Difference between revisions of "SNK Heroines: Tag Team Frenzy/Yuri Sakazaki"

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=Videos=
=Videos=
 
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=External Links=
=External Links=

Revision as of 20:09, 26 February 2019

File:Characters yuri thumb.png

Gameplay Overview

Normals

Notable normal: cl.H - Yuri’s Close Heavy is actually one of the quickest close Heavy attacks the game. That says a ton, considering how fast a lot of them are. It also strikes straight over her head, too, so it can be really good to stifle people trying to move above you.

Close

cl. L:

cl. H:

Far

Far L:


Far H:

Dash

Dash H:


Jump

j. L:

j. H:

Throws

Forward throw:

  • xxx dmg
  • Causes (soft or hard knockdown)


Back throw:

  • xxx dmg
  • Throws opponent


Air throw:

  • Throws opponent behind

SP

Assist:

Special Moves

5S - Ko-Ou Ken

  • This is your standard fireball. Like some of Yuri’s other appearances, this projectile travels the whole screen. Has decent speed, and recovers well enough that you can use it in some juggles. It knocks an enemy back if it hits. 40 damage. SP cost: 1 and ½ bars.

Without Spirit:

EX Item:

  • This is a faster version of Yuri’s projectile. It has more durability than a standard projectile, despite only being one hit, and does a bit more damage. 80 damage.


2S - Kuuga [Yuri Chou Upper]

  • This is Yuri’s usual anti-air. This gets two hits if you’re in close to the opponent. In an odd twist to things, if you hit a grounded opponent with both hits, they rocket way up into the air, opening up juggle opportunities. This move doesn’t have a juggle limitation outside of natural combo circumstances, so you can potentially hit four or more in one combo. As is typical of a good DP, this has some brief startup invul. 80 damage. SP cost: 1 bar.

Without Spirit:

EX Item:

  • The EX version of this has Yuri follow up with a second three hit uppercut attack. This one can be followed up by other attacks like the normal one, and can be hit multiple times without losing out on hits, so if you hit it again, you can potentially catch all five hits, even if they don’t get launched up as high as they would while being grounded. Like the standard version, the startup invul applies. 124 damage.


6S - Hyakuretsu Binta

  • Yuri’s command grab. Since it counts as an actual grab, it can’t be blocked, and puts the opponent in a hard knockdown state. 120 damage. SP cost: 1 bar.

Without Spirit:

EX Item:

  • The EX version of this is a striking move, meaning that it can simply be blocked, but if it is, Yuri gets pushed back to a relatively safe distance. Being a striking move, though, also means that you can combo into it. Interestingly, you can follow up on this on very specific characters in the corner. You also have projectile invulnerability during the dash. 130 damage.


4S - Houyoku

  • Yuri’s still got her Demon Flip here, and just like her usual self from KOF, she’s got plenty of options from it. She can do the following:
Yuri Raijin Kyaku (L): Yuri does a dive kick. The usual stuff you’d expect from dive kicks applies here, right down to being able to hit it at low angles. The recovery is good, and you can even use it in juggles. 50 damage.
Hien Souha (H): A smashing strike from above. It doesn’t really budge anyone that gets hit with it while grounded, but will groundbounce someone that’s airborne. 70 damage.
Raiou Ken (S): Yuri tosses a projectile diagonally toward the ground. Her momentum completely stops when you use this, so you should use it carefully and range it properly. 40 damage.
Tsubame Otoshi (Throw): This is a command grab. Yuri does an Izuna Otoshi. As one would expect, it puts the opponent in a hard knockdown state. Interestingly, this has carried over it’s ability to catch an airborne opponent in any airborne state from her KOF appearances, since it’s possible to hit an airborne opponent with j.L, have them flip out, and still catch with it. You’re not going to follow up on this without some sort of item behind it, though. 100 damage.

