Yuri Sakazaki(KOFXI): Unterschied zwischen den Versionen
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(44 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt) | |||
Zeile 25: | Zeile 25: | ||
|L1+circle=[[Datei:KOFXI yuri L1C.png]] | |L1+circle=[[Datei:KOFXI yuri L1C.png]] | ||
}} | }} | ||
== Quick Guide (WIP)== | |||
:Yuri is a character with particularly good normals, but overall low shift synergy. | |||
:She is best played in point or 2nd position, to either build meter or get some use out of her 2B>2A>3B>2363214K combo that otherwise leads to nothing without the super. | |||
'''Neutral'''<br> | |||
:On range, either use charge 236P or approach with her good air normals (j.D & j.E). | |||
:To stop your opponent from approaching, use Yuri's jump up j.D & j.C - they are among the best air normals in the game. | |||
:To gain distance, use backdash cancelled into j.4B. | |||
'''Offense'''<br> | |||
:2A gives good frame advantage and can be used for pressure. | |||
:smalljump / jump D is slow but strong. The jumping version can cross up. | |||
:jump / smalljump C and smalljump (crossup) 4B can also be used to reset pressure and open up the opponent. | |||
:Whenever you use small / normal jump C or D, make sure to hold 1 to get an option select air throw. | |||
:You can also use walk up 2C>3B/3D hit confirm. If your opponent blocks, you can cancel into (charge) 236P. | |||
:Make sure to use her 63214K command grab occasionally, it is relatively fast if you are close. | |||
'''Defense'''<br> | |||
:2C has only 4F startup and is a good mash normal against smalljumps or just in general. | |||
:623A has invul during startup and is generally fine as a reversal. | |||
:5B(f) is a good poke that can be used to stop approaches, or end blockstrings with. | |||
==Frame Data== | ==Frame Data== | ||
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5" | {| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5" | ||
Zeile 31: | Zeile 53: | ||
! Move !! S!! A!! Hit!! Grd!! Note | ! Move !! S!! A!! Hit!! Grd!! Note | ||
|- | |- | ||
| 5A(c) || 5 || 4|| +4|| +3 || | | 5A(c) || 5 || 4|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span> || | ||
|- | |- | ||
| 5A(f)|| 5 || 2|| +0 || -1 || | | 5A(f)|| 5 || 2|| <span style="color: blue;">+0</span> || <span style="color: red;">-1</span> || | ||
|- | |- | ||
| 5B(c)|| 6 || 4|| +4|| +3 ||Low Hit. F6-9 invul on the feet. | | 5B(c)|| 6 || 4|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span> ||Low Hit. F6-9 invul on the feet. | ||
|- | |- | ||
| 5B(f)|| 7 || 3|| -4|| -5|| | | 5B(f)|| 7 || 3|| <span style="color: red;">-4</span>|| <span style="color: red;">-5</span>|| | ||
|- | |- | ||
| 5C(c)|| 8 || 2+6|| -11|| -12|| | | 5C(c)|| 8 || 2+6|| <span style="color: red;">-11</span>|| <span style="color: red;">-12</span>|| | ||
|- | |- | ||
| 5C(f)|| 7 || 3+4|| -7|| -8|| | | 5C(f)|| 7 || 3+4|| <span style="color: red;">-7</span>|| <span style="color: red;">-8</span>|| | ||
|- | |- | ||
| 5D(c)|| 7 || 8|| +1|| +0|| | | 5D(c)|| 7 || 8|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span>|| | ||
|- | |- | ||
| 5D(f)|| 13 || 7|| -4|| -5||Invul on feet F13-19. | | 5D(f)|| 13 || 7|| <span style="color: red;">-4</span>|| <span style="color: red;">-5</span>||Invul on feet F13-19. | ||
|- | |- | ||
| 5E|| 17 || 7|| KD|| -5|| | | 5E|| 17 || 7|| KD|| <span style="color: red;">-5</span>|| | ||
|- | |- | ||
| | | GC|| 6 || 6|| KD|| <span style="color: red;">-15</span>|| | ||
|- | |- | ||
| 6A | | 6A|| 19 || 15|| -3|| <span style="color: red;">-4</span>||Overhead. Super Cancel. Airborne F19-33. | ||
|- | |- | ||
| | | 6A(can)|| 15 || 13|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>||Special Cancel. Airborne F15-27. | ||
|- | |- | ||
| | | Saving Shift|| ? || n*|| /|| /||Active until landing. 9F/10F recovery (hit/whiff). | ||
|- | |- | ||
