|
Frames
|
Advantage
|
Cancel
|
Block
|
Hitbox
|
Notes
|
Standing Close
|
|
3/4/5
|
+3/+1
|
C,S,Su
|
HL
|
|
Very fast and cancelable. Good vs short hop. good priority.
|
|
4/6/6
|
0/-2
|
C,S,Su
|
L
|
|
Low move and cancelable.
|
|
3/2+4/20
|
-6/-8
|
C,S,Su
|
HL
|
|
|
Only first active period is cancellable
|
|
3/8/14
|
-2/-4
|
C,S,Su
|
HL
|
|
Best move to a meaty. Cancelable.
|
Standing Far
|
|
3/4/5
|
+3/+1
|
C,S,Su
|
HL
|
|
Very fast and cancelable. Good vs short hop. good priority.
|
|
5/3/13
|
-4/-6
|
|
HL
|
|
Close range poke. Not cancelable.
|
|
6/4/22
|
-6/-8
|
|
HL
|
|
Long range poke. Not cancelable.
|
|
11/5/22
|
-7/-9
|
|
HL
|
|
Long range poke. Not cancelable.
|
+
|
15/7/19
|
KD/-4
|
S,Su
|
HL
|
|
|
Crouching
|
|
3/5/5
|
+2/0
|
C,S,Su
|
HL
|
|
|
|
3/4/5
|
+3/+1
|
|
L
|
|
|
|
2/3+3/22
|
-8/-10
|
C,S,Su
|
HL
|
|
|
Good as an anti-air. First part of this move is cancelable. Good priority.
|
|
7/5/21
|
KD/-9
|
C,S,Su
|
L
|
|
Sweep move. Cancelable.
|
Jump
|
|
6/6/-
|
-/-
|
|
H
|
|
|
|
3/6/-
|
-/-
|
|
H
|
|
Air-to-air move.
|
|
6/9/-
|
-/-
|
|
H
|
|
Yuri's main jump-in.
|
|
8/9/-
|
-/-
|
|
H
|
|
Yuri's cross-up. air-to ground move.
|
+
|
12/3/-
|
KD/-
|
|
HL
|
|
|
Neutral Jump
|
|
6/6/-
|
-/-
|
|
H
|
|
|
|
6/7/-
|
-/-
|
|
H
|
|
Instant overhead.
|
|
6/9/-
|
-/-
|
|
H
|
|
|
|
6/9/-
|
-/-
|
|
H
|
|
Air-to-air move.
|
Command Normals
|
f +
|
14/12/13
|
-5/-7
|
|
H
|
|
Not overhead if cancelled into
|
Special Moves
|
qcf +
|
15/39
|
|
|
HL
|
|
Ko'ou Ken - qcf + P
Your main zoning tool and good combo ender.
|
qcf +
|
15/41
|
|
|
HL
|
qcf +
|
21/15+13+8
|
|
|
HL
|
|
Raiou Ken - qcf + K
B sucks, the jump is too small to avoid projectiles.
Use D to punish projectile spammers.
|
qcf +
|
26/19+18+10
|
|
|
HL
|
qcb +
|
13/12/25
|
|
|
HL
|
|
Saiha - qcb + P
Deals good damage. A is a decent anti-air, C has a slower
startup but bigger hitbox. Use C as a very close combo ender.
|
qcb +
|
17/12/29
|
|
|
HL
|
|
hcb +
|
8+5/16/32
|
|
|
Grab
|
|
Hyakuretsu Binta - hcb + K
Yuri runs up to the enemy, grabbing them and slaps them
silly. B and D control the distance she runs.
Can be used to set up an unblockable Ko'ou Ken on
the enemy's wakeup, but it's very situational.
|
hcb +
|
8+5/24/34
|
|
|
Grab
|
DMs
|
qcf hcb +
|
|
|
|
HL
|
|
Hien Hou'ou Kyaku - qcf hcb + K
Deals great damage. A good meter combo ender.
|
qcf hcb +
|
|
|
|
HL
|
qcf hcb +  (SDM)
|
|
|
|
HL
|
qcf qcf +
|
1+4/-/29
|
|
|
HL
|
|
|
Shin! Yuri Chou Upper - qcf qcf + P
Short ranged, but it deals HUGE damage. Has invincibility.
|
qcf qcf +
|
1+4/-/34
|
|
|
HL
|
qcfx2+ (SDM)
|
1+4/-/32
|
|
|
HL
|
f hcf + 
|
|
|
|
HL
|
|
Haou Shoukou Ken - f hcf + P
A projectile super, a good punish option.
|
f hcf +
|
|
|
|
HL
|
f hcf +  (SDM)
|
|
|
|
HL
|
|