Difference between revisions of "The King of Fighters XIII/Yuri"
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*''(jump attack) cl.C xx dp+C'' -
*''(jump attack) cl.C xx dp+C'' -
*''(jump attack) cl.C xx hcb+D'' -
*''(jump attack) cl.C xx hcb+D'' -
First combo does more damage, second combo does more stun. cr.B links into cl.C, so instead of a jump attack, these combos could be started off a cr.B
First combo does more damage, second combo does more stun. cr.B links into cl.C, so instead of a jump attack, these combos could be started off a cr.B.
Revision as of 11:44, 6 December 2011
In a nutshell
The female practitioner of Kyokugenryu Karate and daughter of Takuma and sister to Ryo, Yuri makes her return to the King of Fighters tournament. She's an outgoing young woman with an attitude (often arguing with her father about various things...), but she manages to respect and represent the legendary fighting style their family is responsible for. Yuri has good zoning abilities with her air fireball and good pressure and strings with her divekick.
- Standing B has faster startup.
- Jump CD has increased active frames.
- Jump A can be canceled into Yuri Raijinkyaku (df+B). Previously, it could only be canceled into specials.
- Yuri Raijinkyaku's (Air df+B) executable height limit has been lowered.
- Kuuga's (dp+P) movement distance and falling trajectory have been changed.
- Houyoku > Tsubame Otoshi (dp+K > AC) has the "anywhere juggle" property. Previously, this was only on the EX version.
- Light Hyakuretsu Binta (hcb+B) has been changed to a stationary throw.
- Hyakuretsu Binta (hcb+K) normal version can be Drive-canceled.
- EX Hyakuretsu Binta (hcb+BD) has reduced invincibility after it becomes active.
- Haou Shoukouken (f hcf+P) has faster recovery.
- Standing Light Punch () - A rather short-ranged standing jab. Connects against crouching characters, but so does Standing . Can be used to anti-air hops just like only slightly faster but with a smaller hitbox. Standing pretty much outclasses this move.
- Standing Light Kick () - A quick and cancelable upward kick that simultaneously covers the hop space in front of Yuri while still hitting crouching characters. Usually chain canceled into from Crouching and then canceled into a special as part of a hitconfirm. The high hitbox works as an anti-air against hops that hits up even higher and horizontally further than Standing .
- The mid-hitting hitbox makes it possible to not only incorporate this move into blockstrings but also walk forward and pester the opponent while having the option to cancel into one of Yuri's many special moves. Unlike with Standing , Yuri has no command normals that can be accidentally activated with .
- Standing Heavy Punch () - Slightly upward-angled straight punch that connects against crouching opponents. The range on this attack isn't much further than Standing though it does function well as a preventive anti-air and simultaneous poke which makes the move useful in blockstrings and frametraps.
- Close Heavy Punch (Close ) - A standing uppercut similar to Kyo's Close . Pretty standard when used for the increased hitstun for canceling into specials. More notable is the upward hitbox that can be used to anti-air opponents by running under and attacking underneath the active hitbox of the opponent. If the opponent tries to jump out of a tick throw setup the Close would activate and immediately knock the opponent out of the air, so this Close normal is sometimes safer to incorporate into throw option selects.
- Standing Heavy Kick () - Roundhouse kick that attacks at the same angle as Standing but with much further reach. This makes Yuri's Standing a powerful hop-check as it dominates the close hop space once activated. From a further-out spacing it can be used as an anti-air where the player would preferably want to hit the opponent with the tip of Yuri's foot to reduce the chance of trading or losing to a well-spacing air-to-ground attack.
- Close Heavy Kick (Close ) - Yuri knees the opponent. Cancels into specials and DMs like all Close Heavy normals and works in combos, though Close is more notable due to offering the same functions on top of being an anti-air.
- Crouching Light Punch ( + ) - Low jab. Not too practical in basic hitconfirms nor for high/low pressure as Crouching has more reach and utility. The only advantage of this move is that it leaves the player at a slightly better frame advantage which can be used to set up different frametraps, such as allowing more time to walk forward into Close Heavy normal range.
