Difference between revisions of "Kurata Sayuri (EFZ)"

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(Specials)
(Example Combos)
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=== Example Combos ===
 
=== Example Combos ===
 +
 +
(close to the enemy)
 +
5B 5B 5C(two hits) 41236B
 +
Damage: 2200
 +
Notes: Must be used against a corner. If you use the 41236B after the FIRST hit of the 5C, you can use it outside of the corner, but sacrifice about 300 damage.
 +
 +
623A IC 5B 2C jump jB delay jC land 5B 2C
 +
Damage: ~4200(if you end it as described above)
 +
Notes: Corner again (I think?). The jB hits almost as soon as you jump, the jC is right before you land. You MAY be able to continue the loop, but I'm not sure, and I've yet to find a good ending for it. You can use a Red IC for this combo for reduced damage (obviously).
 +
 +
236A/B 66 jB jC second jump jB jC
 +
Damage: 2400
 +
Notes: Useful if you hit an opponent with a standing 236A/B. Continue the ground dash until you're just above the opponent. Works from about 2-3 character widths away.
 +
 +
2369B 66 jC land 5B 2C jump jB jC (land 5B 2C?)
 +
Damage: 3000?
 +
Notes: This combo is sort of hard to time. You need to dash AS SOON AS YOU CAN after you've finished the Magical Shot. The damage is well worth the followup, though, as TKed Shots are a pain in the ass.
  
 
== Win Quotes ==
 
== Win Quotes ==

Revision as of 07:41, 19 April 2007

Introduction

Sayuri-efz.png

Kurata Sayuri (倉田 佐祐理) is a character.

Sayuri is actually a supporting character of Kanon, a visual novel produced by Key in 1999.

Stage: Courtyard of the Lunch Break (昼休みの中庭)

BGM: The Girls' Opinions (彼女たちの見解)

Character-Specific Notes

  • Sayuri is able to air jump once, and air dash/backstep once. Once Sayuri has air dashed/backstepped, she cannot perform any more air jumps until she lands or air recovers.
  • Sayuri's ground dash is actually an air dash that moves forward-up at 45 degrees. Therefore, Sayuri does not have any dashing attacks. Any attacks she does during her "ground" dash will be considered jumping attacks.
  • Sayuri's ground dashes do not actually count as air dashes/backsteps, so she is free to jump or dash/backstep at the end of her "ground" dash.

Normal Moves

The notation for the movelists can be found under Move List Notation (EFZ).

Move Hits Damage Guard Move
Cancel
Jump
Cancel
IC
Cancel
5A  ?  ?  ?  ?  ?  ?
2A  ?  ?  ?  ?  ?  ?
j.A  ?  ?  ?  ?  ?  ?
5B  ?  ?  ?  ?  ?  ?
5B (close)  ?  ?  ?  ?  ?  ?
2B  ?  ?  ?  ?  ?  ?
j.B  ?  ?  ?  ?  ?  ?
5C  ?  ?  ?  ?  ?  ?
2C  ?  ?  ?  ?  ?  ?
j.C  ?  ?  ?  ?  ?  ?
Throw  ?  ?  ?  ?  ?  ?
j.Throw  ?  ?  ?  ?  ?  ?

Weak Attacks

Standing Weak (5A)

  • Your basic forward slap.
  • [usefulness]


Crouching Weak (2A)

  • A knifehand "jab" that follows the ground.
  • [usefulness]


Jumping Weak (j.A)

  • [description]
  • [usefulness]

Medium Attacks

Standing Medium (5B)

  • A swipe with Sayuri's magic wand.
  • [usefulness]


Standing Medium (close) (5B (close))

  • A kick to the shins.
  • [usefulness]


Crouching Medium (2B)

  • An upwards hit with the back of Sayuri's wand.
  • [usefulness]


Jumping Medium (j.B)

  • A kick that's slightly angled downwards.
  • [usefulness]

Strong Attacks

Standing Strong (5C)

  • An attack in which Sayuri's wand turns into a...gun? Can be cancelled after the first hit, second hit has knock back.
  • [usefulness]


Crouching Strong (2C)

  • An upwards swing with a...mace?
  • [usefulness]


Jumping Strong (j.C)

  • A downwards wand swipe. The tip of the wand spins during this move.
  • [usefulness]

Throws

Standing Throw

  • Sayuri grabs the opponent and throws them behind her.
  • [usefulness]


Air Throw

  • Sayuri grabs the opponent by the neck, creates a small orb of energy, and slams them into the ground.
  • [usefulness]

Special Moves

The notation for the movelists can be found under Move List Notation (EFZ).

Move Hits Damage Guard IC
Cancel
Magical Shot [Can be done midair]
236A  ?  ?  ?  ?
236B  ?  ?  ?  ?
236C  ?  ?  ?  ?
Magical Sword
623A  ?  ?  ?  ?
623B  ?  ?  ?  ?
623C  ?  ?  ?  ?
Ah, got your skill~
214A/B/C  ?  ?  ?  ?
> Magical☆Cutter [While guarding the last skill caught]
> A/B/C  ?  ?  ?  ?
Magical☆Smash
j.412A  ?  ?  ?  ?
j.412B  ?  ?  ?  ?
j.412C  ?  ?  ?  ?
Magical☆Press
41236A  ?  ?  ?  ?
41236B  ?  ?  ?  ?
41236C  ?  ?  ?  ?
Magical☆Agents
236236A  ?  ?  ?  ?
236236B  ?  ?  ?  ?
236236C  ?  ?  ?  ?
Magical☆Pressure
2141236A  ?  ?  ?  ?
2141236B  ?  ?  ?  ?
2141236C  ?  ?  ?  ?
Magical☆Thunder
6321463214A  ?  ?  ?  ?
6321463214B  ?  ?  ?  ?
6321463214C  ?  ?  ?  ?
Magical☆On Stage
2A2S  ?  ?  ?  ?

