

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 Saifa (
+
) 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.
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