| | | 2A|| 6 || 4|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span>|| | ||
|- | |- | ||
| | | 2B|| 5 || 4|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span>|| | ||
|- | |- | ||
| | | 2C|| 4 || 3+3|| <span style="color: red;">-6</span>|| <span style="color: red;">-7</span>|| | ||
|- | |- | ||
| 3D|| 16 ||11 || KD|| -13||Special Cancel. | | 2D|| 11 ||5 || KD|| <span style="color: red;">-7</span>||Low Profile F11-23. Special Cancel. | ||
|- | |||
| 3B|| 9 ||5 || <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span>||Special Cancel. Low Profile F1-26. | |||
|- | |||
| 3D|| 16 ||11 || KD|| <span style="color: red;">-13</span>||Special Cancel. | |||
|- | |- | ||
| small A|| 7 || 6|| || || | | small A|| 7 || 6|| || || | ||
Zeile 93: | Zeile 119: | ||
| j.E|| 15 || 4|| || || | | j.E|| 15 || 4|| || || | ||
|- | |- | ||
| 236A|| 23 || 4+6|| KD|| +5|| | | 236A|| 23 || 4+6|| KD|| <span style="color: blue;">+5</span>||48F total duration. | ||
|- | |- | ||
| 236[A]|| 57 || ~|| KD|| +3|| | | 236[A]|| 57 || ~|| KD|| <span style="color: blue;">+3</span>||84F total duration. | ||
|- | |- | ||
| 236C|| 24 || 4+6|| KD|| +0|| | | 236C|| 24 || 4+6|| KD|| <span style="color: blue;">+0</span>||54F total duration. | ||
|- | |- | ||
| 236[C]|| 60 || ~|| KD|| +3|| | | 236[C]|| 60 || ~|| KD|| <span style="color: blue;">+3</span>||87F total duration. | ||
|- | |- | ||
| 214A|| 15 || 10|| KD|| +2|| | | 214A|| 15 || 10|| KD|| <span style="color: blue;">+2</span>||Reflects projectiles. 43F total duration. | ||
|- | |- | ||
| 214C|| 44 || 10|| KD|| +4|| | | 214C|| 44 || 10|| KD|| <span style="color: blue;">+4</span>||Reflects projectiles. 70F total duration. | ||
|- | |- | ||
| 623A|| 5 || 5+9|| KD|| -28||F1-4 invul. F5-9 low profile. Airborne F10. | | 623A|| 5 || 5+9|| KD|| <span style="color: red;">-28</span>||F1-4 invul. F5-9 low profile. Airborne F10. | ||
|- | |- | ||
| 623C|| 12 || 4+9|| KD|| -26||F1-11 above feet invul. Airborne F16. | | 623C|| 12 || 4+9|| KD|| <span style="color: red;">-26</span>||F1-11 above feet invul. Airborne F16. | ||
|- | |- | ||
| >623C|| 5 || 2+20|| KD|| -43|| | | >623C|| 5 || 2+20|| KD|| <span style="color: red;">-43</span>|| | ||
|- | |- | ||
| 63214K|| | | 63214K|| 6* || 1*|| KD|| /||*=activates on proximity, 6F is the fastest startup. | ||
|- | |- | ||
| j.236B|| 8 || | | j.236B|| 8 || n+4|| <span style="color: red;">-4</span>*|| <span style="color: red;">-5</span>*||Steep angle. Fireball stays on ground for 4F. Hits low if it connects on those 4F. *=Low to the ground. Can hit OTG. | ||
|- | |- | ||
| j.236D|| 10 || | | j.236D|| 10 || n+4|| <span style="color: red;">-4</span>*|| <span style="color: red;">-5</span>*||Flat angle. Fireball stays on ground for 4F. Hits low if it connects on those 4F. *=Low to the ground. Can hit OTG. Juggle anywhere. | ||
|- | |- | ||
| 236236K|| 4 || 5+12|| KD|| -38/-43*||F1-3 invul. Airborne F9 (beginning of second hit). *=standing/crouching guard. | | 236236K|| 4 || 5+12|| KD|| <span style="color: red;">-38</span>/<span style="color: red;">-43</span>*||F1-3 invul. Airborne F9 (beginning of second hit). *=standing/crouching guard. | ||
|- | |- | ||
| 2363214B|| 5 || 18|| | | 2363214B|| 5 || 18|| <span style="color: red;">-5</span>*|| <span style="color: red;">-70</span>||F1-4 invul. F5-22 invul on feet (the whole active time). 41F landing recovery (F1-30 of those low profile). *=-5 if ukemi is used. | ||
|- | |- | ||
| 2363214D|| 8 || 24|| | | 2363214D|| 8 || 24|| <span style="color: red;">-5</span>*|| <span style="color: red;">-70</span>||F1-7 invul. F8-31 invul on feet (the whole active time). 41F landing recovery (F1-30 of those low profile). *=-5 if ukemi is used. | ||
|- | |- | ||
| j.2363214E|| 3 || ~|| KD|| -23*||F1-8 invul. Active until landing. *=Close to ground. | | j.2363214E|| 3 || ~|| KD|| <span style="color: red;">-23</span>*||F1-8 invul. Active until landing. *=Close to ground. | ||
