Difference between revisions of "Art of Fighting 2/Yuri Sakazaki"

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[[File:yuri-aof2-artwork2.jpg|right|thumb]]
{{CharNavbox AOF2}}


==Backstory==
{{TOClimit|3}}
 
[[File:AOF2 Yuri Illustration.png|200x600px|thumb|right]]
 
==Story==
After her father dissappeared when she was young, Yuri became heavily dependent on Ryo. This dependency helped motivate Ryo to become a better fighter, but was to her detriment when she was kidnapped by Mr. Big. After being saved by Ryo and Robert, she was able to convince her father Takuma to train her, which he reluctantantly agreed to as he began to teach her the basics before she was invited to the King of Fighters tournament.  
After her father dissappeared when she was young, Yuri became heavily dependent on Ryo. This dependency helped motivate Ryo to become a better fighter, but was to her detriment when she was kidnapped by Mr. Big. After being saved by Ryo and Robert, she was able to convince her father Takuma to train her, which he reluctantantly agreed to as he began to teach her the basics before she was invited to the King of Fighters tournament.  
==Introduction==
Yuri is by no means the strongest character in the game, but she does have some tools that help her win some matchups. A lot of times, though, the odds are not in her favor.
{{ ProConTable
| pros=
* Good range on her normals
* Multiple advancing yolo options to control ground in neutral
| cons=
* Normals are sluggish and leave her vulnerable
* Anti-airs do really bad damage unless she's willing to spend meter on Saiha
* Struggles to play neutral unless she's spending a lot of meter on Hyakuretsu Binta
* Hard time securing knockdowns that lead to meaningful oki
* Can't combo off lights at most ranges, or do two-hit confirms into anything
* No reversal
}}
===Colors===
[[image:AOF2_Yuri_Colors.png]]
==Movelist==
'''Special Moves'''
Ko-Oh Ken - [[image:qcf.gif]] + [[image:a.gif]] - 20% Spirit
Saiha - [[image:qcb.gif]] + [[image:a.gif]] - 20% Spirit
Enbu Kyaku - [[image:qcb.gif]] + [[image:b.gif]] - 20% Spirit
Raioh Ken - [[image:qcf.gif]] + [[image:b.gif]] - 25% Spirit
Hyakuretsu Binta - [[image:fd.gif]][[image:bk.gif]][[image:fd.gif]] + [[image:a.gif]] - 40% Spirit
'''Super Move'''
Haoh Shoukou Ken - [[image:fd.gif]][[image:hcf.gif]] + [[image:a.gif]] - 75% Spirit
'''Desperation Move'''
Hien Houou Kyaku - [[image:fd.gif]][[image:bk.gif]][[image:hcb.gif]] + [[image:b.gif]] + [[image:c.gif]] - 75% Spirit
==Normals==
===Standing Normals===
====cl.LP====
{{FrameDataCargo-AOF2
| moveId = yuri_cllp
| description = Slow, minus, and not any more rewarding on hit than her other lights. Not useful at the ranges where it'll activate. The prox range is also way larger than the range of the move, which means this move doubles as a nerf to f.LP.
}}
====f.LP====
{{FrameDataCargo-AOF2
| moveId = yuri_flp
| description = A great, fast, plus, disjointed normal, just like Ryo's. Unlike Ryo, however, Yuri has a bad cl.LP holding hers back, making this deceptively hard to apply.
}}
====5LK====
{{FrameDataCargo-AOF2
| moveId = yuri_5lk
| description = All the whiff recovery of a heavy and all the damage of a light? Talk about a win-win!
In all seriousness, this move is a fine anti-air, if unrewarding.
}}
====cl.HP====
{{FrameDataCargo-AOF2
| moveId = yuri_clhp
| description = Bog-standard close heavy for punishes and the like.
}}
====f.HP====
{{FrameDataCargo-AOF2
| moveId = yuri_fhp
