Difference between revisions of "The King of Fighters 2002 UM/Yuri Sakazaki"

From Dream Cancel Wiki
Jump to navigation Jump to search
Line 85: Line 85:




Rai Oh Ken - in air, qcf + B/D
'''Rai-oh Ken''' - (in air, qcf+B/D)
*Yuri shoots an air energy sphere while descending to the ground, one of her best moves in her entire move set. This move is key to Yuri's zoning game, you can use it high in the air or even while your just a few feet off the ground. Using it long with her hyper hop will make it extra safe because dealing with an opponent that can zone and move at the same time is extremely annoying, the trajectory in which use will make it very difficult for them to try and hyper hop or even safe roll passed it. If you time it right you can use weak Rai-oh Ken to combo into her strong Flying Phoenix Kick but the timing is really strict. You can tiger knee into it (qcf uf+B/D) to make it come out very quickly but the recovery is poor so make sure you either space or land it properly. 
*Backdash OK
*'''Max Mode Advice''': As mention before using this along with her Swallow Wings command in Max Mode gives you a really strong block string combo and a whole bunch of frame advantage along with it.





Revision as of 20:49, 7 January 2011

Yuri.jpg


Normals

Close

  • cl. A/B/C/D are cancel-able.
  • Close B hits low.
  • Close C/D are the combo starters of choice, close D is a bit slower though.


Standing

  • Stand A is chain-able to other lights.
  • Stand B can be used as a make-shift anti-air.
  • Stand C isn't cancel-able but has good range, nice poking tool.
  • Stand D is kinda slow, hits mid and isn't cancel-able.


Crouching

  • cr. A/C/D are cancel-able/ whiff cancel-able.
  • Crouch B is chain-able and very fast.
  • Crouch C can be used as an anti-air attack, links into specials/DM's easily.
  • Crouch D sweeps the opponent to the ground, you can whiff cancel it at any time.


Jumping

  • j.B/C/D all cross-up.
  • Jump C delivers a nice chunk of hit-stun on contact, great cross-up normal.
  • Jump D hit-box stretches to her other leg making it great for jump-in attacks
  • Jump B and D are both instant overheads.


Blowback Attack

  • CD is very fast for a blowback attack but the range is poor, cancel-able/whiff cancel-able.
  • JCD is her best air-to-air move as it stretches far and comes out best during a hyper hop


Throws

Demonic Slap - f/b + C

  • Yuri grabs them then quickly slaps them across the face.
  • Can be broken.
  • Regular Knockdown.


Silent Throw - f/b + D

  • Yuri grabs them then flip kicks to the other side of the screen, the recovery isn't all that good so if you do it to get them into the corner and they safe roll they maybe be able to punish you before you get a chance to block.
  • Regular Knockdown


Swallow Dropper - in air, any direction except u + C

  • Yuri grabs them then slams them onto the ground, Yuri doesn't really have any options are as it goes for attacking after landing a hard knockdown. DM Flying Phoenix Kick can work since it's her only move that goes fast and far enough but only if they don't guard so it's still a pretty big gamble, the more convenient choices would be "Go for the meaty jump-in" or a "(late) Rai Oh Ken!" for that extra pressure on wake-up.
  • Can not be broken
  • Hard Knockdown

Command Moves

Swallow Wings - (f+A)

  • Yuri does a butt bump to the opponents face, yeah it looks nice but it's a very restricted move. The first thing your probably thinking is what the heck does this move do? well nothing really. It isn't cancel-able in any shape or form so yeah can't really work with this move much at all. However if you get Yuri into Max Mode this move uses will make look more appealing. The thing is in Max Mode this move can be canceled in to her Raioh Ken making her close offensive/air game increase ten fold. A couple reps of cl.C/D~f+A~qcf+K and your opponents guard is bound to break in seconds, they'll have more than enough trouble guarding high/mid/low so they're chance of catching you with a GCR/GCA is very slim.
  • Overhead Attack
  • Max Mode Advice: Use in conjunction with Raioh Ken for a great constant guard crush string combo, gives good frame advantage on block as well, keep it going until they're guard break.


