Difference between revisions of "The King of Fighters XIII/Yuri Sakazaki"

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===Crouching===
===Crouching===


'''d.A:''' 25 damage, chain/cancel-able, hits mid. Similar to her s.A but in a crouch position.
'''d.A''' - 25 damage, chain/cancel-able, hits mid. Similar to her s.A but in a crouch position.


'''d.B:''' 30 damage, chain-able, hits low. Swift, quick crouching low kick which is a great starter for a lot of her ground combos. A great low poke that is safe on block.
'''d.B''' - 30 damage, chain-able, hits low. Swift, quick crouching low kick which is a great starter for a lot of her ground combos. A great low poke that is safe on block.


'''d.C''' - 70 damage, cancel-able, hits mid. Good for stopping some jump-in. Can combo into light damage specials, and her supers.
'''d.C''' - 70 damage, cancel-able, hits mid. Good for stopping some jump-in. Can combo into light damage specials, and her supers.
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===Jumping===
===Jumping===


'''j. A:''' 45(40) damage, cancel-able, hits overhead. Range is a little short, and points down diagonally, but it can be canceled into her df+B or her qcf+K.
'''j. A''' - 45(40) damage, cancel-able, hits overhead. Range is a little short, and points down diagonally, but it can be canceled into her df+B or her qcf+K.


'''j. B:''' 45(40) damage, hits overhead. Has more range than her j.A but isn't cancel-able. Good for air-to-air.
'''j. B''' - 45(40) damage, hits overhead. Has more range than her j.A but isn't cancel-able. Good for air-to-air.


'''j. C:''' 72(70) damage, hits overhead. Good for jumping in, and can be option selected into her air throw. Can be used to to cross up standing opponents too.
'''j. C''' - 72(70) damage, hits overhead. Good for jumping in, and can be option selected into her air throw. Can be used to to cross up standing opponents too.


'''j. D''' 70(68) damage, hits overhead. Good for jumping in, has a nice ranged hitbox, and can crossup standing and crouching opponents.
'''j. D''' - 70(68) damage, hits overhead. Good for jumping in, has a nice ranged hitbox, and can crossup standing and crouching opponents.


===Blowback Attack===
===Blowback Attack===


'''CD:''' 75 damage, whiff/cancel-able, hits mid. A wide smack that has a lot of pushback.
'''CD''' - 75 damage, whiff/cancel-able, hits mid. A wide smack that has a lot of pushback.


'''j. CD:''' - 90(80) damage, cancel-able, hits mid. A booty bump can be canceled into her air qcf+K. The range is a little on the short side.
'''j. CD''' - 90(80) damage, cancel-able, hits mid. A booty bump can be canceled into her air qcf+K. The range is a little on the short side.


'''GCCD:''' 10 damage, hits mid. Guard Cancel Blowback Attack
'''GCCD''' - 10 damage, hits mid. Guard Cancel Blowback Attack


==Throw==
==Throw==

Revision as of 20:20, 9 January 2012

Yuri XIII.jpgSpacer.gifFile:Yuri sprite.gif

Yurixiiimoves.png

Console Changes

-The distance travelled on her dp as well as the angle of descent has been adjusted

-Her air throw coming off of dp.K has special follow up properties (special follow up properties –ie- versus normal situations where an opponents in an air status that cannot be followed up on with subsequent attacks)

-s.B is faster

-j.A can be cancelled with her dive kick

-Movement limits on Yuri’s dive kick have been relaxed

-Her hcb.B is now a 1 frame cmd throw

-The invincibility after attack frames on EX hcb.K has been shortened

-Recovery on haoh-shokoken improved

Yamamoto: "Depending on which buttons get pressed on hcb.K, a 1 frame throw, a running throw, an invincible attack, the properties of the move change dramatically so it will be necessary to use the variations according to the situation. This will be a versatile weapon in her arsenal so please give the move a try in depth. The real spectacle here is her air throw from dp.K which is now a hit-anything move. Try racking up on damage in various situations!"

Gameplay Overview

(coming soon!)

Gameplay Notes

Pros

Cons

Normals

Standing

s.A - 25 damage, chain/cancel-able, hits mid. A quick jab that leaves her at a slight advantage on block. The range is really short though.

s.B - 30 damage, whiff/cancel-able, hits mid. This high aiming kick is good for stopping hops, can be whiff canceled and is safe on block.

far C - 80 damage, hits mid. A strong swift punch. Can be good to stop hops preemptively.

far D - 80 damage, hits mid. Yuri performs a roundhouse kick that is safe on block, and has some pushback. This kick can be used some stop some far hops.

s.C - 70 damage, cancel-able, hits mid. A standing uppercut that is easy to combo into a qcf+A, dp+P or super, but isn't safe on block.

s.D - 70 damage, cancel-able, hits mid. Knee to the gut that is similar to s.C cancel wise, but is a bit more safer on block.