| description = Slow and less damaging than most heavies. Regrettably, this is one of your best pokes.
}}
====cl.HK====
{{FrameDataCargo-AOF2
| moveId = yuri_clhk
| description = Another humdrum close heavy. cl.HP is faster and more damaging, so this doesn't have much to do.
}}
====f.HK====
{{FrameDataCargo-AOF2
| moveId = yuri_fhk
| description = Unique far-reaching neutral option, but unfortunately sucks. Punishable on block and hit, even with absolutely perfect spacing, and also pretty reactable on startup, making this a very bad neutral option unless your opponent is at 16 health or less, you think they'll be caught dashing, *and* you don't have the Spirit to use the much better Hyakuretsu Binta.
}}
===Crouching Normals===
====2LP====
{{FrameDataCargo-AOF2
| moveId = yuri_2lp
| description = Great crouching jab. Since Yuri's stand jab situation is so wonky, this is a great normal to press a bunch instead.
}}
====2LK====
{{FrameDataCargo-AOF2
| moveId = yuri_2lk
| description = Less range and less frame advantage than 2LP, which is also a low. Not much point.
}}
====2HP====
{{FrameDataCargo-AOF2
| moveId = yuri_2hp
| description = Very fast anti-air that reaches pretty high up.
}}
====2HK====
{{FrameDataCargo-AOF2
| moveId = yuri_2HK
| description = Very fast sweep that's deceptively hard to punish. One of Yuri's only ways of securing knockdowns from farther away than literally right on top of them.
}}
===Jumping Normals===
====j.LP====
{{FrameDataCargo-AOF2
| moveId = yuri_jlp
| description = Strictly worse than j.LK in every way.
}}
====j.LK====
{{FrameDataCargo-AOF2
| moveId = yuri_jlk
| description = Big and very fast flying kick. Good air-to-air and jump-in.
}}
====j.HP====
{{FrameDataCargo-AOF2
| moveId = yuri_jhp
| description = Also strictly worse than j.LK in every way.
}}
====j.HK====
{{FrameDataCargo-AOF2
| moveId = yuri_jhk
| description = Pretty slow, but the 6 extra damage helps a lot on a character who struggles so much to deal damage. Covers basically the same screen space as j.LK. Useful if you think you have the time.
}}
==System Mechanics==
===Uppercut===
{{FrameDataCargo-AOF2
| moveId = yuri_uppercut
| description = No real advantage as an anti-air over 2HP aside from the knockdown.
}}
===Low Attack===
{{FrameDataCargo-AOF2
| moveId = yuri_lowattack
| description = This move is tiny horizontally, but has a unique property that makes it stand out. While Yuri is lifting her leg, she actually can't be tagged with lows unless the opponent hits her back leg, making this move usable as a low crush. This is a nifty way to beat options like sweeps, other low attacks, and King's slide.
}}
===Throw===
{{FrameDataCargo-AOF2
| moveId = yuri_throw
| description = Comically bad frame advantage on hit and the fullscreen launch means this practically sets the situation back to roundstart. Not ideal, but you'll have to rely on it to open people up.
}}
===Air Throw===
{{FrameDataCargo-AOF2
| moveId = yuri_airthrow
| description = The hit detection on airthrow is as comically tiny and as finnicky as ground throws are in this game, making this unfeasible as a reaction anti-air, as you will be swatted by buttons. Potentially very hard-hitting as a read or as a panic air-to-air, though you get sent back to neutral on hit. Can also be easily option-selected with lights by just doing j.C and praying.
}}
===Taunt===
{{FrameDataCargo-AOF2
| moveId = yuri_taunt
| description = Same frame data and spirit drain as Ryo and Robert. Taunting is useful in neutral due to the Spirit drain it inflicts on your opponent.
}}