Piercing Swallow - (df+B)

  • Yuri does a quick low kick with her left leg to hit the opponents foot, pretty simple command normal in general but very useful for a character like Yuri. This is not only helps her with her quick high and low mixups (block high, block low, etc) this normal also links right in to both her regular DM and SDM for quick and easy damage, great for those people who don't want to try anything fancy. Another trick is to use df+B then wait until she recovers then do her Hundred Blows attack, most opponents will be to busy chicken guarding waiting for a DM to move out of the way so it works as a great punisher, the risk aren't too high but still proceed with caution.
  • Free Cancel-able
  • Hits Low
  • Combo Advice: You can link it from either standing strong normals but the only trusted follow-up after the df+B is her Flying Phoenix Kick DM, everything else is gonna miss terribly.


Rising Swallow - (df+D)

  • Yuri does a high (maybe too high) kick hitting the opponent and launching them into the air. This is her sister command normal to her Piercing Swallow attack, does everything quite the opposite though. Unlike Piercing Swallow this move hits high but there-in lies a bigger problem, the thing is (combo into it or not) the recovery of this move just doesn't let it link into much of any her because they're either to fast or too slow. Despite it's shortcomings it can still link into her dp, you can replace her dp with a crouch C reset instead, and even her HSDM Super! Ryuuko Ranbu for around 60% damage so it's not too bad, never combo into her Core! Super Upper SDM with this as it just isn't worth it.
  • Free Cancel-able
  • Anti-Air
  • Max Mode Advice: If you Max Cancel the Rising Swallow (df+D, [BC] on hit) you gain a few options, Flying Phoenix Kick DM is a good combo ender but it still uses up two stocks. HSDM also works but it's up to you as it's 3 stocks in or outside of Max Mode. You have to sacrifice to really make this move work for you.

Special Moves

Tiger Flame Punch - (qcf+A/C)

  • Yuri shoots a shield of energy out of her right hand, very basic zoning tool for Yuri. On the bad side the start-up for this move seems a little bit longer than it should be so it kinda holds it back. On the flip side this move nullifies projectiles, the hit-box stretches a bit further than it looks, and can be charged to turn into a Haoh Shokoken, pretty straight forward move.
  • Nullifies Projectiles
  • Juggles opponent on Counter Hit


Haoh Shokoken - (qcf+A/C hold)

  • Yuri holds an energy sphere then charges to shoot a much bigger one, this variation of her move has much more options than the former. The start-up is long so try using from far away to stuff jump-ins and other laggy attacks, after the they're hit you can end the combo with a DM, SDM (not recommended), normal reset, or meaty jump-in.
  • Combo Advice: The hit-stun from the attack last long enough for you to connect her Flying Phoenix Kick from point blank range (they can safe roll out of the way) or from the other side of the screen, weak Yuri Slash will also work but only from close range.


Rai-oh Ken - (in air, qcf+B/D)

  • Yuri shoots an air energy sphere while descending to the ground, one of her best moves in her entire move set. This move is key to Yuri's zoning game, you can use it high in the air or even while your just a few feet off the ground. Using it long with her hyper hop will make it extra safe because dealing with an opponent that can zone and move at the same time is extremely annoying, the trajectory in which use will make it very difficult for them to try and hyper hop or even safe roll passed it. If you time it right you can use weak Rai-oh Ken to combo into her strong Flying Phoenix Kick but the timing is really strict. You can tiger knee into it (qcf uf+B/D) to make it come out very quickly but the recovery is poor so make sure you either space or land it properly.
  • Backdash OK
  • Max Mode Advice: As mention before using this along with her Swallow Wings command in Max Mode gives you a really strong block string combo and a whole bunch of frame advantage along with it.


Sai Ha - qcb + A/C


Yuri Super Upper - dp + A/C

  • Super cancellable

> Double Yuri Super Upper - during C version of Super Upper, dp + A/C


Hundred Blows - hcb + B/D


Yuri Super Slash - hcf + B/D

  • Super cancellable
  • B version causes wire damage if a counter hit
  • D version causes wire damage

Desperation Move

Flying Phoenix Kick - qcf hcb + B/D


Super Desperation Move

Core! Super Upper - qcf x 2 + BD


HSDM

Super! Ryuko Ranbu - qcf hcb + AC

  • Can be charged


Combos

Crouch B Starter

  • cr.B, cr.A, dp+C~dp+P

- Damage: 22/100


  • cr.B, cr.A, qcf hcb+K

- Damage: 27/100 (1 Meter)