- Crouching Light Kick ( + ) - Somewhat long low poke. Cannot be canceled on its own, though the player can chain this attack into itself and into the cancelable Standing . Fundamental hitconfirm starter, low threat, tripguard anti-air, and pressuring tool.
- Crouching Heavy Punch ( + ) - Yuri's crouching uppercut functions similar to her brother's. Fast enough to be linked off of Crouching .
- The tall vertical hitbox makes this attack a great anti-air when it connects 'deep' in toward the opponent, usually against a full jump. It's possible to anti-air hops with this attack as well though from up close the attack should be done on reaction to avoid whiffing and being punished. If the opponent attacks with a long-reaching jumping attack and spaces it well then Crouching will likely lose from the current established spacing.
- There's a somewhat deceptive horizontal hitbox on this move as well which allows Yuri to do frametraps such as Crouching , Crouching from up close. Since the move behaves as a Heavy normal, it's possible to punish certain moves with the horizontal range and cancel into a special.
- Only the first, earlier hitbox can be canceled into specials. Once Yuri stands the second hitbox becomes active and cannot be special canceled.
- Crouching Heavy Kick ( + ) - Yuri's longest-reaching grounded normal that has an average length in comparison to most of the cast's sweeps. Good for anti-airing as a tripguard meaty or for punishing whiffs and also a great tool to cancel on whiff or hit.
- Yuri has a plethora of specials that she can cancel her normals into, though her sweep stands out the most due to its long range and heavy hitstun. Canceling into Ko'ouken ( + ) can catch opponents trying to press buttons and possibly lead into a followup hit if the version connects. Sweeping into Houyoku ( + ) keeps Yuri on the offensive and can lead into a crossup or keep Yuri in on the opponent (3rd Strike Akuma players should feel at home when doing this). Another neat option is to whiff cancel Yuri's sweep into Saiha ( + ) to first cover the ground with her long, low-hitting sweep and then shortly after controlling the aerial hop space. This setup can beat out attempts to hop over Yuri's sweep and at minimum puts out a large hitbox if the opponent stayed on the ground.
- Blowback Attack ( + ) - Yuri performs a slap similar to the last hit of Hyakuretsu Binta ( + ). Short reach, but offers a thick, but close, hitbox and puts the opponent into a long period of hitstun for canceling into specials.
- Jumping Light Punch (Air ) - Downward angle punch that doesn't hit as deep as Jumping and lacks the horizontal reach of Jumping . Not too useful as an intermediate between either two attacks, though the main significance of this attack is that the player can cancel a Jumping into an aerial special or DM.
- Jumping Light Kick (Air ) - Yuri's most horizontal jumping attack. Her leg reaches further forward than with Jumping so it's possible to space out a jump-in from further out with this move though this attack is a poor air-to-ground attack when up close.
- Functions as Yuri's best air-to-air normal against horizontally-approaching enemies but will lose if the opponent is coming down from above Yuri. Yuri really lacks an aerial answer to attach upward from a jump but the player can deal with anti-airing from the ground in such instances.
- This attack can cross up the opponent though it must be done rather late and low to the ground. There's also an increased chance of the opponent crouching or spacing the crossup to whiff which can be punished with a Crouching .
- Jumping Heavy Punch (Air ) - A purely vertical downward attack much similar to Kyo's own Jumping + . Due to the deep reach the player can use this attack earlier on in a jump arc to hit the opponent faster and decrease the time available to be anti-aired. This is the player's strongest jumping tool when close in to the opponent and it can even cross up strongly; there's less of a chance of the attack whiffing thanks to the large hitbox, meaning the opponent cannot crouch and punish a botched crossup attempt.