|- | |- | ||
|} | |} | ||
Zeile 207: | Zeile 233: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-5 | | style="background-color:#F9F9F9;" |-5 | ||
| style="background-color:#F9F9F9;" | | |||
|- | |||
| style="background-color:#F9F9F9;" |'''GC''' | |||
| style="background-color:#F9F9F9;" |[[bild:kofxi_yuri_GC.png]] | |||
| style="background-color:#F9F9F9;" |6 | |||
| style="background-color:#F9F9F9;" |6 | |||
| style="background-color:#F9F9F9;" |KD | |||
| style="background-color:#F9F9F9;" |<span style="color: red;">-15</span> | |||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
|- | |- | ||
Zeile 224: | Zeile 258: | ||
| style="background-color:#F9F9F9;" |-2 | | style="background-color:#F9F9F9;" |-2 | ||
| style="background-color:#F9F9F9;" |Special Cancel. Airborne F15-27 (the whole active time). | | style="background-color:#F9F9F9;" |Special Cancel. Airborne F15-27 (the whole active time). | ||
|- | |||
| style="background-color:#F9F9F9;" |'''Saving Shift''' | |||
| style="background-color:#F9F9F9;" |[[bild:kofxi_yuri_saving.png]] | |||
| style="background-color:#F9F9F9;" |? | |||
| style="background-color:#F9F9F9;" |n* | |||
| style="background-color:#F9F9F9;" |/ | |||
| style="background-color:#F9F9F9;" |/ | |||
| style="background-color:#F9F9F9;" |Active until landing. 9F/10F recovery (hit/whiff). | |||
|- | |- | ||
|} | |} | ||
Zeile 267: | Zeile 309: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-7 | | style="background-color:#F9F9F9;" |-7 | ||
| style="background-color:#F9F9F9;" |Low Profile F11-23. | | style="background-color:#F9F9F9;" |Low Profile F11-23. Special Cancel. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''3B''' | | style="background-color:#F9F9F9;" |'''3B''' | ||
Zeile 384: | Zeile 426: | ||
|+ Specials & Supers | |+ Specials & Supers | ||
! style="width:100px;background-color:#D9D9D9;" | Move | ! style="width:100px;background-color:#D9D9D9;" | Move | ||
! style=" | ! style="background-color:#FFd800;" | Hitbox | ||
! style="width:60px;background-color:#FFd800;" | Startup | ! style="width:60px;background-color:#FFd800;" | Startup | ||
! style="width:60px;background-color:#FFd800;" | Active | ! style="width:60px;background-color:#FFd800;" | Active | ||
! style="width:60px;background-color:#FFd800;" | Hit | ! style="width:60px;background-color:#FFd800;" | Hit | ||
! style="width:60px;background-color:#FFd800;" | Guard | ! style="width:60px;background-color:#FFd800;" | Guard | ||
! style=" | ! style="background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''Air Throw''' | | style="background-color:#F9F9F9;" |'''Air Throw''' | ||
Zeile 405: | Zeile 447: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |+5 | | style="background-color:#F9F9F9;" |+5 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |48F total duration. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''236[A]''' | | style="background-color:#F9F9F9;" |'''236[A]''' | ||
Zeile 413: | Zeile 455: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |+3 | | style="background-color:#F9F9F9;" |+3 | ||
| style="background-color:#F9F9F9;" |*=Old data says 53F startup. | | style="background-color:#F9F9F9;" |84F total duration. *=Old data says 53F startup. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''236C''' | | style="background-color:#F9F9F9;" |'''236C''' | ||
Zeile 421: | Zeile 463: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |+0 | | style="background-color:#F9F9F9;" |+0 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |54F total duration. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''236[C]''' | | style="background-color:#F9F9F9;" |'''236[C]''' | ||
Zeile 429: | Zeile 471: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |+3 | | style="background-color:#F9F9F9;" |+3 | ||
