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Capcom vs SNK 2/Yuri

From SuperCombo Wiki

Introduction

CVS2 Yuri SNK Art.jpg
Health (at Ratio 2)
13600 Low
Stun
60 Low
Dash Length
17 Frames Long
Dash Type
Hop Corpse Hop=Yes, Proj. Hop=Yes
Run Speed
8.5 Above Average
Roll Distance
120 pixels Medium
Roll Duration
24f Short
Wakeup Speed compared to Ryu
1f Below Average

Story

Yuri Sakazaki is the younger sister of Ryo Sakazaki, and the first female practitioner of Kyokugenryu Karate. She is a bit younger than Ryo, and as such, their father Takuma favored Ryo to be the heir to the dojo. However, after their mother dies in a car crash, Takuma feels his family is under attack. He disappears to try and fix the problem, missing much of his childrens early life and leaving Yuri to be raised by Ryo. Takuma would go on to work for Geese in order to protect his family. At 17, Yuri was kidnapped. Ryo and his friend Robert Garcia set out to go find her, before learning she was held by King. The two continue on to fight Mr. Karate, one of Geese's most powerful henchman. After a grueling fight, they learn that Mr. Karate is actually Takuma! Together, they all defeat Geese... for now.

In the King of Fighters, Yuri has become much more confident in her ability to fight after Takuma started teaching her in private. She insist on joining the tournament with Ryo, but Ryo feels it's too dangerous. So instead, she sneaks out with Mai Shiranui and King to form Team Women Fighters and enter without Ryo's knowledge. Since then, she has excelled at learning quickly, taking moves from a variety of opponents and remixing the Kyokugenryu style. Still, her headstrong nature gets her in more trouble than anything, and she often ends up losing because she had too much fun.

Gameplay

On the surface, Yuri may seem to resemble Sakura, one of the most dominant top tiers in the game. This falls apart quickly however when taking a closer look at Yuri. Outside of solid buttons, Yuri has very little going on for her. Her damage is very low overall, and her health matches. What tools she does have are solid pokes, good RC's, and a few unique tools for a shoto. Her 214P Saiha is a +2 on block special that works as a stellar meaty, especially when roll cancelled. Her 623P Yuri Chou Upper's are solid uppercuts, and the heavy punch version has a followup by doing another 623HP. Her 236P Ko-o Ken's are similar to Yuri's short range projectiles, and when roll cancelled are also annoying pokes in the same way.

What makes Yuri struggle is a lack of anything unique and outstandingly powerful to make up for her poor damage output and low health. What tools she does have, much more stable characters have better versions of, and everything else she has isn't good. She relies on smart footsies to win, and her reward is always going to be much lower than others for winning footsies. If you like Yuri, be ready to play a very bad character, or look at Sakura instead.

Groove Selection

Best - K/A: Yuri desperately needs better damage, and K-Yuri with Rage gets just that. While Rage is a temporary buff, it's a heavily appreciated one. Just Defend is fairly useful for her to contest and punish some of the best pokes and pressure, but Rage is the big thing here. Even K-Yuri has to make a sacrifice however. She lacks a roll, meaning RC Saiha and RC Ko-o Ken aren't options she can use at all. A-Yuri gets the aforementioned rolls, making her pressure and poking capability a bit better. The big benefit here is Custom Combo. While she doesn't have the most damaging one, it is still notable damage, and it is very easy to perform. She has lots of ways to use it too, like after a Saiha or Ko-o Ken in the corner.

Useful - N/S/C: N-Yuri is essentially a lesser K-Yuri. With N-Yuri, you're immediately sacrificing damage potential. In exchange, you get run and hop, and also get to keep roll. This can make Yuri a bit more aggressive, and is a worthwhile pick in some situations. S-Yuri is a gimmick like any S-Groove pick, but not a bad one. Infinite level 1 supers lets her spam her 641236P Ha-o Sho Koh Ken fireball, solidifying her zoning a lot more. C-Yuri gets to end in supers a lot more, and a level 2 cancel does decent damage as well. This also allows her to easily save up for another level 2, solidifying her damage more.

Worst - P: P-Groove relies on solid meterless punishes and characters who don't directly require meter. Yuri is neither of these things. While a parry can usually lead into a Double Chou Upper, it won't always since Yuri doesn't have a great ranged cancel, and even when she has meter the damage is underwhelming in comparison to other P-Groove characters.


