Yuri Sakazaki(KOFXI)
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| 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
Note: All Conqueror's Guide data (damage, stun, guard damage, gauge) needs double-checking.| Move | S | A | Hit | Grd | Dmg | C-Dmg | Stn | C-Stn | G-Dmg | Gauge | J-Type | Air | C-Air | Note |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Throw | 1 | 1 | +3 * | / | 16 | 16 | 0 | 0 | 0 | 0 | *=with ukemi. | |||
| 5A(c) | 5 | 4 | +4 | +3 | 4 | 5 | 6 | 7 | 5 | 6 | ||||
| 5A(f) | 5 | 2 | +0 | -1 | 4 | 5 | 6 | 7 | 5 | 6 | ||||
| 5B(c) | 6 | 4 | +4 | +3 | 7 | 8 | 9 | 10 | 7 | 8 | Low Hit. F6-9 invul on the feet. | |||
| 5B(f) | 7 | 3 | -4 | -5 | 8 | 10 | 9 | 10 | 7 | 8 | ||||
| 5C(c) | 8 | 2+6 | -11 | -12 | 12 | 15 | 14 | 15 | 11 | 12 | ||||
| 5C(f) | 7 | 3+4 | -7 | -8 | 13 | 16 | 15 | 16 | 12 | 14 | ||||
| 5D(c) | 7 | 8 | +1 | +0 | 12 | 15 | 14 | 15 | 11 | 12 | ||||
| 5D(f) | 13 | 7 | -4 | -5 | 14 | 17 | 15 | 16 | 12 | 14 | Invul on feet F13-19. | |||
| 5E | 17 | 7 | KD | -5 | 14 | 17 | 12 | 13 | 14 | 16 | ||||
| GC | 6 | 6 | KD | -15 | 5 | 5 | 0 | 0 | 0 | 0 | F1-11 invul. | |||
| 6A | 19 | 15 | -6/-3 | -7/-4* | 12 | 15 | 8 | 10 | 13 | 14 | Overhead. Super Cancel. Airborne F19-33 (console). *= arcade / console | |||
| 6A(can) | 15 | 13 | -4/-1* | -5/-2* | 10 | 12 | 6 | 8 | 6 | 8 | Special Cancel. Airborne F15-27 (console). *= arcade / console | |||
| Saving Shift | 0 | n* | / | / | Active until landing. 9F/10F recovery (hit/whiff). | |||||||||
| Backdash | / | 24 | / | / | F5-20 invul on feet. F21-24 recovery. 184px distance. | |||||||||
| 2A | 6 | 4 | +5 | +4 | 4 | 5 | 6 | 7 | 5 | 6 | ||||
| 2B | 5 | 4 | +5 | +4 | 4 | 5 | 6 | 7 | 5 | 6 | ||||
| 2C | 4 | 3+3 | -6 | -7 | 12 | 15 | 14 | 15 | 11 | 12 | ||||
| 2D | 11 | 5 | KD | -7 | 13 | 16 | 14 | 15 | 11 | 12 | Low Profile F11-23. Special Cancel. | |||
| 3B | 9 | 5 | +1 | +0 | 10 | 12 | 6 | 8 | 8 | 8 | Special Cancel. Low Profile F1-26. | |||
| 3D | 16 | 11 | KD | -13 | 10 | 12 | 6 | 8 | 8 | 8 | Special Cancel. | |||
| small A | 7 | 6 | 6 | 7 | 8 | 9 | 6 | 8 | ||||||
| j.u.A | 7 | 7 | 7 | 8 | 9 | 10 | 7 | 8 | ||||||
| j.A | 7 | 6 | 7 | 8 | 9 | 10 | 7 | 8 | ||||||
| small B | 4 | 6 | 6 | 7 | 8 | 9 | 6 | 8 | ||||||
| j.u.B | 7 | 8 | 7 | 8 | 9 | 10 | 7 | 8 | ||||||
| j.B | 4 | 7 | 7 | 8 | 9 | 10 | 7 | 8 | ||||||
| j.4B | 6 | 5 | 8 | 10 | 6 | 8 | 8 | 8 | Can be done from a backdash. Earliest possible timing = F3 of jump. | |||||
| small C | 7 | 6 | 11 | 13 | 13 | 14 | 10 | 12 | ||||||
| j.u.C | 7 | 7 | 12 | 15 | 14 | 15 | 11 | 12 | ||||||
| j.C | 7 | 8 | 12 | 15 | 14 | 15 | 11 | 12 | ||||||
| small D | 11 | 7 | 11 | 13 | 13 | 14 | 10 | 12 | ||||||
| j.u.D | 9 | 10 | 12 | 15 | 14 | 15 | 11 | 12 | ||||||
| j.D | 13 | 10 | 12 | 15 | 14 | 15 | 11 | 12 | ||||||
| small E | 15 | 4 | 11 | 13 | 9 | 10 | 11 | 14 | ||||||
| j.E | 15 | 4 | 12 | 15 | 10 | 11 | 12 | 14 | ||||||
| Air Throw | 1 | 1 | KD | 10 | 10 | 0 | 0 | 0 | 0 | Done with C/D + any direction except 8. Earliest possible timing = F8 of jump. | ||||
| 236A | 19/23* | 4+6 | KD | -3/+5* | 13 | 16 | 16 | 16 | 16 | 6/10 | 48F total duration (console). *= arcade / console | |||
| 236[A] | 54/57* | ~ | KD | +3 | 20 | 25 | 18 | 18 | 18 | 6/10 | 84F total duration (console). *= arcade / console | |||
| 236C | 24 | 4+6 | KD | -2+0* | 15 | 18 | 16 | 16 | 16 | 6/10 | 54F total duration (console). *2= arcade / console | |||
| 236[C] | 60 | ~ | KD | +3 | 22 | 27 | 19 | 19 | 19 | 6/10 | 87F total duration (console). | |||
