Difference between revisions of "The King of Fighters '98 UMFE/EX Yuri"

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[[File:kyo98umfeexyuri.png]]
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[[File:Notationkof.png|left]]
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[[File:Kof98umfeexyurimovelist.png|left]]
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== Introduction ==


== Quick Movelist ==
{{StrengthsAndWeaknesses
| description =EX Yuri is a poking and zoning character. Her normals are strong for poking and air-to-airs, and she can control both the ground and the air well. She has both grounded and air projectiles as well, which makes her zoning game strong. She also has a great all-purpose move in her stationary projectile, which can function as an anti-air to catch people trying to jump her normal projectiles, as an anti-zoning projectile reflector if people try and counter-zone her, and as a combo tool from both lights and heavies. Her close-range offense is pretty decent as well, as she has access to both an overhead and a running command grab. Her weaknesses include a lack of a meterless reversal and fairly limited combo options.}}


'''Notation'''
== Changes from Previous Versions ==


[[image:a.gif]] = Light Punch
'''98 to 98UM'''


[[image:b.gif]] = Light Kick
Normals:


[[image:c.gif]] = Strong Punch
* st.C is now cancelable


[[image:d.gif]] = Strong Kick
* st.D now has fewer startup frames


* j.C now has a smaller hitbox vertically


''Throws''
* nj.C's hitbox got moved up to align with the hurtbox


Oni Harite: [[image:bk.gif]]/ [[image:fd.gif]] + [[image:c.gif]] close
* j.A is now cancelable


Silent Nage: [[image:bk.gif]]/ [[image:fd.gif]] + [[image:d.gif]] close
Specials:


Tsubame Otoshi: [[image:bk.gif]]/ [[image:dn.gif]]/ [[image:fd.gif]] + [[image:c.gif]]/ [[image:d.gif]] close in air
* qcf+K now changed to j.qcf+K, and can now OTG


* qcb+P now reflects projectiles


''Command Moves''
* The sound effects of some moves were changed to their AoF2 versions


En Yoku: [[image:fd.gif]]+ [[image:b.gif]]
Supers:


* qcf,hcb+BD now starts up at the same speed as the regular version


''Special Attacks''
* The sound effects of some moves were changed to their AoF2 versions


Saiha: [[image:qcb.gif]] + [[image:a.gif]]/ [[image:c.gif]]
'''98UM to 98UMFE'''


Raiouken: [[image:qcf.gif]]+ [[image:b.gif]]/ [[image:d.gif]] in the air also
Specials:


Ko Ou Ken: [[image:qcf.gif]]+ [[image:a.gif]]/ [[image:c.gif]]
* qcb+C now has less recovery, is now +3 on block


Hyakuretsu Binta: [[image:hcb.gif]]+ [[image:b.gif]]/ [[image:d.gif]]
== Normals ==


'''Close'''


''Desperation Moves''
* cl.A: Same as st.A.


Haoh Shou Kou Ken: [[image:fd.gif]] [[image:hcf.gif]] + [[image:a.gif]]/ [[image:c.gif]]
* cl.B: A low-hitting toe stomp that is cancelable. You have to be very close for those move to activate, so if the spacing isn't correct, st.B might come out.


Hien Hou'ou Kyaku: [[image:qcf.gif]] [[image:hcb.gif]] + [[image:b.gif]]/ [[image:d.gif]]
* cl.C: Kinda funny-looking uppercut. Hits quite high, so it can be good to stop jump-outs. Has a notable dead zone where it activates but whiffs. Unsafe on block. Cancelable.


Shin! Chou Upper: [[image:qcf.gif]] [[image:qcf.gif]] + [[image:a.gif]]/ [[image:c.gif]]
* cl.D: Knee to the midsection. Safer and more useful than cl.C. Cancelable.


'''Standing'''


== Introduction ==
* st.A: A decent-ranged quick jab. Good for poking, mashing out of pressure, and stopping hops. Safe on block. Chainable and cancelable.
 
* st.B: A quick high kick that's good for stopping hops and controlling space.
 
* st.C: A fast hook punch. Good for ending blockstrings with because of the pushback, or to catch mashers in the corner. Cancelable, but hard to combo out of due to pushback.
 
* st.D: Good for zoning and anti-airing, but has bad recovery. Has a lot of pushback on block, but can still be punished by moves that go very far very fast.


'''Crouching'''


== Normals ==
* cr.A: Fast, safe on block, and overall very similar to st.A. Chainable and cancelable.


