The King of Fighters '98/EX Yuri

From SuperCombo Wiki
Yuri98 stance.gif

Introduction

Slap slap slap, clap clap clap.

Colors

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

Gameplay Overview

The KOF 94/AoF 2 version of Yuri Sakazaki is a zoning-focused version of the KoF98 Yuri with the Choupa and Slap attack. Her main weakness is that she has no meterless reversal and very limited combo options, such as a lack of a good meterless low confirm.

Low-Mid tier character.

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/4/5 +3/+1 C,S,Su HL
Yuri98 stA.png
Very fast and cancelable. Good vs short hop. good priority.
Snkb.gif 4/6/6 0/-2 C,S,Su L
Yuri98 clB.png
Low move and cancelable.
Snkc.gif 3/2+4/20 -6/-8 C,S,Su HL
Yuri98 clC1.png
Yuri98 clC2.png
Only first active period is cancellable
Snkd.gif 3/8/14 -2/-4 C,S,Su HL
Yuri98 clD.png
Best move to a meaty. Cancelable.
Standing Far
Snka.gif 3/4/5 +3/+1 C,S,Su 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,Su HL
Yuri98 stCD.png
Crouching
Snka.gif 3/5/5 +2/0 C,S,Su HL
Yuri98 crA.png
Snkb.gif 3/4/5 +3/+1 L
Yuri98 crB.png
Snkc.gif 2/3+3/22 -8/-10 C,S,Su 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,S,Su 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 15/39 HL
ExYuri98 qcfP.png
Ko'ou Ken - qcf + P

Your main zoning tool and combo ender.

qcf + Snkc.gif 15/41 HL
qcf + Snkb.gif 21/15+13+8 HL
ExYuri98 qcfK.png
Raiou Ken - qcf + K

B is bad. Use D to punish projectile spammers.

qcf + Snkd.gif 26/19+18+10 HL
qcb + Snka.gif 13/12/25 HL
ExYuri98 qcbA.png
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 + Snkc.gif 17/12/29 HL
ExYuri98 qcbC.png
hcb + Snkb.gif 8+5/16/32 Grab
ExYuri98 hcbK.png
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 in tick throws once in a while, and in the unblockable projectile glitch setup.

hcb + Snkd.gif 8+5/24/34 Grab
DMs
qcf hcb + Snkb.gif HL
Yuri98 qcfhcbK.png
Hien Hou'ou Kyaku - qcf hcb + K

Deals great damage. Your main combo ender.

qcf hcb + Snkd.gif HL
qcf hcb + Kick.gif
(SDM)
HL
qcf qcf + Snka.gif 1+4/-/29 HL
ExYuri98 qcfx2P1.png
ExYuri98 qcfx2P2.png
Shin! Yuri Chou Upper - qcf qcf + P

Short ranged, but it deals HUGE damage. Has invincibility.

qcf qcf + Snkc.gif 1+4/-/34 HL
qcfx2+Punch.gif
(SDM)
1+4/-/32 HL

f hcf + Snka.gif

HL
ExYuri98 fhcfP.png
Haou Shoukou Ken - f hcf + P

A projectile super, it's a good punish option.

f hcf + Snkc.gif HL
f hcf + Punch.gif
(SDM)
HL
Yuri98 fhcfP SDM.png

Normal Throws

  • b or f + C -

Breakable. Techable.

  • b or f + D -

Breakable. Techable. Back-Turned knockdown.

  • In air, b / d / f + C / D -

Techable. Back-Turned knockdown.

Combos

  • Best Jump-ins:
  • j.C
  • j.D (Can crossup.)


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


  • (cr.B (optional), cr.C) / cl.D / cl.C >
    • (S)DM qcf qcf + A (Very close.)
    • (S)DM qcf hcb + K
    • qcb + P (Close)
    • qcf + P
  • Meterless combos:
    • j.C/D > cr.c/cl.c > qcf.A/C (Most reliable one)
    • j.D > cl.C > qcb.C (Very close/After crossup)


  • With meter:
    • st.A/cl.C/cr.C/cl.D/cl.B > qcf + qcf + P
    • st.A/cl.C/cr.C/cl.D/cl.B > qcf + hcb + K


Strategy Corner

  • MAX: cl.D > Qcb.png + P

deals ??? than

  • cl.D > Qcf.png Hcb.png + K

Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.

Links

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