- When hopping in on the opponent, always hold before pressing to use Yuri's airthrow Option Select. If the opponent tries to jump or hop forward for an air-to-air Yuri could automatically execute an airthrow if in range and if the opponent remains grounded she'll attack with Jumping as normal. Jumping isn't a strong air-to-air on its own to warrant trying to use this Option Select in other situations, though there is no harm is always buffering an airthrow when using it.
- Jumping Heavy Kick (Air ) - This is a more standard downward-angled kick and jumping attack. The hitbox reaches downward near the lower end of Yuri's foot and the player can use this move in instances where Jumping falls short in reach. The hitbox doesn't cover the vertical space directly under Yuri's torso so the opponent can more easily anti-air Yuri with an upward vertical hitbox from a standard Close/Crouching by moving in closer to Yuri's body. In short the closer to Yuri the opponent is, the more susceptible the player is to anti-airs.
- Also functions as a crossup.
- Jumping Blowback Attack (Air + ) - Yuri spins backward and flies rump-first into the opponent. Unlike most jumping attacks Yuri's Jumping Blowback Attack doesn't reach further than her standard vulnerable hitbox when neutral in the air. The player must really be in deep on the opponent in order for the move to not whiff, but once in the correct range the hitbox is big. Players familiar with Kyo's Jumping Blowback Attack application should be familiar with this move once adjusting to the shorter reach. Making the opponent block this attack leaves the player at a large frame advantage with enough time to time an early Jumping to create a tight blockstring or use the time for an empty hop mixup or set up spacing on the ground.
- Yuri Raijinkyaku (Air + ) - Yuri's aerial command divekick that behaves exactly like the Houyoku ( + , then ) followup. The dive can be started once Yuri reaches the apex of her jump or hop and until reaching the ground. Yuri's aerial momentum stops during the startup of the dive and then she begins diving downward at a steep vertical angle. Unless activated from a high height, the downward angle inhibits the range of this move in comparison to Yuri's other aerial options.
- The active hitbox on this attack is wild; it attacks at a steep vertical but also has a strange horizontal reach that when done deep against an opponent can result in really ambiguous crossups. The player is left at a large frame advantage on block or hit, though the initial startup of the dive is most susceptible to being anti-aired by the opponent.
- Tsubame Tsubasa ( + ) - A slow overhead attack. Doesn't deal much damage on hit and leaves Yuri vulnerable during the lengthy startup and puts the player at a frame disadvantage on block. Unlike other command overheads, the player cannot activate HD mode on hit and can only Super Cancel this move into the costly Haou Raiouken ( + + ). If already in HD mode it's possible to cancel this attack into an aerial special but activating HD mode outside of a hitconfirm is a hefty risk of wasting potential damage. Overall, this attack is pretty slow and low-damaging and should only be used on rare occasions to end a match or cancel into Neomax.
- Oni Harite ( or + or [while close]) - A basic normal throw where Yuri slaps the opponent 1/2 the screen away into a techable knockdown. From midscreen the opponent is pushed back rather far from a quick tech though the player can get back in on the opponent with a hyper hop or by using Houyoku ( + ) to come down on the opponent. If the opponent is thrown into the corner the player can time a hop to be a safejump against the opponent.
- Tsubame Otoshi (Air or + [while close]) - A short-ranged airthrow that's activated only in close proximity and has no whiff animation. After a successful throw the player and opponent will be switched sides and the Yuri player will have a slight frame advantage, though the distance between both players limits the follow opportunities.
- Saiha ( + ) - A projectile deflector and important tool for controlling the hop space and making frametraps. The version is the fastest version and can connect from Heavy attacks. The Saiha cannot combo from Yuri's grounded normals but stays active for a really long time and launches the opponent higher on hit, enough to allow for corner juggles. Additionally the version is advantageous on block, especially so if done as a meaty attack.
- While vulnerable to counterpokes or sweeps on whiff, the active hitbox on this move is huge enough to shut down hop attempts and force the opponent to find the correct spacing to punish a whiffed Saiha. Whiffing the move also builds a lot of meter and can potentially absorb a projectile so it can be a quite safe move to use from a distance.