'''standing'''
* cr.B: Standard low combo starter. Has good recovery. Chainable.


''st. A'' = A decent ranged cancelable quick jab. Good for poking and stopping hops. Safe on block.
* cr.C: An uppercut with fast startup that's good for anti-airing normal jumps. Cancelable.


''st. B'' = A quick high kick that is good for stopping hops and is okay to whiff once in a while to control that area incase opponents are jumpy. Not cancelable.
* cr.D: Sweep with bad recovery but decent range. Cancelable.


''cl. B'' = A toe stomp that is cancelable. You have to be very close for those move to active, so if the spacing isn't correct, a standing B might come out.
'''Jumping'''


''st. C'' = A cancelable fast hook punch. Good for ending blockstrings with because of the pushback or to catch mashers in the corner.
* j.A: Good for jump-ins, but has poor damage.


''cl. C'' = Kinda funny looking uppercut that is cancelable. Not safe on block.
* nj.A: Short-ranged elbow hook.


''st. D'' = Good for zoning against jumpings, but has bad recovery. Thank goodness that it has decent pushback on block but it can be punished by fast starting supers if its done close enough. Not cancelable.
* j.B: Good for jump-ins, and also has a big enough hitbox to be used as an instant overhead from a backward jump.


''cl. D'' = Knee to the midsection. Cancelable to specials and supers. More safe and useful than cl. C
* nj.B: A low, close-ranged kick.


* j.C: A strong hammerfist. It can be performed fairly deep and is good for jumping in and starting combos with.


'''Crouching'''
* nj.C: A double-palmed attack that has limited range.


''cr. A'' = Fast, cancelable and safe on block as her st. A.
* j.D: It can crossup, it hits deep, and it has a decent-sized hitbox.


''cr. B'' = A good low, fast kick that is cancelable and has good recovery.
* nj.D: A great jumping side kick that is active for a while, which is great to be used defensively.


''cr. C'' = a fast starting uppercut that is cancelable and is good for anti-airing normal jumps
'''CD Normals'''


''cr. D'' = a cancelable sweep that has bad recovery with decent range.
* st.CD: Cancelable on hit, block, and whiff.


* j.CD: Good for hop pressure due to its long blockstun.


'''Jumping'''
== Throws ==


''j. A'' = Good for jumping in with but has poor damage. The neutral jump version is a short ranged elbow hook.
'''Oni Harite:''' <code>b/f+C (close)</code>


''j. B'' = Good for jump-ins, and also has a big enough hitbox to be used as an instant overhead, if jumping away with. The neutral version is a low, and close ranged bottom of her sneaker kick.
* Regular throw, techable. EX Yuri grabs the opponent and slaps them, sending them to the end of the screen with a soft knockdown.                                      


''j. C'' = A strong hammer looking jumping punch. It can be performed fairly deep and is good for jumping in, and starting combos with. The neutral version is a double palmed attack that has limited range.
'''Silent Nage:''' <code>b/f+D (close)</code>


''j. D'' = It can crossup, hits deep and has a decent sized hitbox. The neutral version is a great jumping side kick that is active for a while, which is great to be used defensively.
* Regular throw, techable. EX Yuri grabs the opponent, does a backflip, and kicks them to the other side of the screen with a soft knockdown.


'''Tsubame Otoshi:''' <code>b/d/f+C/D (close, in air)</code>


== Combos ==
* Air throw, not techable. EX Yuri grabs the opponent in the air and dives with them into the ground, causing them to slide to the other end of the screen with a hard knockdown.


'''0 Level'''
== Command Moves ==


* '''cr. B x 2, cr. A, qcb + A'''
'''En Yoku:''' <code>f+B</code>
: a very easy to confirm knockdown combo starting from a low attack. You can subsitute the cr. A, for a st. A if you like. You can also switch out the qcb + A for a qcb + B/D running grab on block, for a blockstring mixup.


* '''j. C/D, cl.C/D, qcb + A/C'''
* Works as an overhead. Can be canceled into, but this takes away its overhead property without making it cancelable itself.
: good damage option from a jump-in, then knocksdown. On block, cl.D confirm can guard rolled, which will leave you open for punishment if you follow through with the qcb + C.


* '''j. C/D, cl. C/D, qcf + C'''
* Can be late-cancelled so that it retains its overhead property when canceled into.
: not a safe combo to do on block, plus it doesn't knock down.  


