Difference between revisions of "The King of Fighters XV/Yuri Sakazaki"
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==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = | | intro = Yuri appears to be another shoto-like character, but in reality has many unique tools that give her a terrifying offense. Between her command jump in 623B/D, command grab in 61234B/D, and infamous dive kick, Yuri excels at cracking a defensive opponent opponent. When the opponent tries to mount an offense back, she can defend well with a plethora of anti-airs, including the unique ability to combo after anti-air normals. Her primary weakness is a somewhat lackluster ground game outside of her sweep and fireball, and short range on her specials, making confirming some combos difficult. Yuri works well as a point, where defensive options are fewer, or mid, where her medium bar damage combos can shine. | ||
| pros= | | pros= | ||
* | * Incredibly varied offense between command jumps and command grabs. | ||
* | * Can vary her jump heights with dive kick and air fireball. | ||
* Diverse and very rewarding anti air options, even off of normals. | |||
* Good at stopping hops between fireball and her good normals. | |||
| cons= | | cons= | ||
* | * Ground normals are stubby outside of sweep, making the close-to-mid range game difficult. | ||
* | * Heavier combos require quick confirms and can drop at some ranges. | ||
* Below average Blowback, which leads into a below average Shatter Strike and Guard Cancel Blowback. | |||
}} | }} | ||
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|name=far A | |name=far A | ||
|input=f.A | |input=f.A | ||
|description=* | |description=* Whiffs on crouchers. | ||
* Plus on block. | |||
A quick jab. Standard KOF jab; stop hops pre-emptively with it. Cannot cancel into 3D for some reason. | |||
}} | }} | ||
===far B=== | ===far B=== | ||
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|name=far B | |name=far B | ||
|input=f.B | |input=f.B | ||
|description=* | |description=* Can be chained into. | ||
Yuri sticks her foot out up high. Can function even better than f.A at stopping hops. This has a bigger hitbox and doesn't whiff on crouchers. Only 1f slower, which can come into play, but rarely. Use over f.A when possible. Also your primary light cancel option. | |||
}} | }} | ||
===far C=== | ===far C=== | ||
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|name=far C | |name=far C | ||
|input=f.C | |input=f.C | ||
|description=* | |description=* Whiffs on crouchers. | ||
Yuri does a big punch. Angled high and fantastic at stopping hops. Cannot be cancelled however which limits its reward despite its higher damage than f.B. Still a strong tool to throw out. Be wary of sweeps. This is also your best option for Quick Max confirms with its speed and range. | |||
}} | }} | ||
===far D=== | ===far D=== | ||
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|name=far D | |name=far D | ||
|input=f.D | |input=f.D | ||
|description=* | |description=* Whiffs on crouchers. | ||
A high angled roundhouse. Better for anti-airing full jumps in front of Yuri. Also whiffs on crouchers so be careful when using this on the ground. | |||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=yuri_cla | |moveId=yuri_cla | ||
|description= | |description=* Plus on block. | ||
* | * Links into 2C on hit. | ||
* Can be chained from and into. | |||
A short elbow. Plus on block and hits crouchers; great for pressure, but overshadowed by 2A. | |||
}} | }} | ||
====Close B==== | ====Close B==== | ||
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|moveId=yuri_clb | |moveId=yuri_clb | ||
|description= | |description= | ||
* | * Hits low. | ||
* Plus on block. | |||
A small foot stomp. Hits low and is plus on hit and block, but Yuri has better options. | |||
}} | }} | ||
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|moveId=yuri_clc | |moveId=yuri_clc | ||
|description= | |description= | ||
An uppercut. Fast at 4f and covers above Yuri's head. Good anti-air and punish option. | |||
}} | }} | ||
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|moveId=yuri_cld | |moveId=yuri_cld | ||
|description= | |description= | ||
A knee to the chest. Strongest combo starter Yuri has. Use in punishes when possible. | |||
}} | }} | ||
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|name=crouch A | |name=crouch A | ||
|input=2A | |input=2A | ||
|description=* | |description=* Plus on block. | ||
* Links into 2C on hit. | |||
* Can be chained from and into. | |||
A small low punch. Better than close A generally, being able to be used at more distances, though is 1f slower. It also causes less pushback, which makes it easier to combo into 2C after. Use to keep the pressure up, even at a slight distance. | |||
}} | }} | ||
===crouch B=== | ===crouch B=== | ||
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|name=crouch B | |name=crouch B | ||
|input=2B | |input=2B | ||
|description=* | |description=* Hits low. | ||
* Can be chained from and into. | |||
A low kick. Yuri has several 4f normals, but this one is one of the best at beating bad blockstrings and punishing jump ins or unsafe moves. Use frequently to get openings. | |||
}} | }} | ||
