Yuri Sakazaki(KOFXI): Unterschied zwischen den Versionen

 
(35 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 25: Zeile 25:
|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 31: Zeile 53:
! Move !! S!! A!! Hit!! Grd!! Note
! Move !! S!! A!! Hit!! Grd!! Note
|-
|-
| 5A(c) || 5 || 4|| +4|| +3 ||
| 5A(c) || 5 || 4|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span> ||
|-
|-
| 5A(f)|| 5 || 2|| +0 || -1 ||
| 5A(f)|| 5 || 2|| <span style="color: blue;">+0</span> || <span style="color: red;">-1</span> ||
|-
|-
| 5B(c)|| 6 || 4|| +4|| +3 ||Low Hit. F6-9 invul on the feet.
| 5B(c)|| 6 || 4|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span> ||Low Hit. F6-9 invul on the feet.
|-
|-
| 5B(f)|| 7 || 3|| -4|| -5||
| 5B(f)|| 7 || 3|| <span style="color: red;">-4</span>|| <span style="color: red;">-5</span>||
|-
|-
| 5C(c)|| 8 || 2+6|| -11|| -12||
| 5C(c)|| 8 || 2+6|| <span style="color: red;">-11</span>|| <span style="color: red;">-12</span>||
|-
|-
| 5C(f)|| 7 || 3+4|| -7|| -8||
| 5C(f)|| 7 || 3+4|| <span style="color: red;">-7</span>|| <span style="color: red;">-8</span>||
|-
|-
| 5D(c)|| 7 || 8|| +1|| +0||
| 5D(c)|| 7 || 8|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span>||
|-
|-
| 5D(f)|| 13 || 7|| -4|| -5||Invul on feet F13-19.
| 5D(f)|| 13 || 7|| <span style="color: red;">-4</span>|| <span style="color: red;">-5</span>||Invul on feet F13-19.
|-
|-
| 5E|| 17 || 7|| KD|| -5||
| 5E|| 17 || 7|| KD|| <span style="color: red;">-5</span>||
|-
|-
| 6A|| 19 || 15|| -3|| -4||Overhead. Super Cancel. Airborne F19-33.
| GC|| 6 || 6|| KD|| <span style="color: red;">-15</span>||
|-
|-
| 6A(can)|| 15 || 13|| -1|| -2||Special Cancel. Airborne F15-27.
| 6A|| 19 || 15|| -3|| <span style="color: red;">-4</span>||Overhead. Super Cancel. Airborne F19-33.
|-
|-
| 2A|| 6 || 4|| +5|| +4||
| 6A(can)|| 15 || 13|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>||Special Cancel. Airborne F15-27.
|-
|-
| 2B|| 4 || 3|| +5|| +4||
| Saving Shift|| ? || n*|| /|| /||Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
| 2C|| 4 || 3+3|| -6|| -7||
| 2A|| 6 || 4|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span>||
|-
|-
| 2D|| 11 ||5 || KD|| -7||Low Profile F11-23.
| 2B|| 5 || 4|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span>||
|-
|-
| 3B|| 9 ||5 || +1|| +0||Special Cancel. Low Profile F1-26.
| 2C|| 4 || 3+3|| <span style="color: red;">-6</span>|| <span style="color: red;">-7</span>||
|-
|-
| 3D|| 16 ||11 || KD|| -13||Special Cancel.
| 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.
|-
| 3D|| 16 ||11 || KD|| <span style="color: red;">-13</span>||Special Cancel.
|-
|-
| small A|| 7 || 6|| || ||
| small A|| 7 || 6|| || ||
Zeile 93: Zeile 119:
| j.E|| 15 || 4|| || ||
| j.E|| 15 || 4|| || ||
|-
|-
| 236A|| 23 || 4+6|| KD|| +5||
| 236A|| 23 || 4+6|| KD|| <span style="color: blue;">+5</span>||
|-
|-
| 236[A]|| 57 || ~|| KD|| +3||
| 236[A]|| 57 || ~|| KD|| <span style="color: blue;">+3</span>||
|-
|-
| 236C|| 24 || 4+6|| KD|| +0||
| 236C|| 24 || 4+6|| KD|| <span style="color: blue;">+0</span>||
|-
|-
| 236[C]|| 60 || ~|| KD|| +3||
| 236[C]|| 60 || ~|| KD|| <span style="color: blue;">+3</span>||
|-
|-
| 214A|| 15 || 10|| KD|| +2||
| 214A|| 15 || 10|| KD|| <span style="color: blue;">+2</span>||Reflects projectiles.
|-
|-
| 214C|| 44 || 10|| KD|| +4||
| 214C|| 44 || 10|| KD|| <span style="color: blue;">+4</span>||Reflects projectiles.
|-
|-
| 623A|| 5 || 5+9|| KD|| -28||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.
|-
|-
| 623C|| 12 || 4+9|| KD|| -26||F1-11 above feet invul. Airborne F16.
| 623C|| 12 || 4+9|| KD|| <span style="color: red;">-26</span>||F1-11 above feet invul. Airborne F16.
|-
|-
| >623C|| 5 || 2+20|| KD|| -43||
| >623C|| 5 || 2+20|| KD|| <span style="color: red;">-43</span>||
|-
|-
| 63214K|| 1* || 2+20|| KD|| /||*=activates on proximity.
| 63214K|| 6* || 1*|| KD|| /||*=activates on proximity, 6F is the fastest startup.
|-
|-
| j.236B|| 8 || ~4|| -4*|| -5*||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. Fireball stays on ground for 4F. Hits low if it connects on those 4F. *=Low to the ground. Can hit OTG.
|-
|-
| j.236D|| 10 || ~4|| -4*|| -5*||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. 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.
| 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.
|-
|-
| 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.
| 2363214B|| 5 || 18|| <span style="color: red;">-5</span>*|| <span style="color: red;">-70</span>||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.
| 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|| -23*||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.
|-
|-
|}
|}
Zeile 207: Zeile 233:
| 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;" |'''GC'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_yuri_GC.png]]
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |<span style="color: red;">-15</span>
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 224: Zeile 258:
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |Special Cancel. Airborne F15-27 (the whole active time).
| style="background-color:#F9F9F9;" |Special Cancel. Airborne F15-27 (the whole active time).
|-
| style="background-color:#F9F9F9;" |'''Saving Shift'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_yuri_saving.png]]
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |n*
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
|}
|}
Zeile 267: 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 384: Zeile 426:
|+ Specials & Supers
|+ Specials & Supers
! style="width:100px;background-color:#D9D9D9;" | Move
! style="width:100px;background-color:#D9D9D9;" | Move
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''Air Throw'''
| style="background-color:#F9F9F9;" |'''Air Throw'''
Zeile 437: 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 445: 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 214C.
| style="background-color:#F9F9F9;" |Reflects projectiles. Same Hitbox as 214A.
|-
|-
| style="background-color:#F9F9F9;" |'''623A'''
| style="background-color:#F9F9F9;" |'''623A'''
Zeile 459: 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 470: 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;" |Command Throw
| 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;" |~+4
| 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;" |~+4
| 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.
| 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 533: Zeile 574:
*Yuri has 3F more invulnerability on her front roll: 1-26 invul, 6F recovery.
*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 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. [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]]
[[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]


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{{KOFXI_Navi}}
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