| style="background-color:#F9F9F9;" |Fireball active until it leaves the stage. | | style="background-color:#F9F9F9;" |Fireball active until it leaves the stage. 87F total duration. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''214A''' | | style="background-color:#F9F9F9;" |'''214A''' | ||
Zeile 437: | Zeile 479: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |+2 | | style="background-color:#F9F9F9;" |+2 | ||
| style="background-color:#F9F9F9;" |Same Hitbox as 214C. | | style="background-color:#F9F9F9;" |Reflects projectiles. Same Hitbox as 214C. 43F total duration. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''214C''' | | style="background-color:#F9F9F9;" |'''214C''' | ||
Zeile 445: | Zeile 487: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |+4 | | style="background-color:#F9F9F9;" |+4 | ||
| style="background-color:#F9F9F9;" |Same Hitbox as | | style="background-color:#F9F9F9;" |Reflects projectiles. Same Hitbox as 214A. 70F total duration. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''623A''' | | style="background-color:#F9F9F9;" |'''623A''' | ||
Zeile 459: | Zeile 501: | ||
| style="background-color:#F9F9F9;" |12 | | style="background-color:#F9F9F9;" |12 | ||
| style="background-color:#F9F9F9;" |4+9 | | style="background-color:#F9F9F9;" |4+9 | ||
| style="background-color:#F9F9F9;" |KD | |||
| style="background-color:#F9F9F9;" |-26 | | style="background-color:#F9F9F9;" |-26 | ||
| style="background-color:#F9F9F9;" |F1-11 above feet invul. Airborne F16 (with start of second hit). | | style="background-color:#F9F9F9;" |F1-11 above feet invul. Airborne F16 (with start of second hit). | ||
Zeile 470: | Zeile 513: | ||
| style="background-color:#F9F9F9;" |Startup starts on 1st landing-Frame. | | style="background-color:#F9F9F9;" |Startup starts on 1st landing-Frame. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''63214K''' | | style="background-color:#F9F9F9;" |'''63214K''' | ||
| style="background-color:#F9F9F9;" |[[bild:kofxi_yuri_63214K_1.png]][[bild:kofxi_yuri_63214K_2.png]] | | style="background-color:#F9F9F9;" |[[bild:kofxi_yuri_63214K_1.png]][[bild:kofxi_yuri_63214K_2.png]] | ||
| style="background-color:#F9F9F9;" |6 | | style="background-color:#F9F9F9;" |6* | ||
| style="background-color:#F9F9F9;" |1 | | style="background-color:#F9F9F9;" |1* | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |*=activates on proximity, 6F is the fastest startup. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''j.236B''' | | style="background-color:#F9F9F9;" |'''j.236B''' | ||
| style="background-color:#F9F9F9;" |[[bild:kofxi_yuri_jump_236B_1.png|200px]][[bild:kofxi_yuri_jump_236B_2.png|200px]] | | style="background-color:#F9F9F9;" |[[bild:kofxi_yuri_jump_236B_1.png|200px]][[bild:kofxi_yuri_jump_236B_2.png|200px]] | ||
| style="background-color:#F9F9F9;" |8 | | style="background-color:#F9F9F9;" |8 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |n+4 | ||
| style="background-color:#F9F9F9;" |-4* | | style="background-color:#F9F9F9;" |-4* | ||
| style="background-color:#F9F9F9;" |-5* | | style="background-color:#F9F9F9;" |-5* | ||
| style="background-color:#F9F9F9;" |Steep angle. Fireball stays on ground for 4F. Hits low if the fireball connects on those 4F. *=Low to the ground. | | style="background-color:#F9F9F9;" |Steep angle. Fireball stays on ground for 4F. Hits low if the fireball connects on those 4F. *=Low to the ground. Can hit OTG. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''j.236D''' | | style="background-color:#F9F9F9;" |'''j.236D''' | ||
| style="background-color:#F9F9F9;" |[[bild:kofxi_yuri_jump_236D_1.png|200px]][[bild:kofxi_yuri_jump_236D_2.png|200px]] | | style="background-color:#F9F9F9;" |[[bild:kofxi_yuri_jump_236D_1.png|200px]][[bild:kofxi_yuri_jump_236D_2.png|200px]] | ||