===crouch C=== | ===crouch C=== | ||
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|name=crouch C | |name=crouch C | ||
|input=2C | |input=2C | ||
|description= | |description=A crouching uppercut. Great option after a blocked 2A or close A to catch someone pressing buttons on block. Also combos from those normals if they hit. Also works as an anti-air directly above Yuri's head. The range is similar to the range at which close C will come out instead of far C, so the uses are similar, but the lack of promiximity requirement for 2C can make it more reliable. | ||
}} | }} | ||
===crouch D=== | ===crouch D=== | ||
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|name=crouch D | |name=crouch D | ||
|input=2D | |input=2D | ||
|description=* | |description=* Hits low. | ||
A sweep at the legs. Yuri's longest reaching normal, fantastic at punishing opponents to like to pre-emptively jab to stop air approaches. Cancellable on whiff which helps its safety. | |||
}} | }} | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|description2= | |description2=A small air punch. One of Yuri's fastest air normals. Use to fake an empty jump. | ||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|description2=* | |description2=* Whiffs on crouchers. | ||
* Not special cancellable. | |||
An upwards air kick. Good at stopping air approaches. Can easily be low profiled and punished so be careful of overuse. | |||
}} | }} | ||
====Jump C==== | ====Jump C==== | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2= | |description2=A two-handed hammer slam. Great downwards hitbox making this a great jump in, epsecially against low profile moves. Horizontal range is lacking however. Can cross up, such as after two blocked 2As > '''hyper hop''' > j.C. | ||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|description2= | |description2=A classic shoto-style air kick. Better horizontal hitbox than j.C, with a slightly worse downwards hitbox. Use to jump in at a range. Can also cross-up, such as after two blocked 2As > '''full jump''' > j.D. Notice the difference in the j.C and j.D set-ups. Knowing when to use j.C vs j.D is an important part of Yuri's offense. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=yuri_cd | |moveId=yuri_cd | ||
|description= | |description=A big upwards slap. Terrible horizontal range but fantastic vertical range. Especially useful in the corner as a pre-emptive option against hops, as a counter hit can lead to big damage when cancelled into 236C, which will be plus on block. | ||
}} | }} | ||
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|moveId=yuri_236cd | |moveId=yuri_236cd | ||
|description= | |description= | ||
The unique range of Yuri's Blowback makes this easy to anti-air with, but harder to use on the ground. | |||
}} | }} | ||
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|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|description2= | |description2=A forward facing air kick. Has the largest horizontal range of Yuri's air normals. Great for controlling air space and poking at a distance. An important part of Yuri's neutral. | ||
}} | }} | ||
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|name=C throw | |name=C throw | ||
|input=(close) 4/6C | |input=(close) 4/6C | ||
|description= | |description= | ||
A quick slap across the face. Leave Yuri at the perfect distance to set up an ambiguous cross up with a super jump, depending on how far she runs before hand. In the corner, leaves you point blank, ready for a mix-up. | |||
}} | }} | ||
===Silent Nage=== | ===Silent Nage=== | ||
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|name=D throw | |name=D throw | ||
|input=(close) 4/6D | |input=(close) 4/6D | ||
|description= | |description=Flips Yuri's opponent over. Can be followed-up similarly to her forward throw. | ||
}} | }} | ||
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|input=6A | |input=6A | ||
|description=* values in [] indicate when move has been cancelled into | |description=* values in [] indicate when move has been cancelled into | ||
* When | * Overhead | ||
* Variable frame advantage depending on distance. | |||
Yuri shoots her butt forward. Hits overhead and has great range, but overall unrewarding, as it cannot be followed up in any way. Unsafe point blank, but safer the further away the spacing is. When cancelled into it loses the overhead property and becomes completely useless barring an unrewarding frame trap. | |||
}} | }} | ||
===Yuri Raijin Kyaku=== | ===Yuri Raijin Kyaku=== | ||
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|name=Yuri Raijin Kyaku | |name=Yuri Raijin Kyaku | ||
|input=j.3B | |input=j.3B | ||
|description=* | |description=* Can be performed any time during a jump. | ||
* Can be performed after the apex of a hop. | |||
* Frame advantage varies depending on how deep the kick connects. | |||
* Hits mid. | |||
Yuri's signature dive kick. This drastically opens up Yuri's offense, allowing her to throw off the opponent's anti air timing, fake a retreat, quickly avoid grounded moves, and much more, depending on the players creativity. It can easily be comboed after if the kick connects around below waist level, so aiming this properly can lead to great reward. It can only be negative if used directly on top of a standing opponent, so avoid those situations. Note that although Yuri has cancellable air normals, Yuri cannot cancel air normals into 3B. | |||
