The King of Fighters '98/Yuri: Difference between revisions

From SuperCombo Wiki
No edit summary
(Added descriptions on the special moves, to better explain their usage. Added a desc on throws. Added a small amount to introductions.)
Line 3: Line 3:




She is a balanced moveset and lightweight character based on rushdown strategies, you main weakness is that a lot of special have long recovery and can be block unsafe.
She has a balanced moveset and lightweight character based on rushdown strategies, your main weakness is that a lot of specials have a long recovery and can be unsafe on block.


Low-tier character.
Low-mid tier character, I recommend using Advanced mode for her.


===Colors===
===Colors===
Line 241: Line 241:
|valign="bottom" rowspan="2" colspan="3" style="border-left:0px;"| [[image:Yuri98_qcfP2.png|center]]
|valign="bottom" rowspan="2" colspan="3" style="border-left:0px;"| [[image:Yuri98_qcfP2.png|center]]
|rowspan="2"|'''Ko'ou Ken (qcf + P)'''
|rowspan="2"|'''Ko'ou Ken (qcf + P)'''
Decent poke tool.
|-
|-
! qcf + [[image:snkc.gif]]
! qcf + [[image:snkc.gif]]
Line 255: Line 256:
|rowspan="2" colspan="5"| [[image:Yuri98_qcfK.png|center]]
|rowspan="2" colspan="5"| [[image:Yuri98_qcfK.png|center]]
|rowspan="2"|'''Raiou Ken (qcf + K)'''
|rowspan="2"|'''Raiou Ken (qcf + K)'''
Good move to punish projectile spammers, B travels short, while D travels a longer
distance. Needs timing to use effectively.
|-
|-
! qcf + [[image:snkd.gif]]
! qcf + [[image:snkd.gif]]
Line 270: Line 273:
|valign="bottom" colspan="3" style="border-left:0px;"| [[image:Yuri98_dpA2.png|center]]
|valign="bottom" colspan="3" style="border-left:0px;"| [[image:Yuri98_dpA2.png|center]]
|rowspan="2"|'''Yuri Chou Upper (dp + P)'''
|rowspan="2"|'''Yuri Chou Upper (dp + P)'''
A version has some invincibility, but it goes a short distance,
C Version will be your main combo ender. Beware, if both
versions are whiffed/blocked, they are highly unsafe.
|-
|-
! dp + [[image:snkc.gif]]
! dp + [[image:snkc.gif]]
Line 287: Line 293:
|valign="bottom" colspan="3" style="border-left:0px;"| [[image:Yuri98_dpCdp2.png|center]]
|valign="bottom" colspan="3" style="border-left:0px;"| [[image:Yuri98_dpCdp2.png|center]]
|'''Double Yuri Chou Upper (dp +P after dp + C)'''
|'''Double Yuri Chou Upper (dp +P after dp + C)'''
Always do this after using dp C, it's extra damage, and you can