- One more useful technique is to buffer Saiha when using Yuri's sweep. If the opponent jumps the sweep the player can whiff cancel into Saiha which should anti-air the opponent.
- Saiha ( + + ) - Slightly slower than the version though this attack will connect from Heavy normals and launch the opponent quite high into the air. Leads into damaging corner but doesn't do much from midscreen.
- Yuri Chou Upper ( + ) - Yuri's 'Dragon Punch' special uppercut. The version starts faster and functions better as an anti-air though it's possible to be beaten out by jumping attacks since the move lacks invulnerability. The upper moves Yuri forward and is mainly used to cause a knockdown. Anti-airing with the stronger version is difficult from the extra range and slow speed, though these properties help the attack connect from Standing in a hitconfirm.
- Yuri Chou Upper ( + + ) - A grand upper that hits eight times and has both invuln and fast startup speed. A strong reversal against grounded opponents and an alright anti-air though not all hits may connect.
- Raiouken ( + ) - Yuri's aerial projectile can be used on the ground which will cause her to jump neutrally and throw a diagonally downward projectile. Yuri will hop upward and throw a projectile which will travel 1/3 the screen length from the version. The version is thrown down from the apex of a full neutral jump. Both versions have lengthy startup and recovery that could be countered with a roll, a quick run under, a hop or jump, or with an invincible EX move or DM. Not safe enough to be thrown out often or abused although the player can occasionally use this move to counter the opponent's forward movement.
- Raiouken ( + + ) - Yuri will hyper hop forward and launch a projectile that hits twice at the apex of her jump. This moves the player in on the opponent fast and can only be anti-aired very early or with invulnerable attacks and leaves the Yuri player at a huge frame advantage on block or hit. By canceling a normal such as Crouching into Raiouken the player can further avoid a counterattack and get in on the opponent to set up another frametrap or blockstring or keep increase the risk of a guard break.
- Air Raiouken (Air + ) - The more familiar version of that move that attacks at a steeper, and shorter-reaching angle than that of the grounded Raiouken. When done with Yuri will halt her aerial momentum to throw a projectile and then fall straight downard as she did in KOF '98 Ultimate Match. During the aerial hangtime Yuri remains vulnerable and can be punished somewhat easily. The version is taken from KOF 2002 Unlimited Match; the projectile is launched while keeping the player's aerial trajectory which eliminates the obvious startup and recovery. The player can hop forward with a Raiouken as an approach and be at a slight frame advantage on block or hop or jump backwards with a projectile to keep an opponent from approaching.
- Ko'ouken ( + ) - The Kyokugen namesake 'projectile' styled in lieu of Ryo's midscreen poke. Yuri punches forward with a large release of energy. The hitbox on the projectile or energy splash is large and cannot be easily hopped over though the slow startup and further out active hitbox limits the use as an anti-air against a close opponent. The two versions of Yuri's Ko'ouken function oppositely of Ryo's two: The version starts faster and connects from Heavy attacks but leaves the player with less frame advantage on hit or block while the slower variation leaves the player with a larger frame advantage and allows for corner followup hits to be linked. Either version reaches about 1/4 of the screen.
- Hyakuretsu Binta ( + ) - A running command grab. The version travels slightly further though both will combo from Heavy attacks.
- Hyakuretsu Binta ( + + ) - This version is a blockable attack, i.e. not a throw. Yuri will either hit the opponent and trigger a slapping ranbu or bounce off of the opponent on block. The player can potentially catch an opponent attempting to jump out expecting the normal grab version while the bounce backward leaves Yuri safer than if the normal version had not connected. Deals more damage and sends the opponent flying back into a hard knockdown.
- Houyoku ( + ) - A 'Demon Flip' move that sends Yuri flying into the air with four possible followups off of this command jump. Activating the move with moves the player primarily upward with a short horizontal forward distance. Conversely the flip sends Yuri moving horizontally forward about 2/3 the screen but with a somewhat low vertical height similar to a hop. In most instances the flip will be more common inside of Drive Cancel combos or to set up a potential crossup.