'''1 Level'''
== Special Moves ==


* '''(j. C/D), cr.b, cr. a XX qcf, hcb + K'''
'''Saiha:''' <code>qcb+A/C</code>
: sometimes the super can misfire into a hcb + K if not done accurately


* '''cr.b, cr./st. a XX qcf, qcf + P'''
* EX Yuri creates a big energy shield in front of her. One of the most multipurpose moves in the game.
: great damage from a low attack, more than the qcf, hcb + K combo. jump-in starters will make the super whiff


* '''(j. C/D), cr. c, XX qcf, hcb + K'''
* Has an extremely active projectile hitbox that reflects other projectiles.
: if you can confirm the cr.c without the jump-in, go for it.


* '''(j. C/D), cl. C/D XX f, hcf + A
* Can used as an anti-air and as a check on grounded approaches.
: since the A version has faster start up than the C version, it can connect after the close C or D. This combo


'''2 Levels in Advanced & Extra Mode'''
* Also functions as EX Yuri's primary meterless combo ender; A version combos from anything cancelable, while the C version only combos from heavies.


* '''(j. C/D), cr.b, cr. a XX qcf, hcb + B+D'''
* The C version has a lot of active frames and good range, making it an excellent meaty option. It is also plus on block even if it hits on the first active frame, making it good for pressure.
: you can had a neutral hop qcf + B for an extra OTG hit.


* '''cr.b, cr./st. a XX qcf, qcf + A+C'''
'''Raiouken:''' <code>qcf+A/C (in air)</code>
: massive damage, almost 50% health.


* '''j.C/D, cr. a XX qcf, qcf + A+C'''
* EX Yuri throws an aerial fireball diagonally downwards. This stops her momentum and makes her fall straight to the ground.
: the super will connect after the single cr. a, and lands more damage from the crouching b, and a combo.


== Normal Moves ==
* Excellent space-control tool.


* Cannot be done during a backdash or step dash.


== Throws ==
* Can be used at almost any point during her jump arc, but the activation isn't quite low enough to be TK'ed.


'''Oni Harite''': close b/f + C
* Can hit OTG.


'''Silent Nage''': close b/f + D
'''Ko Ou Ken:''' <code>qcf+A/C</code>


'''Tsubame Otoshi''': mid air close b/d/f + D
* EX Yuri throws a normal airborne projectile straight forwards.


* Speed varies according to the button used, A version is slower while C version is faster.


== Command Moves ==
* Good projectile for zoning, as it cannot be hopped over by most characters.


'''En Yoku''':  F + B
* Both versions can only be combo-ed after heavy attacks.


* works as an overhead. Can't be cancelled after a normal
'''Hyakuretsu Binta:''' <code>hcb+B/D</code>


* A running command grab.


== Special Moves ==
* Good for setting up sneaky tick throws every once in a while.
'''Saiha''': qcb + A/C


* reflects projectiles and also could be used as an anti air. It could be used also in combos, the A version after light or heavy attacks and the C version  only after heavy attacks
* She can create some unblockable fireballs with this command grab, thanks to the unblockable projectile glitch.


'''Raiouken''': (in the air) qcf + A/C
== Desperation Moves ==


* now only works in the air, and could hit OTG
'''Haoh Shou Kou Ken:''' <code>f,hcf+A/C</code>
* A version is slower than C version, but can be combo-ed into. Even so, the timing is a little tricky, so the other two DMs will be better options for combos.


'''Ko Ou Ken''': qcf + A/C
* Use this mostly for space control and counter-zoning.


* speed varies according to the button used, A version is slower while c version is faster. Both versions only could be comboed after heavy attacks
* MAX version mirrors the C version, but is bigger and does more damage.  


'''Hyakuretsu Binta''': hcb + B/D
'''Hien Hou'ou Kyaku:''' <code>qcf,hcb+B/D</code>


* a running command grab
* A ranbu DM.


* Can combo from lights and moves forward quite a bit, so this gives her some 3-hit metered confirms.


== Desperation Moves ==
* Can also be used as a kinda-fast longer-range punish.


'''Haoh Shou Kou Ken''': f, hcf + A/C
* MAX version does more damage, and you can get an OTG j.qcf+P after it.


* A version of Hao Sho Ko Ken is slower than C version, but can be comboed, even though the timing is a little tricky, it will be a better option to use the other 2 DM
'''Shin! Chou Upper:''' <code>qcfx2+A/C</code>


'''Hien Hou'ou Kyaku''': qcf, hcb + B/D
* Very high-damage DP DM.


