The King of Fighters XIII/Yuri Sakazaki

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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

http://www.youtube.com/watch?v=U66VV2gBUxU


Discussion Threads

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