}} | }} | ||
===Shien=== | ===Shien=== | ||
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|name=Shien | |name=Shien | ||
|input=3D | |input=3D | ||
|description=* | |description= | ||
* Hits low. | |||
A quick low kick. Being only 1f slower than 2D with slightly shorter range, this can be an alternative low option that Yuri can combo from at a distance. This can also be used in Yuri's combo strings, but Yuri's combos change depending on how far the opponent is, so sticking to as few normals as possible can be beneficial. | |||
}} | }} | ||
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|name=Ko-Ou Ken | |name=Ko-Ou Ken | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|description3=* | |description3=* Short projectile, full screen projectile when charged (51 frames) | ||
* A version is quick and recovers slower | |||
* C version is slower and has frame advantage | |||
* EX version is can combo from lights | |||
Yuri throws out a quick burst of fire from her hand. Counts as a projectile but behaves like a poke. The range is slightly larger than 2D, and can be used in the KOF rock-paper-scisscors game of hop-jab-sweep. Its safety and large hitbox, especially vertically, makes it very strong for this application. | |||
All versions of this move can be charged to fire a fullscreen projectile as well. This doesn't mean Yuri can necessarily zone; against any other zoner she would lose in the fireball war without question, since the extra start-up via the charge time cripples the fireball as a zoning tool. But if your opponent refuses to approach it can pressure them a little. | |||
---- | |||
The A version is quick and can combo from heavies. This keeps your blockstrings gapless, and can be confirmed into further combos in the corner. Cancelling 2D or CD on whiff into this can cover a lot of ground at once. When charged this fires a slow fireball. Yuri doesn't quite recover fast enough to follow perfectly behind it to apply pressure from full screen, but the idea is there. | |||
---- | |||
The C version is slower but has slightly more range and better recovery. This makes it plus on block, especially when spaced. At midscreen Yuri doesn't get a lot of options to keep the pressure up, but in the corner she can go for a 2D, re-hop, or another fireball to keep the opponent guessing. When learning match-ups it can be useful to know what options your opponent has after a blocked fireball to keep your pressure strong. Charged, this fires a fast projectile. | |||
---- | |||
The EX version has larger range and more speed, being comboable off of lights, but slightly worse frame advantage. The speed can make it useful in neutral as a fast poke or in blockstrings for a tighter plus blocked ender. When charged, this fires a fast, 2-hit projectile. This can go through other single hit projectiles. | |||
}} | }} | ||
===Kuuga (Yuri chou Upper)=== | ===Kuuga (Yuri chou Upper)=== | ||
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|name=Kuuga (Yuri chou Upper) | |name=Kuuga (Yuri chou Upper) | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|description3=* | |description3=* Reversal dragon punch | ||
* A is full invuln, C has none | |||
* EX has full invuln | |||
Yuri does a rising uppercut. Classic DP (dragon punch) style move. | |||
---- | |||
The A version has full invincibility and the fastest start-up. Use for anti-airs and reversals. The forward movement can be problematic at times, as it gives Yuri a deadzone right above her head. Be careful at that range and opt for close C or 2C instead. | |||
---- | |||
The C version has no invincibility whatsoever and should only be used for combos. | |||
---- | |||
The EX version has invincibility and does two uppercuts. It has more forward movement than the A version which can make it more consistent at going through certain blockstrings, such as normal > fireball. | |||
}} | }} | ||
===Saiha=== | ===Saiha=== | ||
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|name=Saiha | |name=Saiha | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|description3=* | |description3= | ||
* Pre-emptive anti air tool | |||
* A version is fast and weaker, C version is slow and stronger | |||
* EX version is your primary combo starter | |||
Yuri holds up a shield-like blast above her head. This is a very rewarding anti air option that gives Yuri a unique defensive gameplan. | |||
---- | |||
The A version is the fastest version. It's not quite fast enough to be used on reaction, except to potentially full or super jumps. It offers a limited juggle state that can only be comboed with Super Cancels. Whiffing this at range is a good way to build meter. | |||
---- | |||
The C version is slower but stronger and recovers slightly faster. Yuri can get a free juggle combo after this connects. This is the ideal version to use when expecting a jump, but it must be done on prediction. Use when possible, but be careful as this can easily be punished by staying on the ground and waiting for the animation to finish. | |||
---- | |||
