The King of Fighters '98 UMFE/Yuri Sakazaki
Yuri is a poking and rushdown focused character with a large bag of tools. In neutral she has access to a lot of strong options, on the ground she has some really nice pokes, a burn knuckle, a shorter ranged fireball and in the air she has access to an air throw and a short ranged fireball. On offense Yuri has access to an overhead, a good low confirm and a nice crossup. On defence she has access to a good dp and a nice super fireball to counter fireball zoning with.
Changes to previous versions
98 to 98UM
- st.C is now cancelable
- st.D has less startup frames
- j.C now has a smaller hitbox vertically
- neutral j.Cs hitbox got moved up to align with the hurtbox
- j.A is now special cancelable
- j.qcf+K added
- qcb+P got a bigger hitbox vertically, it no longer whiffs on small or tiny crouchers
- qcf,hcb+BD now starts up at the same speed as the regular version
- dp+C now launches on first hit so it's a stable combo
- f,hcf+A faster startup, can now combo from heavies
- f,hcf+C now travels faster
98UM to 98UMFE
- qcf+K - Less recovery on landing, frame advantage on block (doesn't specify whether it's the air or ground version)
- qcb+D - Less damage, but also less recovery. Can connect a stand A or crouch A on hit
- cl.A: same as st.A
- cl.B: A toe stomp that is cancelable. You have to be very close for those move to active, so if the spacing isn't correct, a standing B might come out.
- cl.C: Kinda funny looking uppercut that is cancelable. Hits quite high so can be good to stop jumpouts. Not safe on block.
- cl.D: Knee to the midsection. Cancelable to specials and supers. More safe and useful than cl. C
- st. A: A decent ranged cancelable quick jab. Good for poking and stopping hops. Safe on block. Canceble.
- st.B: A quick high kick that is good for stopping hops and is okay to whiff once in a while to control that area incase opponents are jumpy. Not cancelable.
- st.C: A cancelable fast hook punch. Good for ending blockstrings with because of the pushback or to catch mashers in the corner.
- st.D: Good for zoning against jumpings, but has bad recovery. Thank goodness that it has decent pushback on block but it can be punished by fast starting supers if its done close enough. Not cancelable.
- cr.A: Fast, cancelable and safe on block as her st. A.
- cr.B: A good low, fast kick that is cancelable and has good recovery.
- cr.C: a fast starting uppercut that is cancelable and is good for anti-airing normal jumps.
- cr.D: a cancelable sweep that has bad recovery with decent range.
- j.A: Good for jumping in with but has poor damage. The neutral jump version is a short ranged elbow hook.
- j.B: Good for jump-ins, and also has a big enough hitbox to be used as an instant overhead, if jumping away with. The neutral version is a low, and close ranged bottom of her sneaker kick.
- j.C: A strong hammer looking jumping punch. It can be performed fairly deep and is good for jumping in, and starting combos with. The neutral version is a double palmed attack that has limited range.
- j.D: It can crossup, hits deep and has a decent sized hitbox. The neutral version is a great jumping side kick that is active for a while, which is great to be used defensively.
Oni Harite: b/f + C (close)
- regular throw, techable. Yuri grabs the opponent and slaps them sending them to the end of the screen with a soft knockdown.
Silent Nage: b/f + D (close)
- regular throw, techable. Yuri grabs the opponent, does a backflip and kicks them to the other side of the screen with a soft knockdown.
Tsubame Otoshi: b/d/f + C/D (close in the air)
- air throw, not techable. Yuri grabs the opponent in the air and dives with them into the ground causing them to slide to the other end of the screen with a hard knockdown.
En Yoku: f + B
- works as an overhead. Can't be cancelled after a normal
- can be late cancelled so that it retains it's overhead property when cancelled into.
Ko'oh Ken: qcf + A/C
- Yuri throws out an energy wave in front of her hand.
- the A version goes about half screen and the C version about 3/4s of the screen,
- a good longer distance poke that recovers quicker than regular fireballs.
- can also be used to counter others fireballs since it is a projectile.
- it does have a fair amount of recovery still so if it whiffs it can be whiff punished by long range moves.
- it's also quite susceptible to being jumped over or rolled through.
Yuri Chou Upper: dp + A/C
- Yuris dragon punch move.
- the A version is an invincible reversal that hits once.