Yuri is a shoto with worse tools than all the other shotos, and very few unique strengths. Still, she's very easy, and her neutral control is solid simply by the fact that she has shoto buttons. Yuri is best in K-Groove and A-Groove.
Pros Cons
  • Easy: Yuri lacks much that is unique, lending her to be incredibly easy. Her execution matches this, and even her Custom Combo is very simple
  • Rare: Since very few people play Yuri, your opponent likely won't know the matchup
  • Buttons: She has a few solid buttons to play neutral and poke with, like 2MK, 5HK, and 5HP
  • Basic: Everything she has is done better by someone else, leaving her with very little reason to be played
  • Low Damage: Even with meter, Yuri's damage is very low, making it hard to properly win a round
  • Low Health: As if low damage wasn't enough, with her low HP value, Yuri is basically never going to be at a life lead unless she's majorly in an opponents head
  • No Mixup: Her overhead is massively unsafe, and while 63214K Hyakuretsu Binta looks like a command grab on paper, it actually isn't. Yuri has very few ways to properly crack an opponent simply turtling
  • No Single Good Groove: Yuri players have to make a distinct choice between her two best Grooves, and she lacks anything worthwhile in the others




!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH THE EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA!!!


Normal Moves

Far Standing Normals

5LP

Stand Jab
Lp.png
5LP
Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
300 - RF,SP,SU mid mid 3 4 5 - +8 +8 -
  • .

5MP

Stand Strong
Mp.png
5MP
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
800 - SP,SU - - 4 7 11 - +4 +4 -

5HP

Stand Fierce
Hp.png
5HP
Heavy Punch
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1200 - - mid mid 12 2 22 - -1 -1 -

5LK

Stand Short
Lk.png
5LK
Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
400 - SU - - 5 6 11 - 0 0 -

5MK

Stand Forward
Mk.png
5MK
Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
700 - - mid mid 8 6 16 - 0 0 -


5HK

Stand Roundhouse
Hk.png
5HK
Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1000 - - mid mid 8 6 14 - +6 +6 -

Close Standing Normals

cl5LP

Close Stand Jab
Close Lp.png
cl5LP
Close Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
300 - RF,SP,SU mid mid 2 4 5 - +8 +8 -

cl5MP

Close Stand Strong
Close Mp.png
cl5MP
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
800 - SP,SU mid mid - 4 3 20 +5 +5 -

cl5HP

Close Stand Fierce
Close Hp.png
cl5HP
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1000, 800 - SP, SU; SU mid mid 4 9 13 - +2 +2 -

cl5LK

Close Stand Short
Close Lk.png
cl5LK
Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
300 - RF, SP, SU mid mid 2 5 4 - +2 +2 -
  • .

cl5MK

Close Stand Forward
CloseMk.png
cl5MK
Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
800 - SP, SU mid mid 4 5 15 - +2 +2 -

cl5HK

Close Stand Roundhouse
CloseHk.png
cl5HK
Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1100 - SP, SU mid mid 4 7 17 - +2 +2 N/A

Crouching Normals

2LP

Crouching Jab
D.pngLp.png
2LP
Crouching Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
200 - RF, SP, SU mid mid 3 4 5 - +7 +7 -

2MP

Crouching Strong
D.pngMp.png
2MP
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
700 - SP, SU mid mid 4 6 14 - +1 +1 N/A

2HP

Crouching Fierce
D.pngHp.png
2HP
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1100; 700 - SP, SU; SU mid mid 3 10 26 - -14 -14 N/A

2LK

Crouching Short
D.pngLk.png
2LK
Crouching Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
200 - RF, SP, SU low low 3 4 6 - +6 +6 N/A

2MK

Crouching Forward
D.pngMk.png
2MK
Crouching Medium Kick
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
800 - - SU low low 6 6 15 - -3 -3 N/A

2HK

Crouching Roundhouse
D.pngHk.png
2HK
Crouching Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1000 - SP, SU low low 2 10 26 - Down -8 -

Air Normals

8LP

Jumping Jab
Ub.png,U.png,or Uf.png+Lp.png
8LP
Jumping Light Punch
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
500 - - - high mid 2 22 - - - - -

8MP

Jumping Strong
Ub.png,U.png,or Uf.png+Mp.png
8MP
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
700 - - high mid 4 14 - - - - -

8HP

Jumping Fierce
Ub.png,U.png,or Uf.png+Hp.png
8HP
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1100 - - high mid 7 10 - - - - -

8LK

Jumping Short
Ub.png,U.png,or Uf.png+Lk.png
8LK
Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
500 - - high mid 4 22 - - - - -

8MK

Jumping Forward
Ub.png,U.png,or Uf.png+Mk.png
8MK
Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
800 - - high mid 5 8 - - - - -
  • .

8HK

Jumping Roundhouse
Ub.png,U.png,or Uf.png+Hk.png
8HK
Jumping Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1000 - - high mid 5 8 - - - - -

Special Moves

Super Moves

Colors

Yuri CvS2 colors.png

CvS2 Wiki Navigation

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Capcom Characters
Akuma (Gouki)
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Blanka
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Yun
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SNK Characters
Athena
Benimaru
Chang
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Iori
Joe
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Raiden
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Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori