Yuri Sakazaki(KOFXI): Unterschied zwischen den Versionen
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|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 normals - they are among the best 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 63: | Zeile 85: | ||
| 2C|| 4 || 3+3|| <span style="color: red;">-6</span>|| <span style="color: red;">-7</span>|| | | 2C|| 4 || 3+3|| <span style="color: red;">-6</span>|| <span style="color: red;">-7</span>|| | ||
|- | |- | ||
| 2D|| 11 ||5 || KD|| <span style="color: red;">-7</span>||Low Profile F11-23. | | 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. | | 3B|| 9 ||5 || <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span>||Special Cancel. Low Profile F1-26. | ||
Zeile 105: | Zeile 127: | ||
| 236[C]|| 60 || ~|| KD|| <span style="color: blue;">+3</span>|| | | 236[C]|| 60 || ~|| KD|| <span style="color: blue;">+3</span>|| | ||
|- | |- | ||
| 214A|| 15 || 10|| KD|| <span style="color: blue;">+2</span>|| | | 214A|| 15 || 10|| KD|| <span style="color: blue;">+2</span>||Reflects projectiles. | ||
|- | |- | ||
| 214C|| 44 || 10|| KD|| <span style="color: blue;">+4</span>|| | | 214C|| 44 || 10|| KD|| <span style="color: blue;">+4</span>||Reflects projectiles. | ||
|- | |- | ||
| 623A|| 5 || 5+9|| KD|| <span style="color: red;">-28</span>||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. | ||
Zeile 115: | Zeile 137: | ||
| >623C|| 5 || 2+20|| KD|| <span style="color: red;">-43</span>|| | | >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|| <span style="color: red;">-38</span>/<span style="color: red;">-43</span>*||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. | ||
Zeile 287: | 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 457: | 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. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''214C''' | | style="background-color:#F9F9F9;" |'''214C''' | ||
Zeile 465: | 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. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''623A''' | | style="background-color:#F9F9F9;" |'''623A''' | ||
Zeile 479: | 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 490: | 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. Juggle anywhere. | | 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 555: | Zeile 576: | ||
*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> | *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]] | [[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.236C | |||
**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 17. Februar 2024, 11:59 Uhr
Yuri Sakazaki ユリ・サカザキ | |
Tiers & Ranking | |
Tier: | B to B+ |
Ratio Cost: | 5 Points |
Properties | |
Damage Modifier: | 1.05 |
Stun Modifier: | 1.03 |
Crouch height (Tier): | F |
Colors
A | B | C | D |
R1 + | R1 + | R1 + | R1 + |
E+A | E+B | E+C | E+D |
L1 + | L1 + | L1 + | L1 + |
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 normals - they are among the best 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
Move | S | A | Hit | Grd | Note |
---|---|---|---|---|---|
5A(c) | 5 | 4 | +4 | +3 | |
5A(f) | 5 | 2 | +0 | -1 | |
5B(c) | 6 | 4 | +4 | +3 | Low Hit. F6-9 invul on the feet. |
5B(f) | 7 | 3 | -4 | -5 | |
5C(c) | 8 | 2+6 | -11 | -12 | |
5C(f) | 7 | 3+4 | -7 | -8 | |
5D(c) | 7 | 8 | +1 | +0 | |
5D(f) | 13 | 7 | -4 | -5 | Invul on feet F13-19. |
5E | 17 | 7 | KD | -5 | |
GC | 6 | 6 | KD | -15 | |
6A | 19 | 15 | -3 | -4 | Overhead. Super Cancel. Airborne F19-33. |
6A(can) | 15 | 13 | -1 | -2 | Special Cancel. Airborne F15-27. |
Saving Shift | ? | n* | / | / | Active until landing. 9F/10F recovery (hit/whiff). |
2A | 6 | 4 | +5 | +4 | |
2B | 5 | 4 | +5 | +4 | |
2C | 4 | 3+3 | -6 | -7 | |
2D | 11 | 5 | KD | -7 | Low Profile F11-23. Special Cancel. |
3B | 9 | 5 | +1 | +0 | Special Cancel. Low Profile F1-26. |
3D | 16 | 11 | KD | -13 | Special Cancel. |
small A | 7 | 6 | |||
j.u.A | 7 | 7 | |||
j.A | 7 | 6 | |||
small B | 4 | 6 | |||
j.u.B | 7 | 8 | |||
j.B | 4 | 7 | |||
j.4B | 6 | 5 | |||
small C | 7 | 6 | |||
j.u.C | 7 | 7 | |||
j.C | 7 | 8 | |||
small D | 11 | 7 | |||
j.u.D | 9 | 10 | |||
j.D | 13 | 10 | |||
j.E | 15 | 4 | |||
236A | 23 | 4+6 | KD | +5 | |
236[A] | 57 | ~ | KD | +3 | |
236C | 24 | 4+6 | KD | +0 | |
236[C] | 60 | ~ | KD | +3 | |
214A | 15 | 10 | KD | +2 | Reflects projectiles. |
214C | 44 | 10 | KD | +4 | Reflects projectiles. |
623A | 5 | 5+9 | KD | -28 | F1-4 invul. F5-9 low profile. Airborne F10. |
623C | 12 | 4+9 | KD | -26 | F1-11 above feet invul. Airborne F16. |
>623C | 5 | 2+20 | KD | -43 | |
63214K | 6* | 1* | KD | / | *=activates on proximity, 6F is the fastest startup. |
j.236B | 8 | n+4 | -4* | -5* | 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 | n+4 | -4* | -5* | 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. |
2363214B | 5 | 18 | -5* | -70 | 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 | -5* | -70 | 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. |
Attack | Hitbox | Startup | Active | Hit | Guard | Note |
---|---|---|---|---|---|---|
5A(c) | 5 | 4 | +4 | +3 | ||
5A(f) | 5 | 2 | +0 | -1 | ||
5B(c) | 6 | 4 | +4 | +3 | Low Hit. F6-9 invul on the feet (the whole active time). | |
5B(f) | 7 | 3 | -4 | -5 | ||
5C(c) | 8 | 2+6 | -11 | -12 | 1 hit, 2 hitboxes. | |
5C(f) | 7 | 3+4 | -7 | -8 | ||
5D(c) | 7 | 8 | +1 | +0 | F7-21 invul on the feet. | |
5D(f) | 13 | 7 | -4 | -5 | Invul on feet F13-19 (the whole active time). | |
5E | 17 | 7 | KD | -5 | ||
GC | Datei:Kofxi yuri GC.png | 6 | 6 | KD | -15 | |
6A | 19 | 15 | -3 | -4 | Overhead. Super Cancel. Airborne F19-33 (the whole active time). | |
6A(cancel) | 15 | 13 | -1 | -2 | Special Cancel. Airborne F15-27 (the whole active time). | |
Saving Shift | ? | n* | / | / | Active until landing. 9F/10F recovery (hit/whiff). |
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)
- 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.236C
- 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
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- 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