Yuri Sakazaki ユリ・サカザキ
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Tiers & Ranking
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Tier:
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B to B+
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Ratio Cost:
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5 Points
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Properties
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Damage Modifier:
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1.05
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Stun Modifier:
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1.03
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Crouch height (Tier):
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F
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Colors
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A
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B
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C
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D
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R1 +
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R1 +
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R1 +
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R1 +
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E+A
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E+B
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E+C
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E+D
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L1 +
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L1 +
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L1 +
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L1 +
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Start+A
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Start+B
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Start+C
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Start+D
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Quick Guide (WIP)
- Yuri is an character with good normals and 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 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
- Mix in smalljump D (slow but strong), smalljump C and smalljump (crossup) 4B to reset pressure.
- 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
Short List
Ausklappen
5A(c) |
5 |
4 |
+4 |
+3 |
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5A(f) |
5 |
2 |
+0 |
-1 |
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5B(c) |
6 |
4 |
+4 |
+3 |
Low Hit. F6-9 invul on the feet.
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5B(f) |
7 |
3 |
-4 |
-5 |
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5C(c) |
8 |
2+6 |
-11 |
-12 |
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5C(f) |
7 |
3+4 |
-7 |
-8 |
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5D(c) |
7 |
8 |
+1 |
+0 |
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5D(f) |
13 |
7 |
-4 |
-5 |
Invul on feet F13-19.
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5E |
17 |
7 |
KD |
-5 |
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GC |
6 |
6 |
KD |
-15 |
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6A |
19 |
15 |
-3 |
-4 |
Overhead. Super Cancel. Airborne F19-33.
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6A(can) |
15 |
13 |
-1 |
-2 |
Special Cancel. Airborne F15-27.
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Saving Shift |
? |
n* |
/ |
/ |
Active until landing. 9F/10F recovery (hit/whiff).
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2A |
6 |
4 |
+5 |
+4 |
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2B |
5 |
4 |
+5 |
+4 |
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2C |
4 |
3+3 |
-6 |
-7 |
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2D |
11 |
5 |
KD |
-7 |
Low Profile F11-23.
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3B |
9 |
5 |
+1 |
+0 |
Special Cancel. Low Profile F1-26.
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3D |
16 |
11 |
KD |
-13 |
Special Cancel.
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small A |
7 |
6 |
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j.u.A |
7 |
7 |
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j.A |
7 |
6 |
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small B |
4 |
6 |
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j.u.B |
7 |
8 |
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j.B |
4 |
7 |
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j.4B |
6 |
5 |
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small C |
7 |
6 |
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j.u.C |
7 |
7 |
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j.C |
7 |
8 |
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small D |
11 |
7 |
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j.u.D |
9 |
10 |
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j.D |
13 |
10 |
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j.E |
15 |
4 |
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236A |
23 |
4+6 |
KD |
+5 |
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236[A] |
57 |
~ |
KD |
+3 |
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236C |
24 |
4+6 |
KD |
+0 |
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236[C] |
60 |
~ |
KD |
+3 |
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214A |
15 |
10 |
KD |
+2 |
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214C |
44 |
10 |
KD |
+4 |
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623A |
5 |
5+9 |
KD |
-28 |
F1-4 invul. F5-9 low profile. Airborne F10.
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623C |
12 |
4+9 |
KD |
-26 |
F1-11 above feet invul. Airborne F16.
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>623C |
5 |
2+20 |
KD |
-43 |
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63214K |
6* |
1* |
KD |
/ |
*=activates on proximity, 6F is the fastest startup.
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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.
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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.
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236236K |
4 |
5+12 |
KD |
-38/-43* |
F1-3 invul. Airborne F9 (beginning of second hit). *=standing/crouching guard.
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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.
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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.
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j.2363214E |
3 |
~ |
KD |
-23* |
F1-8 invul. Active until landing. *=Close to ground.
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Standing Attacks
Ausklappen
5A(c)
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5
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4
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+4
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+3
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5A(f)
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5
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2
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+0
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-1
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5B(c)
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6
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4
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+4
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+3
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Low Hit. F6-9 invul on the feet (the whole active time).