Without Spirit:

EX Item:

  • The EX flip sends Yuri much farther through the air than the standard version without jumping as high. The follow ups are:
EX Yuri Raijin Kyaku: This is almost exactly the same as the normal version of the dive kick. It even has the same amount of damage behind it. The biggest difference is that it comes out faster, and recovers pretty much instantly. 50 damage.
EX Hien Souha: The powered up Souha is much like the powered up dive kick in that the execution doesn’t change, but it comes out faster. The damage is even the same. The big difference here is that it will groundbounce the opponent if it hits at all, even if they’re standing. 70 damage.
EX Raiou Ken: The EX version of this sees a pretty hard change, as Yuri fires two projectiles instead of one, and this time, her momentum doesn’t stop, making these much more like Akuma’s Gou Hadou shots in function. As such, you should try to hit them closer to the ground to make them more safe. 77 damage if they both connect.
EX Tsubame Otoshi: This functions exactly like the standard version of this same move. Nothing’s changed with it outside of it doing more damage. 140 damage.
SP cost: The Houyoku costs ½ a bar of SP. The Yuri Raijin Kyaku, Souha, and Tsubame Otoshi follow ups all cost another ½ a bar, while the Raiou Ken costs a bar.

Dream Finish

5D

Haoh Shoukou Ken

  • The classic projectile ougi of the Kyokugen dojo here. A single shot with strong projectile durability, it’ll take out anything that’s not a super projectile itself. 300 damage. SP cost: 4 bars.


2D

Hien Houou Kyaku

  • Yuri’s bicycle kick super. Yuri’s got projectile invulnerability during this, so you can use this to bypass stuff if you just want your damage. 350 damage, to be exact. SP cost: 4 bars.

Combos

IAD = Instant Air Dash cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)

far. = Far (i.e, doing a Light or Heavy farther away from the opponent)

xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)

~ = Means you press the next command immediately after (i.e, cl.H~2D)

jc. = Jump Cancel

dj. = Double Jump

walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.

dash = This means to dash to close distance.


Mid-screen, 1000 health

1: j.H, L,L,L~2S, 2S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 2D (446 damage)

2: j.H, L,L,H, walk(6), far.H~5S, 66H, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 2D (488 damage)

3: j.H, L,L,H, 66H, 4S~S, 66H, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 2S xx 2D (497 damage)


Mid-screen, 500 health

1: j.H, L,L,L~2S, far.H~4S~L, 66H, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 5S, 2S xx 2D (513 damage)

2: j.H, L,L,H, far.H~5S, 66H, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 4S~S, 66H, 2S xx 2D (524 damage)

3: j.H, L,L,L~2S, far.H~5S, 66H, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 4S~L, 66H, 2S xx 2D (528 damage)


Opponent in corner, 1000 health

1: j.H, L,L,H, cl.H, jc, IAD.L, 66H, dash, IAD.H, 66H, 4S~L, 66H, 2D (474 damage)

2: j.H, L,L,H, cl.H~4S~L, 66H, dash, IAD.H, 66H, dash, far.H~4S~H, 2D (484 damage)


Opponent in corner, 500 health

1: j.H, L,L,H, cl.H, jc, IAD.L, 66H, dash, IAD.H, 4S~H, 66H, 5S, 2S xx 2D (480 damage)

2: j.H, L,L,H, cl.H~4S~H, 66H, dash, IAD.H, 66H, 4S~L, 66H, 5S, 2S xx 2D (508 damage)


Corner-to-Corner, 1000 health

1: L,L,L~2S, 2S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 2D (419 damage)

2: L,L,H, 66H, dash, IAD.H, 66H, 4S~L, 66H, cl.H, jc, IAD.L, 66H, 2D (465 damage)


Corner-to-Corner, 500 health

1: L,L,L~2S, 2S, cl.H, jc, IAD.L, 66H, IAD.H, 66H, 4S~L, 66H, 2S xx 2D (455 damage)

2: L,L,H, 66H, dash, IAD.H, 4S~H, cl.H, jc.L, 66H, 4S~L, 66H, 5S, 2S xx 2D (482 damage)

Videos

External Links

Contributors

SNK Heroines: Tag Team Frenzy
General

ControlsCustomizationItemsPatch NotesSystem

Characters

Athena AsamiyaJeanneKula DiamondLeona HeidernLove HeartLuongMai ShiranuiMianMissXMui MuiNakoruruShermieSkullo ManiaSylvie Paula PaulaTerry BogardThief ArthurYuri SakazakiZarina