| style="background-color:#F9F9F9;" |10 | | style="background-color:#F9F9F9;" |10 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |n+4 | ||
| style="background-color:#F9F9F9;" |-4* | | style="background-color:#F9F9F9;" |-4* | ||
| style="background-color:#F9F9F9;" |-5* | | style="background-color:#F9F9F9;" |-5* | ||
| style="background-color:#F9F9F9;" |Flat angle. Fireball stays on ground for 4F. Hits low if the fireball connects on those 4F. *=Low to the ground. | | style="background-color:#F9F9F9;" |Flat angle. Fireball stays on ground for 4F. Hits low if the fireball connects on those 4F. *=Low to the ground. Can hit OTG. Juggle anywhere. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''236236K''' | | style="background-color:#F9F9F9;" |'''236236K''' | ||
Zeile 508: | Zeile 549: | ||
| style="background-color:#F9F9F9;" |5 | | style="background-color:#F9F9F9;" |5 | ||
| style="background-color:#F9F9F9;" |18 | | style="background-color:#F9F9F9;" |18 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |-5* | ||
| style="background-color:#F9F9F9;" |-70 | | style="background-color:#F9F9F9;" |-70 | ||
| style="background-color:#F9F9F9;" |F1-4 invul. F5-22 invul on feet (the whole active time). 41F landing recovery (F1-30 of those low profile) | | style="background-color:#F9F9F9;" |F1-4 invul. F5-22 invul on feet (the whole active time). 41F landing recovery (F1-30 of those low profile). *=-5 if ukemi is used. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''2363214D''' | | style="background-color:#F9F9F9;" |'''2363214D''' | ||
| style="background-color:#F9F9F9;" |[[bild:kofxi_yuri_2363214D.png]] | | style="background-color:#F9F9F9;" |[[bild:kofxi_yuri_2363214D.png]][[bild:kofxi_yuri_2363214K_recovery.png]] | ||
| style="background-color:#F9F9F9;" |8 | | style="background-color:#F9F9F9;" |8 | ||
| style="background-color:#F9F9F9;" |24 | | style="background-color:#F9F9F9;" |24 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |-5* | ||
| style="background-color:#F9F9F9;" |-70 | | style="background-color:#F9F9F9;" |-70 | ||
| style="background-color:#F9F9F9;" |F1-7 invul. F8-31 invul on feet (the whole active time). | | style="background-color:#F9F9F9;" |F1-7 invul. F8-31 invul on feet (the whole active time). 41F landing recovery (F1-30 of those low profile). *=-5 if ukemi is used. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''j.2363214E''' | | style="background-color:#F9F9F9;" |'''j.2363214E''' | ||
Zeile 532: | Zeile 573: | ||
==Special Attributes & Bugs== | ==Special Attributes & Bugs== | ||
*Yuri has 3F more invulnerability on her front roll: 1-26 invul, 6F recovery. | *Yuri has 3F more invulnerability on her front roll: 1-26 invul, 6F recovery. | ||
*Yuri's back roll goes further than normal (187px instead of 160px) | |||
*Yuri's 2363214K is potentially unsafe on hit when done very close to the corner, see [https://x.com/dagun7676/status/1832092015724822892 here] | |||
*Bug: doing Yuri's 623C on the first frame of landing after a quick shift puts her below the ground. Performing any action that puts her above ground resets the bug. [https://twitter.com/SenseiEnrique98/status/1359603734075031555 Source: Sensei Enrique]<br> | |||
[[bild:kofxi_yuri_623C_bug.gif|300px]] | |||
*Yuri's backdash is invul on the feet from F1.<br> | |||
[[bild:kofxi_yuri_backdash.gif]] | |||
==Combos== | |||
*2B>2A>3B>2363214K: Bread n Butter Combo | |||
*5D/2C>3D> max delay 623C, then... | |||
**623C | |||
**236236K | |||
*Corner Combo in 3D>214C, then... | |||
**delay 214A, link j.236D | |||
**delay 623C(2 hits)>623C | |||
**delay 623C link 26236K | |||
== Team Combos == | |||
===Yuri & Oswald=== | |||
* Yuri midscreen combo into 2C>3D QS oswald > land > 5A(whiff), 3A>214A>236B>236E (ACE) | |||
* Yuri corner combo into 2C>3D QS oswald j.A whiff > land > backdash > 3A>236B>236A>236B>236E (ACE) | |||