Crouching

d.A - 25 damage, chain/cancel-able, hits mid. Similar to her s.A but in a crouch position.

d.B - 30 damage, chain-able, hits low. Swift, quick crouching low kick which is a great starter for a lot of her ground combos. A great low poke that is safe on block.

d.C - 70 damage, cancel-able, hits mid. Good for stopping some jump-in. Can combo into light damage specials, and her supers.

d.D - 80 damage, whiff/cancel-able, hits low. A sweep with decent range which can be whiff canceled.

Jumping

j. A - 45(40) damage, cancel-able, hits overhead. Range is a little short, and points down diagonally, but it can be canceled into her df+B or her qcf+K.

j. B - 45(40) damage, hits overhead. Has more range than her j.A but isn't cancel-able. Good for air-to-air.

j. C - 72(70) damage, hits overhead. Good for jumping in, and can be option selected into her air throw. Can be used to to cross up standing opponents too.

j. D - 70(68) damage, hits overhead. Good for jumping in, has a nice ranged hitbox, and can crossup standing and crouching opponents.

Blowback Attack

CD - 75 damage, whiff/cancel-able, hits mid. A wide smack that has a lot of pushback.

j. CD - 90(80) damage, cancel-able, hits mid. A booty bump can be canceled into her air qcf+K. The range is a little on the short side.

GCCD - 10 damage, hits mid. Guard Cancel Blowback Attack

Throw

Oni Harite = (b/f+C/D) close 100 damage, can be broken and ground teched.

Tsubame Otoshi = (b/d/f+C) in air 100 damage, can't be broken, and give a hard knockdown.

Command Moves

Yuri Raijin Kyaku = (df+B) in air 45 damage, hits mid. A dive kick that is very safe on block, can be performed during a hop, and can even be combo-ed into on hit. A great move.

Tsubame Tsubasa (f+A) 60 damage, hits overhead. Her patented butt overhead that still isn't safe on block. On hit it can connect to her neomax if you're good at hit confirming.

Special Moves

Saiha = (qcb+P)

(EX) = qcb+AC

- Super Cancel-able

- Hit Detection: High

- Damage: 50/60/110


Yuri Chou Upper = (dp+P)

(EX) = dp+AC

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 40+35/65+35/20x5+65+35x2


Raiouken = (qcf+K)

(EX) = qcf+BD

- Hit Detection: High

- Damage: 60/70/45x3


Raiouken Air = (qcf+K) in air

(EX) = qcf+BD in air

- Hit Detection: High

- Damage: 55/70x2


Ko Ou Ken = (qcf+P)

(EX) = qcf+AC

- Super Cancel-able

- Hit Detection: High

- Damage: 60/75/120


Hyakuretsu Binta = (hcb+K)

(EX) = hcb+BD

- Hit Detection: Close/High

- Damage: 0+4x4+120/0+4x10+160


Houyoku = (dp+K)

(EX) = dp+BD

- Hit Detection: None


∟Nage (P)

- Hit Detection: Mid

- Damage: 70(100)


∟Yuri Raijin Kyaku = (K)

- Hit Detection: High

- Damage: 45(60)


∟Dageki = (AC)

- Hit Detection: Close (in air)

- Damage: 100(150)


∟Raiouken Air = (qcf+K)

- Hit Detection: High

- Damage: 55(70x2)

Desperation Moves

Haoh Shou Kou Ken = (f hcf+P)

- Hit Detection: High

- Damage: 190


Hien Hou'ou Kyaku (qcf hcb+K)

(EX) = qcf hcb+BD

- Max Cancel-able

- Hit Detection: High

- Damage: 0+15x11+55/0+10x18+40+100

Neomax

Haoh Raiouken = (qcbx2+AC) also in air

- Hit Detection: High

- Damage: 10xN+25x17

Combos

UNDER CONSTRUCTION

No Stock, No Drive Gauge -

d.Bx2, s.B, dp+C

s.C, dp+C


1 Stock, 1+ Drive Gauge -

d.Bx2, s.B, dp+C (1), [SC] qcf hcb+K

(Corner) s.C, dp+C (1), (DC) qcb+C, qcb+A, qcf hcb+K

d.Bx2, s.B, dp+C (1), [DC] dp+K~P, s.C, dp+K~AC


2 Stock, No Drive Gauge -

(Corner) s.C, qcb+AC, qcb+C, qcb+A, qcf hcb+K


2 Stock, 1+ Drive Gauge -

(Corner) s.C, qcb+AC, qcb+C, qcb+A, dp+A (1), [DC] qcb+C, qcb+A, qcf hcb+K


HD Combo

(1)(Corner) b.Bx2, s.B, [HD] s.C, dp+C, [(HDC)] qcb+C, qcb+A, dp+A (1)]xN, [HDC] qcb+C, qcf hcb+D, [MC] qcbx2+AC, qcf hcb+D

Strategies

Far Range

Mid Range

Close Range

Cornered Opponent

Cornered


Videos

Yuri KCE Basic Introduction

Discussion Threads

Discuss at Dream Cancel

Navigation

The King of Fighters XIII
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Characters