  • cr.B, cr.A, qcfx2+BD

- Damage: 42/100 (3 Meters)


Close C Starter

  • cl.C, df+D, qcf+C

- Damage: ?/100


  • cl.C, df+B, qcf hcb+K

- Damage: 34/100 (1 Meter)


  • cl.C, df+D, qcfx2+BD

- Damage: 61/100 (3 Meters)


Jump X Starter

  • j.D, cl.D, dp+C~dp+P

- Damage: 34/100


  • j.D, cr.B, cr.A, dp+C~dp+P

- Damage: 31/100

  • j.D, cl.C, hcf+B
  • j.D, cr.C, qcf hcb+K

- Damage: 38/100 (1 Meter)


  • j.D, cr.C, dp+C, (SC) qcf hcb+K

- Damage: 46/100 (2 Meters)


  • j.D, cr.C, qcfx2+BD

- Damage: 63/100 (3 Meters)


  • j.D, hh.C

- Damage: 18/100


Yuri Super Slash (CW) Starter

  • hcf+D, dp+C~dp+P


  • hcf+D, qcf hcb+K

- Damage: 32/100 (1 Meter)


  • hcf+D, qcfx2+BD

- Damage: 58/100 (3 Meters)


Corner

  • qcf+A (CH), st.CD
  • qcf+A (charge), qcf hcb+K

- Damage: 38/100 (1 Meter)


  • qcf+A (charge), dp+C~dp+P

- Damage: 34/100


  • qcf+A (charge), qcfx2+BD

- Damage: 31/100 (3 Meters)


  • qcf+A (charge), dp+C, (SC) qcfx2+BD

- Damage: 38/100 (4 Meters)


  • [BC] f+A, qcf+B, df+D, qcfx2+BD

- Damage: 70/100 (2 Meters)


  • [BC] (f+A, qcf+B, cr.C)×n


Air Starter

  • qcf+B (landing), qcf hcb+D


Frame Specifics

Frame Advantage

Close Normals

cl.A - 4F (+0F)

cl.B - 5F (+0F)

cl.C - 4F (-18F)

cl.D - 6F (-3F)


Far Normals

st.A- 4F (-5F)

st.B - 6F (-8F)

st.C - 6F (-11F)

st.D - 12F (-8F)

CD - 16F (-4F)


Crouch Normals

cr.A - 5F (+1F)

cr.B - 4F (+1F)

cr.C - 3F (-10F)

cr.D - 8F (-8F)

CD…16F(-4F)


Command Normals

Swallow Wings (f+A) - 15F (-6F~+4F)

  • strong.X, f+A - (+2F)

Piercing Swallow (df+B) - 10F (-3F)

Rising Swallow (df+D) - 15F (-16F)


Special Attacks

Tiger Flame Punch (qcf+A) - 20F (+8F~+16F)

Tiger Flame Punch (qcf+C) - 24F (+2F~+10F)


Haoh Sho Kou Ken (qcf+A/C [hold]) - (+3F)→On Guard


Sai Ha (qcb+A) - 26F (+6F)

Sai Ha (qcb+C) - 26F (+7F)


Yuri Super Upper (dp+A) - 4F (-30F)

Yuri Super Upper (dp+C) - 11F


Hundred Blows (hcb+K) - 18F

  • st/cr.X, hcb+K (-18F)


Yuri Super Slash - (hcf+B) - 15F (-8F)

Yuri Super Slash - (hcf+D) - 15F (-8F)

  • 20F(-16F)<Tougeki Version>


f+A, Rai Oh Ken (qcf+B in air) - (+6F)

f+A, Rai Oh Ken (qcf+D in air) - (+3F)


DM's

Flying Phoenix Kick (qcf hcb +B/D) - 9F


SDM

Core! Super Upper (qcfx2+BD) - 5F (-30F)→Whole Guard


HSDM

Super! Ryuko Ranbu (qcf hcb+AC) - 15F (-22F)


Match Videos

Yuri vs Ralf

Yuri vs Hinako and K'

Yuri vs K'

Yuri vs Hinako, King and Nameless


Discussion Threads

Discuss at Dream Cancel