==Special Moves==
==Special Moves==
'''Ko'ou Ken''' - qcf + A (236 + A) [20% spirit meter]
===Ko-oh Ken===
* Yuri shoots a blast of ki energy from her palm
{{FrameDataCargo-AOF2
* This attack is similar to Ryo's fireball
| moveId = yuri_236a
* With red spirit bar, this move will have very short range
| description = Costs 20% Spirit.
 
OK fireball with slightly better frame data than Ryo's version. Not useful as a close- or mid-range tool due to the frame data. Not ideal as a far-range option either; Yuri's unrewarding normal anti-airs means you don't get much from forcing them into the air unless you cash out with Saiha, and doing that too often means giving up future Saiha anti-airs and the ability to threaten with Hyakuretsu Binta in neutral as often. Weigh the cost of using accordingly.
 
At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 6 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.
}}
 
===Saiha===
{{FrameDataCargo-AOF2
| moveId = yuri_214a
| description = Costs 20% Spirit.
 
Actually a really good anti-air. Starts up faster than you'd think and is more annoying to whiff punish than you'd think, since it's active from the moment the particle effects appear onscreen and is active well into the animation of the fireball dissipating. By far her most rewarding anti-air, making this a useful part of her kit.
 
At low Spirit, the fireball will become much smaller, and will do 6 damage. It's actually still got a very good anti-air hitbox in this state, but the low reward means options like 5LK and 2HP are preferred.
}}
 
===Enbu Kyaku===
{{FrameDataCargo-AOF2
| moveId = yuri_214b
| description = Consumes 20% Spirit on use if available, but is unchanged at low Spirit.
 
Pretty wimpy. The second and third hit don't combo, the third and fourth hit don't combo, and at range, the first and second hit don't combo. It's safe on block, which is nice for tacking on an extra 8 damage to your combos and then immediately resetting to neutral.
}}
 
===Raioh Ken===
{{FrameDataCargo-AOF2
| moveId = yuri_236b
| description = Costs 25% Spirit.
 
Not an air fireball in this game. Instead, you input it on the ground, Yuri neutral jumps while loudly announcing what attack she's about to use, then throws the fireball. Not really all that good as a neutral tool, due to being very telegraphed and covering a pretty whatever angle that leaves you vulnerable to having the ball forward jumped over and getting punished on your landing.


'''KyokugenryuuSaiha''' - qcb + A (213 + A) [20% spirit meter]
At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 8 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.
* Yuri creates a shield of energy
}}
* This attack can stop air attacks, pokes, or dashes with the right timing
* With red spirit bar the duration of the move becomes significantly shorter


'''Raioh-ken''' - qcf + B (236 + B) [25% spirit meter]
===Hyakuretsu Binta===
* Yuri jumps in the air and throws a ki blast diagonally down-forward
{{FrameDataCargo-AOF2
* The blast will usually end up around the middle of the screen
| moveId = yuri_646a
* With red spirit meter, the blast will not leave past her palms
| description = Costs 40% Spirit.


'''Enbukyaku''' - qcb + B (213 + B) [20% spirit meter]
Yuri's best feature by far. Very fast, safe on block, and highly-damaging yolo move that wins trades. Adds some layers to Yuri's neutral, since your opponent has to respect the threat of it from midrange. Good to threaten with from time to time, but the Spirit cost means you ought to be conservative.
* A series of 4 quick attacks
* This move will not change based on spirit meter but will drain it nonetheless


'''HyakuRetsu Binta''' - f, b, f + A (646 + A) [40% spirit meter]
At low Spirit, this move is replaced with Yuri's f.HP. Humorously, even though you can cancel this f.HP into itself, it has too much pushback to combo, preventing Yuri from getting a stun setup.
* Yuri rushes forward and attacks with multiple slaps
}}
* This move has priority over many other moves and pre-jump frames
* If blocked, you recover quickly enough to repeat the move to try and punish someone trying to punish you
* This move will not come out with red spirit bar


==Super Move==
==Super Move==
'''Haohshokoken''' - f, hcf + A (641236 + A) [75% spirit meter]
===Haoh Shoukou Ken===
* Yuri creates a wall of ki energy to attack opponent
{{FrameDataCargo-AOF2
* Has slow startup compared to other super moves
| moveId = yuri_641236a
* Can be dodged with a well timed jump or wall jump
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit.
 
Too much startup and Spirit cost to be useful in virtually any situation. As an added bonus, it has much more recovery than other characters' versions of the move, making it even more useless than before. Does a sizable 18 damage on block and travels fast, so it can be useful for chip kills vs a low-health opponent you just knocked down.
}}
 
==Desperation Move==
===Hien Houou Kyaku===
{{FrameDataCargo-AOF2
| moveId = yuri_6463214bc
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.


