Yuri Sakazaki (KoF '94-Era) (KoF '98)

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Yuri98 stance.gif

Introduction

The KOF 94/AoF 2 version of Yuri Sakazaki is a zoning focused version of the KoF98 Yuri with th Choupa and Slap attack

Colors

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

Gameplay Overview

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
Snkb.gif 4/6/6 0/-2 C,S,Su L
Yuri98 clB.png
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
Standing Far
Snka.gif 3/4/5 +3/+1 C,S,Su HL
Yuri98 stA.png
Snkb.gif 5/3/13 -4/-6 HL
Yuri98 stB.png
Snkc.gif 6/4/22 -6/-8 HL
Yuri98 stC.png
Snkd.gif 11/5/22 -7/-9 HL
Yuri98 stD.png
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
Snkd.gif 7/5/21 KD/-9 C,S,Su L
Yuri98 crD.png
Jump
Snka.gif 6/6/- -/- H
Yuri98 jA.png
Snkb.gif 3/6/- -/- H
Yuri98 jB.png
Snkc.gif 6/9/- -/- H
Yuri98 jC.png
Snkd.gif 8/9/- -/- H
Yuri98 jD.png
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
Snkc.gif 6/9/- -/- H
Yuri98 juC.png
Snkd.gif 6/9/- -/- H
Yuri98 juD.png
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
qcf + Snkc.gif 15/41 HL
qcf + Snkb.gif 21/15+13+8 HL
ExYuri98 qcfK.png
Raiou Ken - qcf + K
qcf + Snkd.gif 26/19+18+10 HL
qcb + Snka.gif 13/12/25 HL
ExYuri98 qcbA.png
Saiha - qcb + P
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
hcb + Snkd.gif 8+5/24/34 Grab
DMs
qcf hcb + Snkb.gif HL
Yuri98 qcfhcbK.png
Hien Hou'ou Kyaku - qcf hcb + K
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
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
f hcf + Snkc.gif HL
f hcf + Punch.gif
(SDM)
HL
Yuri98 fhcfP SDM.png

Normal Throws

  • b or f + C -


  • b or f + D -


  • In air, b / d / f + C / D -


Combos

  • 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
    • qcf + P


Strategy Corner

  • MAX: cl.D > qcb + P

deals ??? than

  • cl.D > qcf hcb + K

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