* After the SDM version of the Hien Hou'ou Kyaku, you can add a Raiouken
* Has invincibility, so it can be used as a reversal.


'''Shin! Chou Upper''': qcf, qcf + A/C
* Can fail to connect fully at longer ranges, so be sure to use it only point-blank.


* If your opponent is a little too far while you execute the Shin! Chou Upper while a combo, there is the risk that only the first or second hit connect, doing little damage.
* MAX version does more damage.


== Combos ==
== Combos ==
'''General Notes:'''
* In any metered combo, qcf,hcb+K/qcfx2+P can be replaced with qcf,hcb+BD/qcfx2+AC for more damage if you have the resources.
===Meterless===
''Low''
: <code>cr.Bx2, cr.A/st.A, qcb+A</code>
: A very easy low confirm into a knockdown. You can switch out the qcb+A for a qcb+B/D on block, for a blockstring mixup.
''Mid/Jump-In''
: <code>(j.C/D), cl.D, qcb+C</code>
: Good damage option from a jump-in.
===With Meter===
''Low''
: <code>cr.B, cr.A, qcf,hcb+K/qcfx2+P</code>
: qcfx2+P does more damage than qcf,hcb+K, but is liable to fall out if not done at point-blank range.
''Mid/Jump-In''
: <code>(j.C/D), cr.C, qcf,hcb+K</code>
: <code>(j.C/D), cl.D, f,hcf+A</code>


== Strategy & Tips ==
== Strategy & Tips ==

Latest revision as of 20:57, 25 September 2022

Kyo98umfeexyuri.png

Notationkof.png
Kof98umfeexyurimovelist.png


Introduction

EX Yuri is a poking and zoning character. Her normals are strong for poking and air-to-airs, and she can control both the ground and the air well. She has both grounded and air projectiles as well, which makes her zoning game strong. She also has a great all-purpose move in her stationary projectile, which can function as an anti-air to catch people trying to jump her normal projectiles, as an anti-zoning projectile reflector if people try and counter-zone her, and as a combo tool from both lights and heavies. Her close-range offense is pretty decent as well, as she has access to both an overhead and a running command grab. Her weaknesses include a lack of a meterless reversal and fairly limited combo options.

Changes from Previous Versions

98 to 98UM

Normals:

  • st.C is now cancelable
  • st.D now has fewer startup frames
  • j.C now has a smaller hitbox vertically
  • nj.C's hitbox got moved up to align with the hurtbox
  • j.A is now cancelable

Specials:

  • qcf+K now changed to j.qcf+K, and can now OTG
  • qcb+P now reflects projectiles
  • The sound effects of some moves were changed to their AoF2 versions

Supers:

  • qcf,hcb+BD now starts up at the same speed as the regular version
  • The sound effects of some moves were changed to their AoF2 versions

98UM to 98UMFE

Specials:

  • qcb+C now has less recovery, is now +3 on block

Normals

Close

  • cl.A: Same as st.A.
  • cl.B: A low-hitting toe stomp that is cancelable. You have to be very close for those move to activate, so if the spacing isn't correct, st.B might come out.
  • cl.C: Kinda funny-looking uppercut. Hits quite high, so it can be good to stop jump-outs. Has a notable dead zone where it activates but whiffs. Unsafe on block. Cancelable.
  • cl.D: Knee to the midsection. Safer and more useful than cl.C. Cancelable.

Standing

  • st.A: A decent-ranged quick jab. Good for poking, mashing out of pressure, and stopping hops. Safe on block. Chainable and cancelable.
  • st.B: A quick high kick that's good for stopping hops and controlling space.
  • st.C: A fast hook punch. Good for ending blockstrings with because of the pushback, or to catch mashers in the corner. Cancelable, but hard to combo out of due to pushback.
  • st.D: Good for zoning and anti-airing, but has bad recovery. Has a lot of pushback on block, but can still be punished by moves that go very far very fast.

Crouching

  • cr.A: Fast, safe on block, and overall very similar to st.A. Chainable and cancelable.
  • cr.B: Standard low combo starter. Has good recovery. Chainable.
  • cr.C: An uppercut with fast startup that's good for anti-airing normal jumps. Cancelable.
  • cr.D: Sweep with bad recovery but decent range. Cancelable.