sometimes catch the enemy off-guard when they try to punish you.
Highly unsafe on whiff/block. Best meterless combo ender.
|-
|-
! qcb + [[image:snka.gif]]
! qcb + [[image:snka.gif]]
Line 295: Line 304:
|rowspan="2" colspan="5"| [[image:Yuri98_qcbP.png|center]]
|rowspan="2" colspan="5"| [[image:Yuri98_qcbP.png|center]]
|rowspan="2"|'''Yuri Chou Knuckle (qcb + P)'''
|rowspan="2"|'''Yuri Chou Knuckle (qcb + P)'''
Doesn't hit crouchers. A is faster but goes a short distance,
C is slower but goes a longer distance, unsafe move
regardless of the version you use. Use this move very sparingly.
|-
|-
! qcb + [[image:snkc.gif]]
! qcb + [[image:snkc.gif]]
Line 310: Line 322:
|valign="bottom" rowspan="2" colspan="3" style="border-left:0px;"| [[image:Yuri98_qcbK2.png|center]]
|valign="bottom" rowspan="2" colspan="3" style="border-left:0px;"| [[image:Yuri98_qcbK2.png|center]]
|rowspan="2"|'''Yuri Chou Mawashi Geri (qcb + K)'''
|rowspan="2"|'''Yuri Chou Mawashi Geri (qcb + K)'''
A standard spin kick move. Doesn't knockdown, B is faster, D is slower but
travels a longer distance. Good move for corner carry.
|-
|-
! qcb + [[image:snkd.gif]]
! qcb + [[image:snkd.gif]]
Line 326: Line 340:
|rowspan="4" colspan="5"| [[image:Yuri98_qcfhcbK.png|center]]
|rowspan="4" colspan="5"| [[image:Yuri98_qcfhcbK.png|center]]
|rowspan="4"|'''Hien Hou'ou Kyaku (qcf hcb + K)'''
|rowspan="4"|'''Hien Hou'ou Kyaku (qcf hcb + K)'''
Does a lot of damage, best meter combo ender.
|-
|-
! qcf hcb + [[image:snkd.gif]]
! qcf hcb + [[image:snkd.gif]]
Line 356: Line 371:
|valign="bottom" rowspan="3" style="border-left:0px;"| [[image:Yuri98_qcfx2P5.png|center]]
|valign="bottom" rowspan="3" style="border-left:0px;"| [[image:Yuri98_qcfx2P5.png|center]]
|rowspan="3"|'''Hien Rekkou (qcf qfc + P)'''
|rowspan="3"|'''Hien Rekkou (qcf qfc + P)'''
Good meter combo ender, do this if qfc,hcb + K won't land.
Has invinicibility.
|-
|-
! qcf qcf + [[image:snkc.gif]]
! qcf qcf + [[image:snkc.gif]]
Line 376: Line 393:
|rowspan="2" colspan="5"| [[image:Yuri98_fhcfP.png|center]]
|rowspan="2" colspan="5"| [[image:Yuri98_fhcfP.png|center]]
|rowspan="3"|'''Haou Shoukou Ken (f hcf + P)'''
|rowspan="3"|'''Haou Shoukou Ken (f hcf + P)'''
A fast projectile super, a good punish move.
|-
|-
! f hcf + [[image:snkc.gif]]
! f hcf + [[image:snkc.gif]]
Line 398: Line 416:


* '''b or f + D''' -  
* '''b or f + D''' -  
 
Breakable. They are average throws.


* '''In air, b / d / f + C / D''' -
* '''In air, b / d / f + C / D''' -

Revision as of 03:50, 22 March 2022

Yuri98 stance.gif

Introduction

She has a balanced moveset and lightweight character based on rushdown strategies, your main weakness is that a lot of specials have a long recovery and can be unsafe on block.

Low-mid tier character, I recommend using Advanced mode for her.

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Yuri98 colorA.png Yuri98 colorB.png Yuri98 colorC.png Yuri98 colorD.png

Gameplay Overview

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/4/5 +3/+1 C HL
Yuri98 stA.png
Very fast and cancelable. Good vs short hop. good priority.
Snkb.gif 4/6/6 0/-2 C L
Yuri98 clB.png
Low move and cancelable.
Snkc.gif 3/2+4/20 -6/-8 C (1st part) HL
Yuri98 clC1.png
Yuri98 clC2.png
Snkd.gif 3/8/14 -2/-4 C HL
Yuri98 clD.png
Best move to a meaty. Cancelable.
Standing Far
Snka.gif 3/4/5 +3/+1 C HL
Yuri98 stA.png
Very fast and cancelable. Good vs short hop. good priority.
Snkb.gif 5/3/13 -4/-6 - HL
Yuri98 stB.png
Close range poke. Not cancelable.
Snkc.gif 6/4/22 -6/-8 - HL
Yuri98 stC.png
Long range poke. Not cancelable.
Snkd.gif 11/5/22 -7/-9 - HL
Yuri98 stD.png
Long range poke. Not cancelable.
Snkc.gif+Snkd.gif 15/7/19 KD/-4 S HL
Yuri98 stCD.png
Crouching
Snka.gif 3/5/5 +2/0 C HL
Yuri98 crA.png
Snkb.gif 3/4/5 +3/+1 - L
Yuri98 crB.png
footsie moves. Main combo starter. Links to cr.C and can combo in Ko'ou Ken (qcf + A), Yuri Chou Upper (dp + C) and Yuri Chou Mawashi Geri (qcb + K).
Snkc.gif 2/3+3/22 -8/-10 C (1st part) HL
Yuri98 crC1.png
Yuri98 crC2.png
Good as an anti-air. First part of this move is cancelable. Good priority.
Snkd.gif 7/5/21 KD/-9 C L
Yuri98 crD.png
Sweep move. Cancelable.
Jump
Snka.gif 6/6/- -/- - H
Yuri98 jA.png
Snkb.gif 3/6/- -/- - H
Yuri98 jB.png
Air-to-air move.
Snkc.gif 6/9/- -/- - H
Yuri98 jC.png
Yuri's main jump-in.
Snkd.gif 8/9/- -/- - H
Yuri98 jD.png
Yuri's cross-up. air-to ground move.
Snkc.gif+Snkd.gif 12/3/- KD/- - HL
Yuri98 jCD.png
Neutral Jump
Snka.gif 6/6/- -/- - H
Yuri98 juA.png
Snkb.gif 6/7/- -/- - H
Yuri98 juB.png
Instant overhead.
Snkc.gif 6/9/- -/- - H
Yuri98 juC.png
Snkd.gif 6/9/- -/- - H
Yuri98 juD.png
Air-to-air move.
Command Normals
f + Snkb.gif 14/12/13 -5/-7 - H
Yuri98 fB.png
Not overhead if cancelled into
Special Moves
qcf + Snka.gif 16/-/27 -/- - HL
Yuri98 qcfP1.png
Yuri98 qcfP2.png
Ko'ou Ken (qcf + P)

Decent poke tool.

qcf + Snkc.gif 17/-/28 -/- HL
qcf + Snkb.gif 8+6~27/5/19 HL
Yuri98 qcfK.png
Raiou Ken (qcf + K)

Good move to punish projectile spammers, B travels short, while D travels a longer distance. Needs timing to use effectively.

qcf + Snkd.gif 8+6~28/4/21 HL
dp + Snka.gif 2/4+8/20+13 KD/-27 HL
Yuri98 dpA1.png
Yuri98 dpA2.png
Yuri Chou Upper (dp + P)

A version has some invincibility, but it goes a short distance, C Version will be your main combo ender. Beware, if both versions are whiffed/blocked, they are highly unsafe.

dp + Snkc.gif 10/4+8/20+14 KD/-28 HL
Yuri98 dpC1.png
Yuri98 dpC2.png
> dp + Punch.gif 3/3*20/23+16 KD/-41 HL
Yuri98 dpCdpP1.png
Yuri98 dpCdp2.png
Double Yuri Chou Upper (dp +P after dp + C)

Always do this after using dp C, it's extra damage, and you can sometimes catch the enemy off-guard when they try to punish you. Highly unsafe on whiff/block. Best meterless combo ender.

qcb + Snka.gif 21/10/11 KD/-3 HL
Yuri98 qcbP.png
Yuri Chou Knuckle (qcb + P)

Doesn't hit crouchers. A is faster but goes a short distance, C is slower but goes a longer distance, unsafe move regardless of the version you use. Use this move very sparingly.

qcb + Snkc.gif 29/19/13 KD/-14 HL
qcb + Snkb.gif 7/
2(6)2(6)2(6)2/
1+16
HL
Yuri98 qcbK1.png
Yuri98 qcbK2.png
Yuri Chou Mawashi Geri (qcb + K)

A standard spin kick move. Doesn't knockdown, B is faster, D is slower but travels a longer distance. Good move for corner carry.

qcb + Snkd.gif 13/
2(6)2(6)2(6)2(6)2/
1+16
HL
DMs
qcf hcb + Snkb.gif 1+7/16/35 KD/-33 HL
Yuri98 qcfhcbK.png
Hien Hou'ou Kyaku (qcf hcb + K)