The EX version is primarily used as a combo tool, as it's fast enough to combo from heavies and causes a juggle state. Unfortunately the range is very short, meaning your confirms into this must be done quickly. Incorporating this into your combo game can greatly amplify your damage however, so it's worth going for. | |||
}} | }} | ||
===Raiou Ken=== | ===Raiou Ken=== | ||
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|name=Raiou Ken | |name=Raiou Ken | ||
|input=j.236B/D/BD | |input=j.236B/D/BD | ||
|description3=* | |description3= | ||
* Air fireball | |||
* B version halts air momentum, D version keeps air momentum | |||
* EX version fires two fireballs and keeps momentum | |||
* No height limit | |||
Yuri throws a fireball downwards in the air. This is a very unique tool for Yuri that allows her to vary her air game. Yuri has substantial recovery when she lands from all versions however. Because of this they should not be used as your primary air option; rather, they should be used to vary your air game and throw your opponent off. These can be cancelled from all of Yuri's air normals except for j.B, but isn't recommended as it is usually negative, even on hit. | |||
---- | |||
B version halts Yuri's momentum in place as she throws the fireball. The halt in momentum can throw off your opponents' anti-air game potentially, but the extended recovery makes it hard to Yuri to take advantage of this. 3B is usually better at that job. When used for zoning, the halt in momentum makes it extremely punishable if the fireball is avoided. This should only be used as a way to throw off your opponent from your habits or to avoid something on the ground, such as a fireball. It has too little advantages to use frequently. | |||
---- | |||
D version keeps Yuri's momentum. Doing this instantly off of a forward hop or jump can allow her to approach while covering unusual ranges that can potentially be hard for opponents to deal with, especially if they try to anti-air Yuri without an invincible move. The frame advantage tends to be minimal however, so be careful about pressing too much advantage when it hits or is blocked. Using this while jumping backwards can create space if needed. | |||
---- | |||
The EX fires two fireballs, and otherwise functions similar to the D version. The second fireball travels at a lower trajectory than the first fireball. This doesn't cover more ground that would be useful, generally speaking, and the second fireball doesn't help in the frame advantage at all. There are likely better uses for your meter. | |||
}} | }} | ||
===Hyakuretsu Binta=== | ===Hyakuretsu Binta=== |
Revision as of 08:15, 15 March 2022
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Hold OK) = Can be held for a different effect.
Throws
Command Normals
Yuri Raijin Kyaku - + (Midair Only)
Special Moves
Kuuga (Yuri chou Upper) - + / (*)
Raiou Ken - + / (*) (Midair Only)
Super Special Moves
Chou Saiha (Kyokugenryu • Raiha) - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Gameplay Overview
Yuri appears to be another shoto-like character, but in reality has many unique tools that give her a terrifying offense. Between her command jump in 623B/D, command grab in 61234B/D, and infamous dive kick, Yuri excels at cracking a defensive opponent opponent. When the opponent tries to mount an offense back, she can defend well with a plethora of anti-airs, including the unique ability to combo after anti-air normals. Her primary weakness is a somewhat lackluster ground game outside of her sweep and fireball, and short range on her specials, making confirming some combos difficult. Yuri works well as a point, where defensive options are fewer, or mid, where her medium bar damage combos can shine. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
far A
far A
f.A
f.A |
---|
far B
far B
f.B
f.B |
---|
far C
far C
f.C
f.C |
---|
far D
far D
f.D
f.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
crouch A
crouch A
2A
2A |
---|
crouch B
crouch B
2B
2B |
---|
crouch C
crouch C
2C
2C |
---|
crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Oni Harite
C throw
(close) 4/6C
(close) 4/6C |
---|
Silent Nage
D throw
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Enyoku
Enyoku
6A
6A |
---|
Yuri Raijin Kyaku
Yuri Raijin Kyaku
j.3B
j.3B |
---|
Shien
Shien
3D
3D |
---|
Special Moves
Ko-Ou Ken
Ko-Ou Ken
236A/C/AC
236A/C/AC |
---|
Kuuga (Yuri chou Upper)
Kuuga (Yuri chou Upper)
623A/C/AC
623A/C/AC |
---|
Saiha
Saiha
214A/C/AC
214A/C/AC |
---|
Raiou Ken
Raiou Ken
j.236B/D/BD
j.236B/D/BD |
---|
Hyakuretsu Binta
Hyakuretsu Binta
63214B/D/BD
63214B/D/BD |
---|
Houyoku
Houyoku
623B/D/BD
623B/D/BD |
---|
Houyoku Follow ups
Hein Souha
623A/C/AC~A/C
623A/C/AC~A/C |
---|
Yuri Raijin Kyaku
623A/C/AC~B/D
623A/C/AC~B/D |
---|
Tsubame Otoshi
623A/C/AC~AC
623A/C/AC~AC |
---|
Raiou Ken
623A/C/AC~236B/D
623A/C/AC~236B/D |
---|
Super Special Moves
Chou Saiha (Kyokugenryu • Raiha)
Chou Saiha (Kyokugenryu • Raiha)
214214A/C/AC
214214A/C/AC
|
No results |
---|
Hien Houou Kyaku
Hien Houou Kyaku
2363214B/D/BD
2363214B/D/BD |
---|
Haoh Shoukou Ken
Haoh Shoukou Ken
641236A/C/AC
641236A/C/AC
|
No results |
---|
Climax Super Special Moves
Chou! Ryuuko Ranbu
Chou! Ryuuko Ranbu
2141236CD
2141236CD |
---|