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5B(f)
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7
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3
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-4
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-5
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5C(c)
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8
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2+6
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-11
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-12
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1 hit, 2 hitboxes.
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5C(f)
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7
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3+4
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-7
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-8
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5D(c)
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7
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8
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+1
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+0
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F7-21 invul on the feet.
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5D(f)
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13
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7
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-4
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-5
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Invul on feet F13-19 (the whole active time).
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5E
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17
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7
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KD
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-5
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GC
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Datei:Kofxi yuri GC.png
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6
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6
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KD
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-15
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6A
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19
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15
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-3
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-4
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Overhead. Super Cancel. Airborne F19-33 (the whole active time).
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6A(cancel)
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15
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13
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-1
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-2
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Special Cancel. Airborne F15-27 (the whole active time).
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Saving Shift
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?
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n*
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/
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/
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Active until landing. 9F/10F recovery (hit/whiff).
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Crouching Attacks
Ausklappen
2A
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6
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4
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+5
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+4
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2B
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5
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4
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+5
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+4
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2C
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4
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3+3
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-6
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-7
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2D
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11
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5
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KD
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-7
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Low Profile F11-23.
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3B
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9
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5
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+1
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+0
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Special Cancel. Low Profile F1-26. Cancel Version is the same.
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3D
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16
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11
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KD
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-13
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Special Cancel. Cancel Version is the same.
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Jump Attacks
Ausklappen
smalljump A
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7
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6
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jump up A
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7
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7
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jump A
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7
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6
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smalljump B
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4
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6
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jump up B
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7
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8
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jump B
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4
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7
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jump 4B
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6
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5
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smalljump C
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7
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6
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jump up C
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7
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7
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jump C
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7
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8
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smalljump D
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11
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7
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jump up D
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9
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10
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jump D
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13
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10
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jump E
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15
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4
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Jump E & Smalljump E are identical (smalljump, as always, in counterhit-state)
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Specials & Supers
Ausklappen
Air Throw
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1
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1
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KD
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N/A
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Images show j.6C & j.6D. Both have the same Hitbox (48x64 Pixel), but different hurtboxes.
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236A
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23
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4+6
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KD
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+5
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236[A]
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57*
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~
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KD
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+3
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*=Old data says 53F startup.
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236C
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24
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4+6
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KD
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+0
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236[C]
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60
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~
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KD
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+3
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Fireball active until it leaves the stage.
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214A
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15
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10
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KD
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+2
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Same Hitbox as 214C.
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214C
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44
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10
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KD
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+4
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Same Hitbox as 214A.
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623A
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5
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5+9
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KD
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-28
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F1-4 invul. F5-9 low profile (during first hit). Airborne F10 (with start of second hit).
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623C
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12
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4+9
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KD
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-26
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F1-11 above feet invul. Airborne F16 (with start of second hit).
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623C>623C
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5
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2+20
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KD
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-43
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Startup starts on 1st landing-Frame.
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63214K
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6*
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1*
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KD
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/
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*=activates on proximity, 6F is the fastest startup.
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j.236B
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8
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n+4
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-4*
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-5*
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Steep angle. Fireball stays on ground for 4F. Hits low if the fireball connects on those 4F. *=Low to the ground. Can hit OTG.
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j.236D
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10
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n+4
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-4*
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-5*
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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.
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236236K
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4
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5+12
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KD
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-38/-43*
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F1-3 invul. Airborne F9 (beginning of second hit). *=standing/crouching guard.
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2363214B
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5
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18
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-5*
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-70
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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.
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2363214D
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8
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24
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-5*
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-70
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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.
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j.2363214E
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3
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~
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KD
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~-23*
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F1-8 invul. Active until landing. *=Close to ground.
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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
- 2C>3D>623C>623C: Combo from a hard hit
- Corner Combo in 3D cancel 214C, then...
- delay 214A, link j.236C
- delay 623C(2 hits)>623C
- delay 236236K
Videos
Kentucky using Yuri
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