The King of Fighters '98: Ultimate Match/EX Yuri

From SuperCombo Wiki

Introduction

Overall, EX Yuri has lowered abilities compared to her normal counterpart, though her firepower and anti-air are better. Use normal moves in general, and aim for a combo when you see an opening.

Move list

At a glance

Normal throw
Oni Harite (throw) f/b + C
Silent Nage (throw) f/b + D
Midair throw
Tsubame Otoshi (air throw) f/d/b + C/D
Command move
En'yoku f + B
Special moves
Koōken qcf + P
Raiōken (air) qcf + K
Saiha qcb + P
Hyakuretsu Binta hcb + K
Super special moves
Haō Shōkōken f hcf + P
Hien Hōōkyaku qcf hcb + K
Mekkizan Kūga (Shin! Chō Upper) qcf qcf + P

Normal moves

  • st.D – doesn’t have a good hitbox, but the reach is long, so use it to zone.
  • st.C – aims high and has quick startup, so it can be used as a jump checker. New to UM, if this touches the opponent, it can be cancelled.
  • st.B – aims high and has quick startup, so it can be used as a jump checker.
  • cr.D – has long reach, and is cancelable.
  • j.D – has excellent crossup capability. This is definitely the best option for jumping in.

Command move

  • En'yoku
  • f + B
  • An overhead with short reach. Should not be used close to the opponent because it leaves you wide open, but the hitbox is good, so you can use it in zoning.

Special moves

  • Koōken
  • qcf + P
  • A projectile of so-so efficacy. It’s okay to use it in zoning, but you’d best not use it against combo attempts.

  • Raiōken
  • qcf + K in midair
  • Now a midair-exclusive move (yay). Yuri fires a projectile diagonally downwards, then drops straight down. If this projectile hits the ground, it splashes up a pillar of qi, which also has a hitbox. To some extent, it is only really viable fired from up high, and it cannot be used during a front/backstep. It can now do OTG, but other than after a MAX Hien Hōōkyaku, the conditions you could use it in are pretty limited.

  • Saiha
  • qcb + P
  • Yuri sets up a barrier with a projectile hitbox. Although it has no invincibility frames, if you get it out ahead of time, it becomes an extremely dependable anti-air. For UM, it not only reflects other projectiles, but the weak version also combos from weak moves. The strong version combos from strong attacks, and the recovery is somewhat short.

  • Hyakuretsu Binta
  • hcb + K
  • Unblockable moving throw. If whiffed, it leaves you very, very open. Apply it as accent when on the offense.

Super special moves

  • Hien Hōōkyaku
  • qcf hcb + K
  • A Ranbu-type super; it combos from weak moves. It has full-body invincibility, and does a lot of damage. The startup is now even faster, and is now safe even from the very tip of st.A.

  • Haō Shōkōken
  • f hcf + P
  • A big projectile. It negates any normal projectiles the opponent launches, making it a rather good counterattack for far-off projectiles. The weak version has a quicker startup than in OG, and now combos from strong attacks.

  • Mekkizan Kūga (Shin! Chō Upper)
  • qcf qcf + P
  • A move that does extremely high damage (very much a parody of/tribute to SFIII Ryu’s Shin Shōryūken). Combos from weak moves. If the first step whiffs, this move becomes a lousy anti-air that will maybe chip your opponent once. The second hit does most of the damage and the third does the knockdown, but the dangers are that the second hit has short reach and may possibly not arrive, and that the third hit hits high, so it may just whiff right over a crouching opponent.

Combos

  • crossup j.D > cr.B >> cr.A >> weak Saiha or Mekkizan Kūga
  • For the super special move, Hien Hōōkyaku will also combo, but this one actually does more damage. You have to be careful with the Saiha, because it won’t combo from the very tip of cr.A.
  • j.D or cr.B > cr.C >> weak Saiha
  • Safe, even if blocked; does knockdown.

The Basics

Advanced Strategy

Match-Ups