Jumping

  • j.A: Good for jump-ins, but has poor damage.
  • nj.A: Short-ranged elbow hook.
  • j.B: Good for jump-ins, and also has a big enough hitbox to be used as an instant overhead from a backward jump.
  • nj.B: A low, close-ranged kick.
  • j.C: A strong hammerfist. It can be performed fairly deep and is good for jumping in and starting combos with.
  • nj.C: A double-palmed attack that has limited range.
  • j.D: It can crossup, it hits deep, and it has a decent-sized hitbox.
  • nj.D: A great jumping side kick that is active for a while, which is great to be used defensively.

CD Normals

  • st.CD: Cancelable on hit, block, and whiff.
  • j.CD: Good for hop pressure due to its long blockstun.

Throws

Oni Harite: b/f+C (close)

  • Regular throw, techable. EX Yuri grabs the opponent and slaps them, sending them to the end of the screen with a soft knockdown.

Silent Nage: b/f+D (close)

  • Regular throw, techable. EX Yuri grabs the opponent, does a backflip, and kicks them to the other side of the screen with a soft knockdown.

Tsubame Otoshi: b/d/f+C/D (close, in air)

  • Air throw, not techable. EX Yuri grabs the opponent in the air and dives with them into the ground, causing them to slide to the other end of the screen with a hard knockdown.

Command Moves

En Yoku: f+B

  • Works as an overhead. Can be canceled into, but this takes away its overhead property without making it cancelable itself.
  • Can be late-cancelled so that it retains its overhead property when canceled into.

Special Moves

Saiha: qcb+A/C

  • EX Yuri creates a big energy shield in front of her. One of the most multipurpose moves in the game.
  • Has an extremely active projectile hitbox that reflects other projectiles.
  • Can used as an anti-air and as a check on grounded approaches.
  • Also functions as EX Yuri's primary meterless combo ender; A version combos from anything cancelable, while the C version only combos from heavies.
  • The C version has a lot of active frames and good range, making it an excellent meaty option. It is also plus on block even if it hits on the first active frame, making it good for pressure.

Raiouken: qcf+A/C (in air)

  • EX Yuri throws an aerial fireball diagonally downwards. This stops her momentum and makes her fall straight to the ground.
  • Excellent space-control tool.
  • Cannot be done during a backdash or step dash.
  • Can be used at almost any point during her jump arc, but the activation isn't quite low enough to be TK'ed.
  • Can hit OTG.

Ko Ou Ken: qcf+A/C

  • EX Yuri throws a normal airborne projectile straight forwards.
  • Speed varies according to the button used, A version is slower while C version is faster.
  • Good projectile for zoning, as it cannot be hopped over by most characters.
  • Both versions can only be combo-ed after heavy attacks.

Hyakuretsu Binta: hcb+B/D

  • A running command grab.
  • Good for setting up sneaky tick throws every once in a while.
  • She can create some unblockable fireballs with this command grab, thanks to the unblockable projectile glitch.

Desperation Moves

Haoh Shou Kou Ken: f,hcf+A/C

  • A version is slower than C version, but can be combo-ed into. Even so, the timing is a little tricky, so the other two DMs will be better options for combos.
  • Use this mostly for space control and counter-zoning.
  • MAX version mirrors the C version, but is bigger and does more damage.

Hien Hou'ou Kyaku: qcf,hcb+B/D

  • A ranbu DM.
  • Can combo from lights and moves forward quite a bit, so this gives her some 3-hit metered confirms.
  • Can also be used as a kinda-fast longer-range punish.
  • MAX version does more damage, and you can get an OTG j.qcf+P after it.

Shin! Chou Upper: qcfx2+A/C

  • Very high-damage DP DM.
  • Has invincibility, so it can be used as a reversal.
  • Can fail to connect fully at longer ranges, so be sure to use it only point-blank.
  • MAX version does more damage.

Combos

General Notes:

  • In any metered combo, qcf,hcb+K/qcfx2+P can be replaced with qcf,hcb+BD/qcfx2+AC for more damage if you have the resources.

Meterless

Low

cr.Bx2, cr.A/st.A, qcb+A
A very easy low confirm into a knockdown. You can switch out the qcb+A for a qcb+B/D on block, for a blockstring mixup.

Mid/Jump-In

(j.C/D), cl.D, qcb+C
Good damage option from a jump-in.

With Meter

Low

cr.B, cr.A, qcf,hcb+K/qcfx2+P
qcfx2+P does more damage than qcf,hcb+K, but is liable to fall out if not done at point-blank range.

Mid/Jump-In

(j.C/D), cr.C, qcf,hcb+K
(j.C/D), cl.D, f,hcf+A

Strategy & Tips

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro