Yuri Sakazaki(KOFXI)

Aus Hardedge Wiki
Zur Navigation springen Zur Suche springen
Yuri Sakazaki
ユリ・サカザキ
KOFXI yuri full.png
Tiers & Ranking
Tier: B to B+
Ratio Cost: 5 Points
Properties
Damage Modifier: 1.05
Stun Modifier: 1.03
Crouch height (Tier): F

Colors

KOFXI yuri S.png KOFXI yuri X.png KOFXI yuri T.png KOFXI yuri C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI yuri R1S.png KOFXI yuri R1X.png KOFXI yuri R1T.png KOFXI yuri R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI yuri L1S.png KOFXI yuri L1X.png KOFXI yuri L1T.png KOFXI yuri L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
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

Short List
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.
Standing Attacks
Attack Hitbox Startup Active Hit Guard Note
5A(c) Kofxi yuri 5A(c).png 5 4 +4 +3
5A(f) Kofxi yuri 5A(f).pngKofxi yuri 5A(f) 2.png 5 2 +0 -1
5B(c) Kofxi yuri 5B(c).png 6 4 +4 +3 Low Hit. F6-9 invul on the feet (the whole active time).
5B(f) Kofxi yuri 5B(f).pngKofxi yuri 5B(f) 2.png 7 3 -4 -5
5C(c) Kofxi yuri 5C(c) 1.pngKofxi yuri 5C(c) 2.png 8 2+6 -11 -12 1 hit, 2 hitboxes.
5C(f) Kofxi yuri 5C(f) 1.pngKofxi yuri 5C(f) 2.png 7 3+4 -7 -8
5D(c) Kofxi yuri 5D(c).png 7 8 +1 +0 F7-21 invul on the feet.
5D(f) Kofxi yuri 5D(f).png 13 7 -4 -5 Invul on feet F13-19 (the whole active time).
5E Kofxi yuri 5E.png 17 7 KD -5
GC Datei:Kofxi yuri GC.png 6 6 KD -15
6A Kofxi yuri 6A.png 19 15 -3 -4 Overhead. Super Cancel. Airborne F19-33 (the whole active time).
6A(cancel) Kofxi yuri 6A(cancel).png 15 13 -1 -2 Special Cancel. Airborne F15-27 (the whole active time).
Saving Shift Kofxi yuri saving.png ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Note
2A Kofxi yuri 2A.png 6 4 +5 +4
2B Kofxi yuri 2B.png 5 4 +5 +4
2C Kofxi yuri 2C 1.pngKofxi yuri 2C 2.png 4 3+3 -6 -7
2D Kofxi yuri 2D.png 11 5 KD -7 Low Profile F11-23. Special Cancel.
3B Kofxi yuri 3B.png 9 5 +1 +0 Special Cancel. Low Profile F1-26. Cancel Version is the same.
3D Kofxi yuri 3D.png 16 11 KD -13 Special Cancel. Cancel Version is the same.
Jump Attacks
Attack Hitbox Startup Active Note
smalljump A Kofxi yuri smalljump A.png 7 6
jump up A Kofxi yuri jump up A.png 7 7
jump A Kofxi yuri jump A.png 7 6
smalljump B Kofxi yuri smalljump B.png 4 6
jump up B Kofxi yuri jump up B.png 7 8
jump B Kofxi yuri jump B.png 4 7
jump 4B Kofxi yuri jump 4B.png 6 5
smalljump C Kofxi yuri smalljump C.png 7 6
jump up C Kofxi yuri jump up C.png 7 7
jump C Kofxi yuri jump C.png 7 8
smalljump D Kofxi yuri smalljump D.png 11 7
jump up D Kofxi yuri jump up D.png 9 10
jump D Kofxi yuri jump D.png 13 10
jump E Kofxi yuri smalljump E.png 15 4 Jump E & Smalljump E are identical (smalljump, as always, in counterhit-state)
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
Air Throw Kofxi yuri airthrow C.pngKofxi yuri airthrow D.png 1 1 KD N/A Images show j.6C & j.6D. Both have the same Hitbox (48x64 Pixel), but different hurtboxes.
236A Kofxi yuri 236A 1.pngKofxi yuri 236A 2.png 23 4+6 KD +5
236[A] Kofxi yuri 236-A- 1.pngKofxi yuri 236-A- 2.png 57* ~ KD +3 *=Old data says 53F startup.
236C Kofxi yuri 236C 1.pngKofxi yuri 236C 2.png 24 4+6 KD +0
236[C] Kofxi yuri 236-C-.pngKofxi yuri 236-C- 2.png 60 ~ KD +3 Fireball active until it leaves the stage.
214A Kofxi yuri 214A.png 15 10 KD +2 Reflects projectiles. Same Hitbox as 214C.
214C Kofxi yuri 214C.png 44 10 KD +4 Reflects projectiles. Same Hitbox as 214A.
623A Kofxi yuri 623A 1.pngKofxi yuri 623A 2.pngKofxi yuri 623A 3.png 5 5+9 KD -28 F1-4 invul. F5-9 low profile (during first hit). Airborne F10 (with start of second hit).
623C Kofxi yuri 623C 1.pngKofxi yuri 623C 2.pngKofxi yuri 623C 3.pngKofxi yuri 623C 4.png 12 4+9 KD -26 F1-11 above feet invul. Airborne F16 (with start of second hit).
623C>623C Kofxi yuri 623C623C 1.pngKofxi yuri 623C623C 2.pngKofxi yuri 623623C 3.png 5 2+20 KD -43 Startup starts on 1st landing-Frame.
63214K Kofxi yuri 63214K 1.pngKofxi yuri 63214K 2.png 6* 1* KD / *=activates on proximity, 6F is the fastest startup.
j.236B Kofxi yuri jump 236B 1.pngKofxi yuri jump 236B 2.png 8 n+4 -4* -5* Steep angle. Fireball stays on ground for 4F. Hits low if the fireball connects on those 4F. *=Low to the ground. Can hit OTG.
j.236D Kofxi yuri jump 236D 1.pngKofxi yuri jump 236D 2.png 10 n+4 -4* -5* 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.
236236K Kofxi yuri 236236K 1.pngKofxi yuri 236236K 2.pngKofxi yuri 236236K 3.png 4 5+12 KD -38/-43* F1-3 invul. Airborne F9 (beginning of second hit). *=standing/crouching guard.
2363214B Kofxi yuri 2363214B.pngKofxi yuri 2363214K recovery.png 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 Kofxi yuri 2363214D.pngKofxi yuri 2363214K recovery.png 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 Kofxi yuri j.2363214E 1.pngKofxi yuri j.2363214E 2.png 3 ~ KD ~-23* F1-8 invul. Active until landing. *=Close to ground.

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

Kofxi yuri 623C bug.gif

  • Yuri's backdash is invul on the feet from F1.

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 here.

Yuri & Vanessa

  • Yuri corner 2C>3D>214C, delay 623C(2)>623C QS Vanessa j.B,\/,236236E, 214B-6C... etc, see here

Videos

Kentucky using Yuri

Navigation