* Yuri midscreen combo into 2C>3D, max delay 623C, link max delay 236236K, QS 2nd hit oswald > land > turn around 3A > max delay 214A,236B,236E (ACE): see [https://twitter.com/ATG213/status/1758791723092758843 here]. | |||
===Yuri & Vanessa=== | |||
*Yuri corner 2C>3D>214C, delay 623C(2)>623C QS Vanessa j.B,\/,236236E, 214B-6C... etc, see [https://twitter.com/ATG213/status/1758793292647379233 here] | |||
==Videos== | |||
[https://youtu.be/zDHPHM9K9aA?t=9582 Kentucky using Yuri] | |||
{{KOFXI_Navi}} | {{KOFXI_Navi}} |
Aktuelle Version vom 19. April 2025, 12:13 Uhr
Yuri Sakazaki ユリ・サカザキ | |
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Tiers & Ranking | |
Tier: | B to B+ |
Ratio Cost: | 5 Points |
Properties | |
Damage Modifier: | 1.05 |
Stun Modifier: | 1.03 |
Crouch height (Tier): | F |
Colors
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A | B | C | D |
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R1 + ![]() |
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R1 + ![]() |
E+A | E+B | E+C | E+D |
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L1 + ![]() |
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Start+A | Start+B | Start+C | Start+D |
Quick Guide (WIP)
- Yuri is a character with particularly good normals, but overall low shift synergy.
- She is best played in point or 2nd position, to either build meter or get some use out of her 2B>2A>3B>2363214K combo that otherwise leads to nothing without the super.
Neutral
- On range, either use charge 236P or approach with her good air normals (j.D & j.E).
- To stop your opponent from approaching, use Yuri's jump up j.D & j.C - they are among the best air normals in the game.
- To gain distance, use backdash cancelled into j.4B.
Offense
- 2A gives good frame advantage and can be used for pressure.
- smalljump / jump D is slow but strong. The jumping version can cross up.
- jump / smalljump C and smalljump (crossup) 4B can also be used to reset pressure and open up the opponent.
- Whenever you use small / normal jump C or D, make sure to hold 1 to get an option select air throw.
- You can also use walk up 2C>3B/3D hit confirm. If your opponent blocks, you can cancel into (charge) 236P.
- Make sure to use her 63214K command grab occasionally, it is relatively fast if you are close.
Defense
- 2C has only 4F startup and is a good mash normal against smalljumps or just in general.
- 623A has invul during startup and is generally fine as a reversal.
- 5B(f) is a good poke that can be used to stop approaches, or end blockstrings with.
Frame Data
Special Attributes & Bugs
- Yuri has 3F more invulnerability on her front roll: 1-26 invul, 6F recovery.
- Yuri's back roll goes further than normal (187px instead of 160px)
- Yuri's 2363214K is potentially unsafe on hit when done very close to the corner, see here
- Bug: doing Yuri's 623C on the first frame of landing after a quick shift puts her below the ground. Performing any action that puts her above ground resets the bug. Source: Sensei Enrique
- Yuri's backdash is invul on the feet from F1.
Combos
- 2B>2A>3B>2363214K: Bread n Butter Combo
- 5D/2C>3D> max delay 623C, then...
- 623C
- 236236K
- Corner Combo in 3D>214C, then...
- delay 214A, link j.236D
- delay 623C(2 hits)>623C
- delay 623C link 26236K
Team Combos
Yuri & Oswald
- Yuri midscreen combo into 2C>3D QS oswald > land > 5A(whiff), 3A>214A>236B>236E (ACE)
- Yuri corner combo into 2C>3D QS oswald j.A whiff > land > backdash > 3A>236B>236A>236B>236E (ACE)
- Yuri midscreen combo into 2C>3D, max delay 623C, link max delay 236236K, QS 2nd hit oswald > land > turn around 3A > max delay 214A,236B,236E (ACE): see here.
Yuri & Vanessa
- Yuri corner 2C>3D>214C, delay 623C(2)>623C QS Vanessa j.B,\/,236236E, 214B-6C... etc, see here
Videos
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber