|
Frames
|
Advantage
|
Cancel
|
Block
|
Hitbox
|
Notes
|
Standing Close
|
|
3/4/5
|
+3/+1
|
C
|
HL
|
|
Very fast and cancelable. Good vs short hop. good priority.
|
|
4/6/6
|
0/-2
|
C
|
L
|
|
Low move and cancelable.
|
|
3/2+4/20
|
-6/-8
|
C (1st part)
|
HL
|
|
|
Only first active period is cancellable
|
|
3/8/14
|
-2/-4
|
C
|
HL
|
|
Best move to a meaty. Cancelable.
|
Standing Far
|
|
3/4/5
|
+3/+1
|
C
|
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
|
HL
|
|
|
Crouching
|
|
3/5/5
|
+2/0
|
C
|
HL
|
|
|
|
3/4/5
|
+3/+1
|
-
|
L
|
|
Footsie move. Main combo starter. Links to cr.C and can combo in Ko'ou Ken (qcf + A), Yuri Chou Upper (dp + C) and Yuri Chou Mawashi Geri (qcb + K).
|
|
2/3+3/22
|
-8/-10
|
C (1st part)
|
HL
|
|
|
Good as an anti-air. First part of this move is cancelable. Good priority.
|
|
7/5/21
|
KD/-9
|
C
|
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 +
|
16/-/27
|
-/-
|
-
|
HL
|
|
|
Ko'ou Ken (qcf + P)
Decent poke tool.
|
qcf +
|
17/-/28
|
-/-
|
|
HL
|
qcf +
|
8+6~27/5/19
|
|
|
HL
|
|
Raiou Ken (qcf + K)
Good move to punish projectile spammers, B travels short, while D travels a longer
distance. Needs timing to use effectively.
|
qcf +
|
8+6~28/4/21
|
|
|
HL
|
dp +
|
2/4+8/20+13
|
KD/-27
|
|
HL
|
|
|
Yuri Chou Upper (dp + P)
A has some invincibility, but it goes a short distance,
C will be your main combo ender. Beware, this move is
unsafe on whiff/block.
|
dp +
|
10/4+8/20+14
|
KD/-28
|
|
HL
|
|
|
> dp +
|
3/3*20/23+16
|
KD/-41
|
|
HL
|
|
|
Double Yuri Chou Upper (dp +P after dp + C)
Always do this after using dp C, it's extra damage, and you can
sometimes catch the enemy off-guard when they try to punish you.
Unsafe on whiff/block. Best meterless combo ender.
|
qcb +
|
21/10/11
|
KD/-3
|
|
HL
|
|
Yuri Chou Knuckle (qcb + P)
Doesn't hit crouchers. A is faster but goes a short distance,
C is slower but goes a longer distance and a lot
more unsafe than A. Use this move very sparingly.
|
qcb +
|
29/19/13
|
KD/-14
|
|
HL
|
qcb +
|
7/ 2(6)2(6)2(6)2/ 1+16
|
|
|
HL
|
|
|
Yuri Chou Mawashi Geri (qcb + K)
A standard spin kick move. Doesn't knockdown, B is faster, D is slower but
travels a longer distance. Ok for corner carry, but be careful, the second
hit can whiff in combos.
|
qcb +
|
13/ 2(6)2(6)2(6)2(6)2/ 1+16
|
|
|
HL
|
DMs
|
qcf hcb +
|
1+7/16/35
|
KD/-33
|
|
HL
|
|
Hien Hou'ou Kyaku (qcf hcb + K)
Does a lot of damage, best meter combo ender.
|
qcf hcb +
|
1+7/24/37
|
KD/-43
|
|
HL
|
qcf hcb + (SDM)
|
1+7/16/39
|
KD/-37
|
|
HL
|
qcf hcb + (SDM)
|
1+7/24/39
|
KD/-45
|
|
HL
|
qcf qcf +
|
1+4/ 4*10(16)3*4*13(18)3*4*22/ 23+20
|
KD/-47
|
|
HL
|
|
|
|
|
|
Hien Rekkou (qcf qfc + P)
Good meter combo ender when up close, and your reversal.
Has invincibility.
|
qcf qcf +
|
1+10/ 3*10(16)3*4*13(18)3*4*22/ 23+22
|
KD/-47
|
|
HL
|
qcf qcf + (SDM)
|
1+13/ 3*10(16)3*4*10(16)3*4*10(16)3*4*13(16)3*4*22/ 23+12
|
KD/-37
|
|
HL
|
f hcf +
|
1+18/-/45
|
KD/-15
|
|
HL
|
|
Haou Shoukou Ken (f hcf + P)
A projectile super, a good punish move.
|
f hcf +
|
1+18/-/47
|
KD/-17
|
|
HL
|
f hcf + (SDM)
|
1+18/-/49
|
KD/-19
|
|
HL
|
|