex : 100
ex : 100
high
- Yuri Raijinkyaku
Houyoku, then k
k : 45
ex : 60
ex : 60
- Dageki
Houyoku, then kof.lp + kof.sp
k : 100
ex : 150
ex : 150
throw airthrow hardknockdown
ex : anywherejuggle
ex : anywherejuggle
- Raiouken
Houyoku, then qcf + k
k : 55
ex : 70×2
ex : 70×2
Desperation Moves
Haou Shoukouken
f hcf + p
190
softknockdown
Hien Hou'oukyaku
qcf hcb + k
k : 0+15×11+55
ex : 0+10×18+40+100
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 (
) - A rather short-ranged standing jab. Connects against crouching characters, but so does Standing
. Can be used to anti-air hops just like
only slightly faster but with a smaller hitbox. Standing
pretty much outclasses this move.
- Standing Light Kick (
) - 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
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
.
- 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
, Yuri has no command normals that can be accidentally activated with
.
- 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
- Standing Heavy Punch (
) - Slightly upward-angled straight punch that connects against crouching opponents. The range on this attack isn't much further than Standing
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
) - A standing uppercut similar to Kyo's Close
. 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
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 (
) - Roundhouse kick that attacks at the same angle as Standing
but with much further reach. This makes Yuri's Standing
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.
- Close Heavy Kick (Close
) - Yuri knees the opponent. Cancels into specials and DMs like all Close Heavy normals and works in combos, though Close
is more notable due to offering the same functions on top of being an anti-air.
- Crouching Light Punch (
+
) - Low jab. Not too practical in basic hitconfirms nor for high/low pressure as Crouching
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 (
+
) - Somewhat long low poke. Cannot be canceled on its own, though the player can chain this attack into itself and into the cancelable Standing
. Fundamental hitconfirm starter, low threat, tripguard anti-air, and pressuring tool.
- Crouching Heavy Punch (
+
) - Yuri's crouching uppercut functions similar to her brother's. Fast enough to be linked off of Crouching
.
- 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
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
, Crouching
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.
- 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
- Crouching Heavy Kick (
+
) - 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 (
+
) can catch opponents trying to press buttons and possibly lead into a followup hit if the
version connects. Sweeping into Houyoku (
+
) 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 Saiha (
+
) 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.
- 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 (
- Blowback Attack (
+
) - Yuri performs a slap similar to the last hit of Hyakuretsu Binta (
+
). Short reach, but offers a thick, but close, hitbox and puts the opponent into a long period of hitstun for canceling into specials.
- Jumping Light Punch (Air
) - Downward angle punch that doesn't hit as deep as Jumping
and lacks the horizontal reach of Jumping
. Not too useful as an intermediate between either two attacks, though the main significance of this attack is that the player can cancel a Jumping
into an aerial special or DM.
- Jumping Light Kick (Air
) - Yuri's most horizontal jumping attack. Her leg reaches further forward than with Jumping
so it's possible to space out a jump-in from further out with this move though this attack is a poor air-to-ground attack when up close.
- Functions as Yuri's best air-to-air normal against horizontally-approaching enemies but will lose if the opponent is coming down from above Yuri. Yuri really lacks an aerial answer to attach upward from a jump but the player can deal with anti-airing from the ground in such instances.
- This attack can cross up the opponent though it must be done rather late and low to the ground. There's also an increased chance of the opponent crouching or spacing the crossup to whiff which can be punished with a Crouching
.
- Jumping Heavy Punch (Air
) - A purely vertical downward attack much similar to Kyo's own Jumping
+
. Due to the deep reach the player can use this attack earlier on in a jump arc to hit the opponent faster and decrease the time available to be anti-aired. This is the player's strongest jumping tool when close in to the opponent and it can even cross up strongly; there's less of a chance of the attack whiffing thanks to the large hitbox, meaning the opponent cannot crouch and punish a botched crossup attempt.
- When hopping in on the opponent, always hold
before pressing
to use Yuri's airthrow Option Select. If the opponent tries to jump or hop forward for an air-to-air Yuri could automatically execute an airthrow if in range and if the opponent remains grounded she'll attack with Jumping
as normal. Jumping
isn't a strong air-to-air on its own to warrant trying to use this Option Select in other situations, though there is no harm is always buffering an airthrow when using it.
- When hopping in on the opponent, always hold
- Jumping Heavy Kick (Air
) - This is a more standard downward-angled kick and jumping attack. The hitbox reaches downward near the lower end of Yuri's foot and the player can use this move in instances where Jumping
falls short in reach. The hitbox doesn't cover the vertical space directly under Yuri's torso so the opponent can more easily anti-air Yuri with an upward vertical hitbox from a standard Close/Crouching
by moving in closer to Yuri's body. In short the closer to Yuri the opponent is, the more susceptible the player is to anti-airs.
- Also functions as a crossup.
- Jumping Blowback Attack (Air
+
) - Yuri spins backward and flies rump-first into the opponent. Unlike most jumping attacks Yuri's Jumping Blowback Attack doesn't reach further than her standard vulnerable hitbox when neutral in the air. The player must really be in deep on the opponent in order for the move to not whiff, but once in the correct range the hitbox is big. Players familiar with Kyo's Jumping Blowback Attack application should be familiar with this move once adjusting to the shorter reach. Making the opponent block this attack leaves the player at a large frame advantage with enough time to time an early Jumping
to create a tight blockstring or use the time for an empty hop mixup or set up spacing on the ground.
Unique Attacks
Throw
Special Moves
- Saiha (
+
) -
- Yuri Chou Upper (
+
) -
- Raiouken (
+
) -
- Air Raiouken (Air
+
) -
- Ko'ouken (
+
) -
- Hyakuretsu Binta (
+
) -
- Houyoku (
+
) -
Desperation Moves
- Haou Shoukouken (
+
) -
- Hien Hou'oukyaku (
+
) -
- Haou Raiouken (
+
+
) -
- Air Haou Raiouken (Air
+
+
) -
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