==Hidden Super Move/Desperation Move==
Big, damaging unblockable. Yuri being starved for good knockdowns means you can't really set this up often, unless you're landing a lot of raw sweeps or cancel an anti-air normal into it. Still useful as a checkmate option off those hits.
'''Hienhouoh-Kyaku''' - f, b, hcb + BC
}}
* Yuri rushes to opponet to deliver a barrage of bicycle kicks


{{Navbox AOF2}}
{{Navbox AOF2}}

Latest revision as of 07:30, 10 June 2024

Art of Fighting 2

OverviewStrategyDataCombos

AOF2 Yuri Illustration.png

Story

After her father dissappeared when she was young, Yuri became heavily dependent on Ryo. This dependency helped motivate Ryo to become a better fighter, but was to her detriment when she was kidnapped by Mr. Big. After being saved by Ryo and Robert, she was able to convince her father Takuma to train her, which he reluctantantly agreed to as he began to teach her the basics before she was invited to the King of Fighters tournament.

Introduction

Yuri is by no means the strongest character in the game, but she does have some tools that help her win some matchups. A lot of times, though, the odds are not in her favor.


Strengths Weaknesses
  • Good range on her normals
  • Multiple advancing yolo options to control ground in neutral
  • Normals are sluggish and leave her vulnerable
  • Anti-airs do really bad damage unless she's willing to spend meter on Saiha
  • Struggles to play neutral unless she's spending a lot of meter on Hyakuretsu Binta
  • Hard time securing knockdowns that lead to meaningful oki
  • Can't combo off lights at most ranges, or do two-hit confirms into anything
  • No reversal

Colors

AOF2 Yuri Colors.png

Movelist

Special Moves

Ko-Oh Ken - Qcf.gif + A.gif - 20% Spirit

Saiha - Qcb.gif + A.gif - 20% Spirit

Enbu Kyaku - Qcb.gif + B.gif - 20% Spirit

Raioh Ken - Qcf.gif + B.gif - 25% Spirit

Hyakuretsu Binta - Fd.gifBk.gifFd.gif + A.gif - 40% Spirit

Super Move

Haoh Shoukou Ken - Fd.gifHcf.gif + A.gif - 75% Spirit

Desperation Move

Hien Houou Kyaku - Fd.gifBk.gifHcb.gif + B.gif + C.gif - 75% Spirit

Normals

Standing Normals

cl.LP

Close LP
5A
5A
AOF2 Yuri clLP.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
8 Mid Yes 8 5 7 -1 +1 -

Slow, minus, and not any more rewarding on hit than her other lights. Not useful at the ranges where it'll activate. The prox range is also way larger than the range of the move, which means this move doubles as a nerf to f.LP.

f.LP

Far LP
5A
5A
AOF2 Yuri 5LP.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
6 Mid No 3 4 2 +5 +7 -

A great, fast, plus, disjointed normal, just like Ryo's. Unlike Ryo, however, Yuri has a bad cl.LP holding hers back, making this deceptively hard to apply.

5LK

Stand LK
5B
5B
AOF2 Yuri 5LK.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
8 Mid Yes 9 8 16 -9 -7 -

All the whiff recovery of a heavy and all the damage of a light? Talk about a win-win!

In all seriousness, this move is a fine anti-air, if unrewarding.

cl.HP

Close HP
5[A]
5[A]
AOF2 Yuri clHP.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
16 Mid Yes 6 6 17 -2 -6 -

Bog-standard close heavy for punishes and the like.

f.HP

Far HP
5[A]
5[A]
AOF2 Yuri fHP.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
13 Mid Yes 10 8 17 -16 -20 -

Slow and less damaging than most heavies. Regrettably, this is one of your best pokes.

cl.HK

Close HK
5[B]
5[B]
AOF2 Yuri clHK.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
10 Mid Yes 7 8 5 +2 -2 -

Another humdrum close heavy. cl.HP is faster and more damaging, so this doesn't have much to do.

f.HK

Far HK
5[B]
5[B]
AOF2 Yuri fHK.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
16 Mid No 25 11 21 -15~-6 -19~-10 -

Unique far-reaching neutral option, but unfortunately sucks. Punishable on block and hit, even with absolutely perfect spacing, and also pretty reactable on startup, making this a very bad neutral option unless your opponent is at 16 health or less, you think they'll be caught dashing, *and* you don't have the Spirit to use the much better Hyakuretsu Binta.