- Houyoku ( + + ) - Both the startup and followups are altered with Houyoku. First and foremost, Yuri will move across 3/4 of the screen with a very fast and low to ground hop. The faster speed can be taken advantage of to get up close to the opponent in a flash and works even better off of a canceled normal. The lower arc doesn't allow the player to cross up the opponent.
- Nage (Houyoku, then ) - If any punch button is pressed after Houyuko Yuri will perform her Jumping . This hits as an overhead and can still cross up as usual though Yuri will keep her aerial momentum which can make both setting up and comboing off a crossup rather spacing-specific. An opponent hit by this move will be placed in a juggable state instead of being put into a hitreset, and it's possible to Drive Cancel this followup on hit.
- Nage (Houyoku, then ) - Deals more damage on hit but is otherwise the same move, only done from a faster and lower aerial arc. It's possible to cross an opponent up from an Houyoku though since Yuri follows through with her momentum the player cannot follow up a successful crossup for a combo.
- Yuri Raijinkyaku (Houyoku, then - Pressing a kick button after Houkyou causes Yuri to stop mid-air and attack with a steeply angled divekick. The divekick has a large hitbox and connects very easily against enemies but can be blocked high or low. From a Houkyou it's easy to set up an ambiguous crossup with this kick and on hit or block the player is left with a large frame advantage.
- Yuri Raijinkyaku (Houyoku, then - Hits as an overhead and deals more damage.
- Dageki (Houyoku, then + ) - An airthrow followup that will only connect against airborne opponents. The player could use this followup if the opponent tries to jump or air-to-air an incoming Houyoku though whiffing this move leaves Yuri highly punishable.
- Dageki (Houyoku, then + ) - Works as an Anywhere Juggle and will always connect against an aerial opponent inside the grab's range.
- Raiouken (Houyoku, then + ) - Yuri's aerial momentum halts and she uses her Air Raiouken. Useful for baiting reversals or anti-airs due to the delayed startup but puts the player at neutral on block.
- Raiouken (Houyoku, then + ) - Yuri keeps her forward momentum and attacks with two Raioukens. Pretty much the same as Air Raiouken but with the added bonus of being on an even lower hop arc.
- Haou Shoukouken ( + ) - The Official Desperation Move of Ryuuko no Ken. Comboable from Heavy attacks from simple combos though Yuri's more advanced combos use meter for different EX Specials and DMs.
- projectile travels slowly across the screen and controls a lot of the screen and can anti-air a poorly-timed jump attempt. The version moves much faster across the screen and can punish fullscreen projectiles and whiffs and can even anti-air though not so much on reaction. Either version can be super jumped or rolled through by the opponent which can lead to the player being punished, or the opponent could block and take the minimal chip damage to avoid mistiming a roll or jump.
- Hien Hou'oukyaku ( + ) - A standard 'ranbu' DM where Yuri runs forward and goes into an automatic combo on hit. This version has no invulnerability and can be punished on block and should only be used in combos. The player can land this move from midscreen juggles and from Heavy normals for a modest amount of damage.
- Hien Hou'oukyaku ( + + ) - The EX version of the DM starts up faster and has a short window of invulnerability that can be used to go through projectiles or work as a reversal. Connects in more situations against aerial opponents and causes more notable damage. Good for punishing moves that push the opponent back to relative safety.
- Haou Raiouken ( + + ) - Yuri hops back into the air and throws a Raiouken which explodes upon reaching the ground. The startup is fast enough to combo off of most normals including Jumping or + and the projectile will travel roughly 2/3 the screen before reaching the ground and erupting.
- Air Haou Raiouken (Air + + ) - Functions similarly to the grounded version and still moves Yuri back during the startup. If done from the peak of a jump the extra height can make the projectile reach fullscreen though linking the EX DM becomes impossible from this further range.
