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

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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 – although it has a low-priority hitbox, 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 has good priority, 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.


  • 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

First off, zone at mid-range. Mostly harden them up with cr.D, st.D, and cr.B, and sometimes prevent them from getting eager to jump with st.C and st.B. If they do manage to jump, intercept with a weak Saiha. When you want to come in in one swift stroke, a weak Hien Shippūken will work.

Note that cr.D is cancelable, so you’ll want to take advantage of that. Basically, weak Koōken will be alright, but you should also mix in weak Saiha and/or nothing at all just so your timing isn’t predictable.

At close range, it is extremely important that you threaten them with Mekkian Kūga. The effect is to make the opponent not use zoning moves, so you can come in and attack at your leisure.

If you are successful in closing the gap into close range, try making them block cr.B cancelled into cr.A; from there, give them two options: zoning with vertical hop j.D and weak Raiōken, or crossup with normal jump j.D. The occasional unexpected cr.D and such is also effective.

As for attacking, first, make them block cr.B cancelled into cr.A; from there, give them two options: zoning with vertical hop j.D and st.C, or crossup with normal jump j.D. The occasional unexpected cr.D and such is also effective.

If a crossup j.D hits, hit them up with a combo; if it is blocked, continue the blockstring from cr.B again. Remember, the idea is to avoid being read like a book and getting smacked with something like an anti-air; turtle up your opponent while paying careful attention.

For wakeup meaties, you have En'yoku and cr.B, sure, but you should aim for crossup j.D; En'yoku’s performance is not too good and the risk is too great. The j.D probably won’t be blocked, so even though the returns aren’t huge, it is difficult for the opponent to smack Yuri with an anti-air upon wakeup; therefore, the risk is likewise small.

Advanced Strategy