Does a lot of damage, best meter combo ender.

qcf hcb + Snkd.gif 1+7/24/37 KD/-43 HL
qcf hcb + Snkb.gif
(SDM)
1+7/16/39 KD/-37 HL
qcf hcb + Snkd.gif
(SDM)
1+7/24/39 KD/-45 HL
qcf qcf + Snka.gif 1+4/
4*10(16)3*4*13(18)3*4*22/
23+20
KD/-47 HL
Yuri98 qcfx2P1.png
Yuri98 qcfx2P2.png
Yuri98 qcfx2P3.png
Yuri98 qcfx2P4.png
Yuri98 qcfx2P5.png
Hien Rekkou (qcf qfc + P)

Good meter combo ender, do this if qfc,hcb + K won't land. Has invinicibility.

qcf qcf + Snkc.gif 1+10/
3*10(16)3*4*13(18)3*4*22/
23+22
KD/-47 HL
qcf qcf + Punch.gif
(SDM)
1+13/
3*10(16)3*4*10(16)3*4*10(16)3*4*13(16)3*4*22/
23+12
KD/-37 HL

f hcf + Snka.gif

1+18/-/45 KD/-15 HL
Yuri98 fhcfP.png
Haou Shoukou Ken (f hcf + P)

A fast projectile super, a good punish move.

f hcf + Snkc.gif 1+18/-/47 KD/-17 HL
f hcf + Punch.gif
(SDM)
1+18/-/49 KD/-19 HL
Yuri98 fhcfP SDM.png

Normal Throws

  • b or f + C -


  • b or f + D -

Breakable. They are average throws.

  • In air, b / d / f + C / D -


Fastest Attacks

  • 0F: C throw; D throw
  • 1F: -
  • 2F: cr.C; dp + A
  • 3F: cl.A; cl.C; cl.D; st.A; cr.A; cr.B
  • 4F: cl.B
  • 5F: st.B; DM qcf qcf + A
  • 6F: st.C
  • 7F: cr.D; qcb + B
  • 8F: (S)DM qcf hcb + K
  • 9F: -
  • 10F: dp + C

Combos

  • Best jump-ins:
    • j.C
    • j.D (Can crossup.)


  • cr.B, cr.A, st.A >
    • dp + C > dp + C
    • qcb + B (Second hit may whiff on some crouchers.)


  • cr.B, cr.A >
    • (S)DM qcf hcb + K
    • DM qcf qcf + A
    • dp + C > dp + C
    • qcb + B (Second hit may whiff on some crouchers.)


  • (cr.B, cr.C) / cl.D / cl.C >
    • (S)DM qcf hcb + K
    • DM qcf qcf + A (Close.)
    • dp + C > dp + C
    • qcb + D (Second hit may whiff on some crouchers.)
    • qcf + A
    • qcb + B (Second hit may whiff on some crouchers.)


  • Simple buffers:
    • cr.B, st.A / cl.A / cl.B > (S)DM qcf hcf + K
      • cr.B, qcf + A/B > hcb + K (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.)


Strategy Corner

  • MAX: cl.D > Dp.png + C > Dp.png + C

deals ??? than

  • cl.D > Qcf.png Hcb.png + K

Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.


Links

Game Navigation

General
Controls
Notation
HUD
Gameplay Overview
System
FAQ
Normal Characters
Andy
Athena
Benimaru
Billy
Blue Mary
Brian
Chang
Chin
Chizuru
Choi
Chris
Clark
Daimon
Heidern
Heavy D!
Iori
Joe
Kensou
Kim
King
Kyo
Leona
Lucky
Mai
Mature
Ralf
Robert
Rugal
Ryo
Saisyu
Shermie
Shingo
Takuma
Terry
Vice
Yamazaki
Yashiro
Yuri
EX Characters
EX Andy
EX Billy
EX Joe
EX Kyo
EX Mai
Orochi Chris
Orochi Shermie
Orochi Yashiro
EX Robert
EX Ryo
EX Terry
EX Yuri
Omega Rugal