Crouching Normals

2LP

Crouch LP
2A
2A
AOF2 Yuri 2LP.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
6 Low No 3 4 2 +5 +7 -

Great crouching jab. Since Yuri's stand jab situation is so wonky, this is a great normal to press a bunch instead.

2LK

Crouch LK
2B
2B
AOF2 Yuri 2LK.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
8 Low No 3 2 3 +4 +6 -

Less range and less frame advantage than 2LP, which is also a low. Not much point.

2HP

Crouch HP
2[A]
2[A]
AOF2 Yuri 2HP.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
10 Mid Yes 4 8 11 -10 -14 -

Very fast anti-air that reaches pretty high up.

2HK

Crouch HK
2[B]
2[B]
AOF2 Yuri 2HK.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
8 Low Yes 5 6 23 +37 (KD) -12 -

Very fast sweep that's deceptively hard to punish. One of Yuri's only ways of securing knockdowns from farther away than literally right on top of them.

Jumping Normals

j.LP

J.LP
j.A
j.A
AOF2 Yuri jLP.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
6 High No 5 12 7 on ground N/A N/A -

Strictly worse than j.LK in every way.

j.LK

j.LK
j.B
j.B
AOF2 Yuri jLK.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
10 High No 3 14 7 on ground N/A N/A -

Big and very fast flying kick. Good air-to-air and jump-in.

j.HP

j.HP
j.[A]
j.[A]
AOF2 Yuri jHP.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
10 High No 8 12 7 on ground N/A N/A -

Also strictly worse than j.LK in every way.

j.HK

j.HK
j.[B]
j.[B]
AOF2 Yuri jHK.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
16 High No 13 16 7 on ground N/A N/A -

Pretty slow, but the 6 extra damage helps a lot on a character who struggles so much to deal damage. Covers basically the same screen space as j.LK. Useful if you think you have the time.

System Mechanics

Uppercut

Uppercut
AC
AC
AOF2 Yuri 2HP.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
10 Mid Yes 4 8 21 +82 (KD) -16 -

No real advantage as an anti-air over 2HP aside from the knockdown.

Low Attack

Low Attack
BC
BC
AOF2 Yuri LowAttack.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
8 Low Yes 9 6 7 +53 (KD) +2 -

This move is tiny horizontally, but has a unique property that makes it stand out. While Yuri is lifting her leg, she actually can't be tagged with lows unless the opponent hits her back leg, making this move usable as a low crush. This is a nifty way to beat options like sweeps, other low attacks, and King's slide.

Throw

Throw
6/4 C
6/4 C
AOF2 Yuri Throw.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
30 Throw No 1 1 0 +7 (KD) N/A -

Comically bad frame advantage on hit and the fullscreen launch means this practically sets the situation back to roundstart. Not ideal, but you'll have to rely on it to open people up.

Air Throw

Air Throw
j.C
j.C
AOF2 Yuri AirThrow.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
30 Throw No 1 1 0 +20 (KD) N/A -

The hit detection on airthrow is as comically tiny and as finnicky as ground throws are in this game, making this unfeasible as a reaction anti-air, as you will be swatted by buttons. Potentially very hard-hitting as a read or as a panic air-to-air, though you get sent back to neutral on hit. Can also be easily option-selected with lights by just doing j.C and praying.

Taunt

Taunt
D
D
AOF2 Yuri Taunt.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
0 N/A No 1 0 49 N/A N/A -

Same frame data and spirit drain as Ryo and Robert. Taunting is useful in neutral due to the Spirit drain it inflicts on your opponent.

