Yuri Sakazaki(KOFXI): Unterschied zwischen den Versionen
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(7 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt) | |||
Zeile 103: | Zeile 103: | ||
| j.B|| 4 || 7|| || || | | j.B|| 4 || 7|| || || | ||
|- | |- | ||
| j.4B|| 6 || 5|| || || | | j.4B|| 6 || 5|| || ||Can be done from a backdash. Earliest possible timing = F3 of jump. | ||
|- | |- | ||
| small C|| 7 || 6|| || || | | small C|| 7 || 6|| || || | ||
Zeile 119: | Zeile 119: | ||
| j.E|| 15 || 4|| || || | | j.E|| 15 || 4|| || || | ||
|- | |- | ||
| | | Air Throw|| 1 || 1|| KD|| ||Done with C/D + any direction except 8. Earliest possible timing = F8 of jump. | ||
|- | |- | ||
| | | 236A|| 23 || 4+6|| KD|| <span style="color: blue;">+5</span>||48F total duration. | ||
|- | |- | ||
| | | 236[A]|| 57 || ~|| KD|| <span style="color: blue;">+3</span>||84F total duration. | ||
|- | |- | ||
| | | 236C|| 24 || 4+6|| KD|| <span style="color: blue;">+0</span>||54F total duration. | ||
|- | |- | ||
| | | 236[C]|| 60 || ~|| KD|| <span style="color: blue;">+3</span>||87F total duration. | ||
|- | |- | ||
| 214C|| 44 || 10|| KD|| <span style="color: blue;">+4</span>||Reflects projectiles. | | 214A|| 15 || 10|| KD|| <span style="color: blue;">+2</span>||Reflects projectiles. 43F total duration. | ||
|- | |||
| 214C|| 44 || 10|| KD|| <span style="color: blue;">+4</span>||Reflects projectiles. 70F total duration. | |||
|- | |- | ||
| 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 139: | Zeile 141: | ||
| 63214K|| 6* || 1*|| KD|| /||*=activates on proximity, 6F is the fastest startup. | | 63214K|| 6* || 1*|| KD|| /||*=activates on proximity, 6F is the fastest startup. | ||
|- | |- | ||
| 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. | | j.236B|| 8 || n+4|| <span style="color: red;">-4</span>*|| <span style="color: red;">-5</span>*||Steep angle. Can hit OTG. Fireball stays on ground for 4F. Hits low if it connects on those 4F. *=Low to the ground. Earliest possible timing = F2 of jump. | ||
|- | |- | ||
| 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. | | j.236D|| 10 || n+4|| <span style="color: red;">-4</span>*|| <span style="color: red;">-5</span>*||Flat angle. Can hit OTG. Juggle anywhere. Fireball stays on ground for 4F. Hits low if it connects on those 4F. *=Low to the ground. Earliest possible timing = F2 of jump. | ||
|- | |- | ||
| 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 149: | Zeile 151: | ||
| 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. | | 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|| <span style="color: red;">-23</span>*||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. Earliest possible timing = F2 of jump. | ||
|- | |- | ||
|} | |} | ||
Zeile 377: | Zeile 379: | ||
| style="background-color:#F9F9F9;" |6 | | style="background-color:#F9F9F9;" |6 | ||
| style="background-color:#F9F9F9;" |5 | | style="background-color:#F9F9F9;" |5 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Can be done from a backdash. Earliest possible timing = F3 of jump. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''smalljump C''' | | style="background-color:#F9F9F9;" |'''smalljump C''' | ||
Zeile 439: | Zeile 441: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |N/A | | style="background-color:#F9F9F9;" |N/A | ||
| style="background-color:#F9F9F9;" |Images show j.6C & j.6D. Both have the same Hitbox (48x64 Pixel), but different hurtboxes. | | style="background-color:#F9F9F9;" |Images show j.6C & j.6D. Both have the same Hitbox (48x64 Pixel), but different hurtboxes. Done with C/D + any direction except 8. Earliest possible timing = F8 of jump. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''236A''' | | style="background-color:#F9F9F9;" |'''236A''' | ||
Zeile 447: | Zeile 449: | ||
| 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 455: | Zeile 457: | ||
| 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 463: | Zeile 465: | ||
| 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 471: | Zeile 473: | ||
| 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 479: | Zeile 481: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |+2 | | style="background-color:#F9F9F9;" |+2 | ||
| style="background-color:#F9F9F9;" |Reflects projectiles. 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 487: | Zeile 489: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |+4 | | style="background-color:#F9F9F9;" |+4 | ||
| style="background-color:#F9F9F9;" |Reflects projectiles. Same Hitbox as 214A. | | style="background-color:#F9F9F9;" |Reflects projectiles. Same Hitbox as 214A. 70F total duration. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''623A''' | | style="background-color:#F9F9F9;" |'''623A''' | ||
Zeile 527: | Zeile 529: | ||
| 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. | | style="background-color:#F9F9F9;" |Steep angle. Can hit OTG. ireball stays on ground for 4F. Hits low if the fireball connects on those 4F. *=Low to the ground. Earliest possible timing = F2 of jump. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''j.236D''' | | style="background-color:#F9F9F9;" |'''j.236D''' | ||
Zeile 535: | Zeile 537: | ||
| 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. Can hit OTG. Juggle anywhere. Fireball stays on ground for 4F. Hits low if the fireball connects on those 4F. *=Low to the ground. Earliest possible timing = F2 of jump. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''236236K''' | | style="background-color:#F9F9F9;" |'''236236K''' | ||
Zeile 567: | Zeile 569: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |~-23* | | style="background-color:#F9F9F9;" |~-23* | ||
| style="background-color:#F9F9F9;" |F1-8 invul. Active until landing. *=Close to ground. | | style="background-color:#F9F9F9;" |F1-8 invul. Active until landing. *=Close to ground. Earliest possible timing = F2 of jump. | ||
|- | |- | ||
|} | |} | ||
Zeile 588: | Zeile 590: | ||
*Corner Combo in 3D>214C, then... | *Corner Combo in 3D>214C, then... | ||
**delay 214A, link j. | **delay 214A, link j.236D | ||
**delay 623C(2 hits)>623C | **delay 623C(2 hits)>623C | ||
**delay 623C link 26236K | **delay 623C link 26236K |
Aktuelle Version vom 6. Juli 2025, 14:14 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 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
E+A | E+B | E+C | E+D |
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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 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
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- 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