- the C version is not a reversal but it hits more times and deals more damage, and it also has a followup.
- the C version is one of Yuris staple combo tools as it will combo from both lights and heavies due to it travelling forwards a lot and coming out fairly quickly.
- Both A and C versions are very punishable on block.
Double Yuri Chou Upper: dp + C (during C version of Yuri Chou Upper)
- a followup to Yuris C dp where she does a second one.
- unlike followups to a lot of other moves this one will come out whether the move hit or not.
- if the opponent blocks your dp this move may make them mess up their punish and it's worth going for since if they block your dp you will probably be punished either way.
Yuri Chou Knuckle: qcb + A/C
- Yuri does a burn knuckle like move where she travels forwards fast with a punch.
- can be used as a longer poke that also lets Yuri get closer to the opponent.
- the A version is very safe on block even at close ranges, the opponent needs a 1f command grab to consistently punish it point blank so outside of that range it is very safe.
- does have a fair amount of startup so can be hit before the punch comes out.
- the C version is slightly less safe but travels a larger distance.
Rai'oh Ken: qcf + B/D (in the air)
- Yuri jumps up into the air and comes down with a close ranged fireball.
- both B and D versions are plus on block making this a good tool to use in a blockstring to reset pressure wtih.
- D version can be thrown out as a long range approach tool as it's plus on block.
- the move does have long startup so can be hit before the fireball comes out.
Rai'oh Ken: j.qcf + B/D (in the air)
- Yuri creates a short ranged fireball in the air.
- this move does not change Yuris aerial trajectory or momentum in the air.
- can be blocked either standing or crouching.
- both B and D versions are more or less minus on block depending on how close to the ground they hit.
- can be good for preemptive air to airs since she gets a hard knockdown on hit.
- The best trick about this move is that if you do it while jumping over the opponent Yuri will turn around mid air and hit it as a crossup.
- can not be done during backdash or a step dash.
Yuri Chou Mawashi Geri: qcb + B/D
- Yuri does a spinning kick that makes her travel forward.
- B version travels a shorter distance and has more recovery making it mostly worse than the D version, and like the D version it doesn't hit very well on crouchers either.
- D version is good to use in combos when the opponent is standing as it's plus enough on hit that it lets her link a normal and combo afterwards.
- D version is fairly safe on block if blocked standing but if the opponent crouches there will be gaps that they can use to punish the move.
- this is a move best used for combos only as she has better tools for moving forward or using in blockstrings.
Haoh Shokou Ken: f,hcf + A/C
- A version of Hao Sho Ko Ken is slower than C version, but can be comboed. Though the timing is a little tricky so the other two DMs will be better options for combos.
- MAX version mirrors the C version but is bigger and does more damage.
Hien Rekkou: qcf,qcf + A/C
- has invul frames so can be used as a reversal.
- A version consistently combos from 2 lights or heavies making it a good option for a combo super
- C version only connects from heavies limiting it's use.
- Max version functions the same as the C version but deals more damage so it's also pretty limited.
Hien Hou'ou Kyaku: qcf,hcb + B/D
- a ranbu super.
- can combo from lights so this super gives her some 3 hit confirms into super.
- can also be used as a kinda fast longer range punish
- cr.Bx1~2, cr.A/st.A, dp+C > dp+C
- (jump-in), cl.C, qcf+P
- (jump-in), cl.C, dp+C > dp+C
- cl.C, qcb+D, st.A, dp+C > dp+C
- -Note: this cannot be done out of a jump-in, and it only works on standing opponents
- cr.Bx1~2, cr.A/st.A, qcf,hcb+K
- -Note: this can be done as cr.Bx1~2, qcf+A, hcb+K for an easier cancel
- (jump-in), cl.C/cr.C, qcf,hcb+K
- cr.Bx2, ABC, cl.D, f,hcf+P
- -Note: hold forward during quick max activation to ensure you're close enough for cl.D
- cr.B, st.A, ABC, st.C, qcf,hcb+K
- f+B, ABC, st.A, dp+C > dp+C
- cl.C, qcb+D, st.A, ABC, st.C, qcf,hcb+K
- -Note: this cannot be done out of a jump-in, and it only works on standing opponents
3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode
- In any 1 stock combo, replace qcf,hcb+K with qcf,hcb+BD or f,hcf+P with f,hcf+AC