Special Moves

Ko-oh Ken

Ko-Oh Ken
236A
236A
AOF2 Yuri 236A.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
27 Mid No 20 Projectile 38 -10 -14 -

Costs 20% Spirit.

OK fireball with slightly better frame data than Ryo's version. Not useful as a close- or mid-range tool due to the frame data. Not ideal as a far-range option either; Yuri's unrewarding normal anti-airs means you don't get much from forcing them into the air unless you cash out with Saiha, and doing that too often means giving up future Saiha anti-airs and the ability to threaten with Hyakuretsu Binta in neutral as often. Weigh the cost of using accordingly.

At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 6 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.

Saiha

Saiha
214A
214A
AOF2 Yuri 214A.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
26 Mid No 15 33 14 -17 -21 -

Costs 20% Spirit.

Actually a really good anti-air. Starts up faster than you'd think and is more annoying to whiff punish than you'd think, since it's active from the moment the particle effects appear onscreen and is active well into the animation of the fireball dissipating. By far her most rewarding anti-air, making this a useful part of her kit.

At low Spirit, the fireball will become much smaller, and will do 6 damage. It's actually still got a very good anti-air hitbox in this state, but the low reward means options like 5LK and 2HP are preferred.

Enbu Kyaku

Enbu Kyaku
214B
214B
AOF2 Yuri 214B.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
8,8,8,8 Mid No 3 4(10)6(17)4(17)4 10 +5 -1 -

Consumes 20% Spirit on use if available, but is unchanged at low Spirit.

Pretty wimpy. The second and third hit don't combo, the third and fourth hit don't combo, and at range, the first and second hit don't combo. It's safe on block, which is nice for tacking on an extra 8 damage to your combos and then immediately resetting to neutral.

Raioh Ken

Raioh Ken
236B
236B
AOF2 Yuri 236B.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
26 Mid No 39 Projectile 43 -11~-3 -16~-8 -

Costs 25% Spirit.

Not an air fireball in this game. Instead, you input it on the ground, Yuri neutral jumps while loudly announcing what attack she's about to use, then throws the fireball. Not really all that good as a neutral tool, due to being very telegraphed and covering a pretty whatever angle that leaves you vulnerable to having the ball forward jumped over and getting punished on your landing.

At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 8 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.

Hyakuretsu Binta

Hyakuretsu Binta
646A
646A
AOF2 Yuri 646A.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
32 Mid No 5 24 8 +37 (KD) -11 -

Costs 40% Spirit.

Yuri's best feature by far. Very fast, safe on block, and highly-damaging yolo move that wins trades. Adds some layers to Yuri's neutral, since your opponent has to respect the threat of it from midrange. Good to threaten with from time to time, but the Spirit cost means you ought to be conservative.

At low Spirit, this move is replaced with Yuri's f.HP. Humorously, even though you can cancel this f.HP into itself, it has too much pushback to combo, preventing Yuri from getting a stun setup.

Super Move

Haoh Shoukou Ken

Haoh Shoukou Ken
641236A
641236A
AOF2 Yuri 641236A.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
52 Mid No 43 Projectile 73 +60 (KD) -48 -

Costs 75% Spirit. Can only be executed with sufficient Spirit.

Too much startup and Spirit cost to be useful in virtually any situation. As an added bonus, it has much more recovery than other characters' versions of the move, making it even more useless than before. Does a sizable 18 damage on block and travels fast, so it can be useful for chip kills vs a low-health opponent you just knocked down.

Desperation Move

Hien Houou Kyaku

Hien Houou Kyaku
6463214BC
6463214BC
AOF2 Yuri 6463214BC.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
80 Unblockable No 39 28 3 +62 (KD) N/A -

Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.

Big, damaging unblockable. Yuri being starved for good knockdowns means you can't really set this up often, unless you're landing a lot of raw sweeps or cancel an anti-air normal into it. Still useful as a checkmate option off those hits.

Art of Fighting 2
General

ControlsFAQSystem

Characters

Eiji KisaragiJack TurnerJohn CrawleyKingLee Pai LongMickey RogersMr. BigRobert GarciaRyo SakazakiTakuma SakazakiTemjinYuri Sakazaki