| 214A | 15 | 10 | KD | +2 | 13 | 16 | 10 | 12 | 10 | 10/6 | Reflects projectiles. 43F total duration. | |||
| 214C | 44 | 10 | KD | +4 | 14 | 17 | 12 | 13 | 14 | 10/6 | Reflects projectiles. 70F total duration. | |||
| 623A | 5 | 5+9 | KD | -28 | 14 | 17 | 15 | 15 | 10 | 12/6 | F1-4 invul. F5-9 low profile. Airborne F10. | |||
| 623C | 12 | 4+9 | KD | -30 | 12 | 14 | 8 | 9 | 8 | 10/4 | F1-11 above feet invul. Airborne F16. | |||
| >623C | 5 | 2+20 | KD | -43 | 13 | 15 | 8 | 9 | 12 | 4/6 | ||||
| 63214K | 6* | 1* | KD | / | 16 | 16 | 0 | 0 | 0 | 4/15 | *=activates on proximity, 6F is the fastest startup. | |||
| j.236B | 8 | n+4 | -4* | -5* | 12 | 15 | 10 | 10 | 14 | 0/14 | 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 | 9 | n+4 | -4* | -5* | 12 | 15 | 12 | 12 | 16 | 0/14 | 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 | -38/-43† | 39/25‡ | 43/26‡ | 0 | 0 | 0 | 0 | F1-3 invul. Airborne F9 (beginning of second hit). †=standing/crouching guard. ‡=Dmg/C-Dmg: normal / miss version. | |||
| 2363214B | 5 | 18 | -5* | -70 | 32 | 32 | 0 | 0 | 0 | 0 | F1-4 invul. F5-22 invul on feet (the whole active time). 41F landing recovery (F1-30 of those low profile). *=-5 if recovery roll is used. | |||
| 2363214D | 8 | 24 | -5* | -70 | 32 | 32 | 0 | 0 | 0 | 0 | F1-7 invul. F8-31 invul on feet (the whole active time). 41F landing recovery (F1-30 of those low profile). *=-5 if recovery roll is used. | |||
| j.2363214E | 3 | ~ | KD | -23* | 55 | 55 | 0 | 0 | 0 | 0 | F1-8 invul. Active until landing. *=Close to ground. Earliest possible timing = F2 of jump. |
| Attack | Hitbox | Startup | Active | Hit | Guard | Note |
|---|---|---|---|---|---|---|
| 5A(c) |
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5 | 4 | +4 | +3 | |
| 5A(f) | ![]()
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5 | 2 | +0 | -1 | |
| 5B(c) |
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6 | 4 | +4 | +3 | Low Hit. F6-9 invul on the feet (the whole active time). |
| 5B(f) | 7 | 3 | -4 | -5 | ||
| 5C(c) | ![]()
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8 | 2+6 | -11 | -12 | 1 hit, 2 hitboxes. |
| 5C(f) | 7 | 3+4 | -7 | -8 | ||
| 5D(c) |
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7 | 8 | +1 | +0 | F7-21 invul on the feet. |
| 5D(f) |
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13 | 7 | -4 | -5 | Invul on feet F13-19 (the whole active time). |
| 5E |
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17 | 7 | KD | -5 | |
| GC | Datei:Kofxi yuri GC.png | 6 | 6 | KD | -15 | |
| 6A |
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19 | 15 | -3 | -4 | Overhead. Super Cancel. Airborne F19-33 (the whole active time). |
| 6A(cancel) |
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15 | 13 | -1 | -2 | Special Cancel. Airborne F15-27 (the whole active time). |
| Saving Shift |
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? | n* | / | / | Active until landing. 9F/10F recovery (hit/whiff). |
Special Attributes & Bugs
- On PS2, Yuri has several attacks that have different frame data compared to the arcade version (6A advantage, 236A & 236[A] startup, 236C advantage). See frame data for details.
- 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 (followup)
- (link 623C (2 hits),) 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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- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
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- 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






































