Specials

Magical☆Shot (マジカル☆ショット)

  • Shoots a slow moving star. A version is low, B version is middle, and C version shoots both. In the air, A version goes mostly straight forward, B version slants at a sharper diagonal, C version moves closely to the B version but slants slightly more downward.
  • TK THIS IT'S AMAZING. Can be followed on the ground by executing her ground dash as soon as it hits (at about 2-3 characters lengths away). Follow up on the B/C version is be dashing forward as soon as possible, j.C>land>2C>jump>jB>jC. Might be possible to continue?


Magical☆Sword (マジカル☆ソード)

  • Sayuri turns her wand into a sword. A version slashes once forward. B version hits twice, once upwards and once downwards. C version hits 3 times.
  • The A version can be IC cancelled to work as a launcher.


Ah, got your skill~ (あ、コツ掴みましたー)

  • All Versions: Sayuri catches the opponent and throws them.
  • Use this when you see a move an opponent uses alot, or a move that is essential to their BnB because then....


Magical☆Cutter (マジカル☆カッター)

  • When blocking the last move caught by Ah, got your skill~, Sayuri will flash blue. If you push A/B/C, she executes a backwards flipkick.
  • VERY useful to throw off your opponents groove. They'll have to try to hit confirm you before using the move you've caught, or they'll have to stop using it entirely. Especially useful becuase you can change which move you counter for constant mixups.


Magical☆Smash (マジカル☆スマッシュ)

  • [description]
  • [usefulness]


Magical☆Press (マジカル☆プレス)

  • Sayuri dashes forward a bit. If she catches the enemy, she slams them into the wall in front of her (regardless of how far away it is). C version also has a wallslam/flip property, and can be followed up in the air.
  • A and B version can be delayed after a blockstring to catch an opponent off guard. If timed correctly you'll catch them right in between the time when they stop guarding and the time their attack happens.

Eterny Specials

Magical☆Agents (マジカル☆エージェンツ)

  • [description]
  • [usefulness]


Magical☆Pressure (マジカル☆プレッシャー)

  • [description]
  • [usefulness]


Magical☆Thunder (マジカル☆サンダー)

  • [description]
  • [usefulness]

Final Memory

Magical☆On Stage (マジカル☆オンステージ)

  • [description]
  • [usefulness]

Strategy, Tactics, and Combos

The Basics

Links

Launchers

Chains/Loops

Example Combos

(close to the enemy) 5B 5B 5C(two hits) 41236B Damage: 2200 Notes: Must be used against a corner. If you use the 41236B after the FIRST hit of the 5C, you can use it outside of the corner, but sacrifice about 300 damage.

623A IC 5B 2C jump jB delay jC land 5B 2C Damage: ~4200(if you end it as described above) Notes: Corner again (I think?). The jB hits almost as soon as you jump, the jC is right before you land. You MAY be able to continue the loop, but I'm not sure, and I've yet to find a good ending for it. You can use a Red IC for this combo for reduced damage (obviously).

236A/B 66 jB jC second jump jB jC Damage: 2400 Notes: Useful if you hit an opponent with a standing 236A/B. Continue the ground dash until you're just above the opponent. Works from about 2-3 character widths away.

2369B 66 jC land 5B 2C jump jB jC (land 5B 2C?) Damage: 3000? Notes: This combo is sort of hard to time. You need to dash AS SOON AS YOU CAN after you've finished the Magical Shot. The damage is well worth the followup, though, as TKed Shots are a pain in the ass.

Win Quotes

Japanese English

佐祐理の射程と攻撃範囲には
あいにく死角がありませんよ
でもその工夫は評価されるべきですね
あははー

[TRANSLATION NEEDED]

すみません
これも仕事なので恨まないで下さいね

[TRANSLATION NEEDED]

あははー

佐祐理はちょっと頭の悪い普通の魔法使いですから

[TRANSLATION NEEDED]

ふぇー
このステッキですか?
この前、夢に出て来た髭のダンディなおじ様に貰ったんですよ
あははー

[TRANSLATION NEEDED]

テイルトウェイト辺りを使えば簡単に勝負がつくんですが…
周辺の皆さんのご迷惑になりますからねー

[TRANSLATION NEEDED]

(To Mai)
舞にばかり良い所とられるのも寂しいんですよ
今回は許してくださいねー

(To Mai)
[TRANSLATION NEEDED]

(To UNKNOWN)
その力
佐祐理が貰い受けておきますねー
あははー

(To UNKNOWN)
[TRANSLATION NEEDED]

(To Sayuri)
あははー
上手く化けているとは思いますけど
ちょっと相手が悪すぎませんか?

(To Sayuri)
[TRANSLATION NEEDED]

Colors

Palette Appearance
1 (Default)  ?
2  ?
3  ?
4  ?
5  ?
6  ?

In–game References

Game References

Discussion

Shoryuken Eternal Fighter Zero Thread