Tips and Tricks
- When ending a juggle with cr.C xx dp+BD > AC, make sure to hit with the first active hitbox of cr.C, as the second hitbox is not cancelable.
Most juggle combos that end in dp+A can also be ended with cr.C/cl.C > dp+D A+C. Ending the combo this way does more damage, but is counter productive to corner carry. So use it mostly if it will kill or on shorter combos where you can't take them to the corner anyway.
- cr.B cr.B st.B xx dp+C - (168, 32)
If required due to range, you can omit one cr.B
- (jump attack) cl.C xx dp+C -
- (jump attack) cl.C xx hcb+D -
First combo does more damage, second combo does more stun. cr.B links into cl.C, so instead of a jump attack, these combos could be started off a cr.B.
- (jump attack) cl.C xx qcb+AC, dp+D > P, dp+A - ( , )
- (corner only) (jump attack) cl.C xx qcb+AC, qcb+C, qcf+C, dp+C ( , )
- (jump attack) cl.C xx qcb+AC, dp+D > P, qcf hcb+K - ( , )
- (corner only) (jump attack) cl.C xx qcb+AC, qcb+C, qcf+C, qcf hcb+K - ( , )
- (corner only) (jump attack) cl.C xx qcb+AC, qcb+C, qcf+C, qcf hcb+BD - ( , )
- cr.B st.B xx dp+C (1) (DC) dp+D > P, dp+A - (233, 40)
- (corner only) cr.B st.B xx dp+C (1) (DC) qcb+C, qcf+A, dp+A - (273, 42)
- cr.B st.B xx hcb+A (DC) dp+D > P, dp+A - (246)
- (corner only) cr.B st.B xx hcb+A (DC) qcb+C, qcf+A, dp+A - (275)
- (jump attack) cl.C xx qcb+AC, dp+D > P, dp+A (1) (DC) dp+D > P, dp+A - ( , )
- cr.B st.B xx dp+C (1) (DC) dp+D > P, cr.C xx dp+BD > AC - (321, 37)
- (corner only) (jump attack) cl.C xx qcb+AC, qcb+C, qcf+C, dp+C (1 hit) (DC) qcb+C, qcb+C, dp+C ( , )
Alternatively this combo can be ended with cl.C xx dp+D > AC instead of dp+C.
- (corner only) h.C, cl.C xx qcb+AC, qcb+C, qcf+C, dp+C (1) (DC) qcb+C, qcf+C
- qcf hcb+K - (638, 50)
- qcf hcb+BD - (716, 50)
- (corner only) h.C, cl.C (HD) cl.C xx [dp+C (1) (HDC) qcf+C] x 5, dp+C (1) (HDC) qcb+C, qcf+C
- qcf hcb+K
- qcf hcb+BD
- h.C, cl.C (HD) cl.C xx [dp+C (1) (HDC) dp+D > P] x 3, [dp+C (1) (HDC) qcf+C] x 2, dp+C (1) (HDC) qcb+C, qcf+C
- qcf hcb+K
- qcf hcb+BD
- (corner only) h.C, cl.C (HD) cl.C xx [dp+C (1) (HDC) qcf+C] x 4, dp+C (2) (HDC) qcf+K (whiff) (HDC) qcb qcb+AC, qcf hcb+BD
- (corner only) ... (HD) cl.C dp+C(1) (HDC) qcb+C, dp+A(1) (HDC) qcb+C, qcf+C, dp+C (HDC) qcf+C, dp+C (HDC) qcb+C, qcb+A, qcb qcb+AC, qcf hcb+BD
- h.C, cl.C (HD) cl.C xx [dp+C (1) (HDC) dp+D > P] x 3, [dp+C (1) (HDC) qcf+C] x 2, dp+C (1) (HDC) qcb qcb+AC, qcf hcb+BD
Cr.C, run under cl.C, Saiha
- Play her in A-Groove and use Blanka and Dictator.