The King of Fighters XIII/Yuri

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Yuri Sakazaki

KOFXIII-Yuri Face.png

In a nutshell

The female practitioner of Kyokugenryu Karate and daughter of Takuma and sister to Ryo, Yuri makes her return to the King of Fighters tournament. She's an outgoing young woman with an attitude (often arguing with her father about various things...), but she manages to respect and represent the legendary fighting style their family is responsible for. Yuri has good zoning abilities with her air fireball and good pressure and strings with her divekick.

Video Walkthrough

Move List

Normal Moves

Special Properties (glossary)
Standing Light Punch
Standing Light Kick
Standing Heavy Punch
Close Heavy Punch
Close Kof.sp.png
1st hitbox: cancel
Standing Heavy Kick
Close Heavy Kick
Crouching Light Punch
D.png + Kof.lp.png
Crouching Light Kick
D.png +
Low.png chaincancel
Crouching Heavy Punch
D.png + Kof.sp.png
1st hitbox: cancel
Crouching Heavy Kick
D.png +
Low.png Softknockdown.png cancel
Blowback Attack
Kof.sp.png +
Softknockdown.png specialcancel
Jumping Light Punch
Air Kof.lp.png
Jump: 45
Hop: 40
High.png cancel
Jumping Light Kick
Jump: 45
Hop: 40
Jumping Heavy Punch
Air Kof.sp.png
Jump: 72
Hop: 70
Jumping Heavy Kick
Jump: 70
Hop: 68
Jumping Blowback Attack
Air Kof.sp.png +
Jump: 90
Hop: 80
Softknockdown.png specialcancel

Unique Attacks

Special Properties (glossary)
Yuri Raijinkyaku
Df.png +
Aironly.png supercancel
Tsubame Tsubasa
F.png + Kof.lp.png
High.png supercancel


Special Properties (glossary)
Oni Harite
F.png or B.png + Kof.sp.png or (while close)
Throw.png softknockdown
Tsubame Otoshi
F.png or B.png + Kof.sp.png (while close)
Aironly.png Airthrow.png hardknockdown

Special Moves

Special Properties (glossary)
Qcb.png + P.png
Kof.lp.png : 50
Kof.sp.png : 60
Ex.png : 110
Projectileabsorb.png Softknockdown.png supercancel
Kuuga (Yuri Chou Upper)
Dp.png + P.png
Kof.lp.png : 40+35
Kof.sp.png : 65+35
Ex.png : 20×5+65+35×2
Softknockdown.png drivecancel
Qcf.png + K.png : 60 : 70
Ex.png : 45×3
Air K.png : 55
Air Ex.png : 70×2
Qcf.png + P.png
Kof.lp.png : 60
Kof.sp.png : 75
Ex.png : 120
Softknockdown.png supercancel
Hyakuretsu Binta
Hcb.png + K.png
K.png : 0+4×4+120
Ex.png : 0+4×10+160
K.png : Throw.png Softknockdown.png Drivecancel.png
Ex.png : hardknockdown
Dp.png + K.png
Ex.png : Alters properties of follow-ups
Houyoku, then P.png
K.png : 70
Ex.png : 100
Yuri Raijinkyaku
Houyoku, then K.png
K.png : 45
Ex.png : 60
Houyoku, then Kof.lp.png + Kof.sp.png
K.png : 100
Ex.png : 150
Throw.png Airthrow.png Anywherejuggle.png hardknockdown
Houyoku, then Qcf.png + K.png
K.png : 55
Ex.png : 70×2

Desperation Moves

Special Properties (glossary)
Haou Shoukouken
F.png Hcf.png + P.png
Hien Hou'oukyaku
Qcf.png Hcb.png + K.png
K.png : 0+15×11+55
Ex.png : 0+10×18+40+100
Softknockdown.png Maxcancel.png
Ex.png : startupinv
Haou Raiouken
Qcb.png qcb + Kof.lp.png + Kof.sp.png
Airok.png Softknockdown.png

Console Changes

  • Standing B has faster startup.
  • Jump CD has increased active frames.
  • Jump A can be canceled into Yuri Raijinkyaku (df+B). Previously, it could only be canceled into specials.
  • Yuri Raijinkyaku's (Air df+B) executable height limit has been lowered.
  • Kuuga's (dp+P) movement distance and falling trajectory have been changed.
  • Houyoku > Tsubame Otoshi (dp+K > AC) has the "anywhere juggle" property. Previously, this was only on the EX version.
  • Light Hyakuretsu Binta (hcb+B) has been changed to a stationary throw.
  • Hyakuretsu Binta (hcb+K) normal version can be Drive-canceled.
  • EX Hyakuretsu Binta (hcb+BD) has reduced invincibility after it becomes active.
  • Haou Shoukouken (f hcf+P) has faster recovery.


Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) - A rather short-ranged standing jab. Connects against crouching characters, but so does Standing Snkb.gif. Can be used to anti-air hops just like Snkb.gif only slightly faster but with a smaller hitbox. Standing Snkb.gif pretty much outclasses this move.
  • Standing Light Kick (Snkb.gif) - A quick and cancelable upward kick that simultaneously covers the hop space in front of Yuri while still hitting crouching characters. Usually chain canceled into from Crouching Snkb.gif and then canceled into a special as part of a hitconfirm. The high hitbox works as an anti-air against hops that hits up even higher and horizontally further than Standing Snka.gif.
    • The mid-hitting hitbox makes it possible to not only incorporate this move into blockstrings but also walk forward and pester the opponent while having the option to cancel into one of Yuri's many special moves. Unlike with Standing Snka.gif, Yuri has no command normals that can be accidentally activated with Snkb.gif.
  • Standing Heavy Punch (Snkc.gif) - Slightly upward-angled straight punch that connects against crouching opponents. The range on this attack isn't much further than Standing Snkb.gif though it does function well as a preventive anti-air and simultaneous poke which makes the move useful in blockstrings and frametraps.
  • Close Heavy Punch (Close Snkc.gif) - A standing uppercut similar to Kyo's Close Snkc.gif. Pretty standard when used for the increased hitstun for canceling into specials. More notable is the upward hitbox that can be used to anti-air opponents by running under and attacking underneath the active hitbox of the opponent. If the opponent tries to jump out of a tick throw setup the Close Snkc.gif would activate and immediately knock the opponent out of the air, so this Close normal is sometimes safer to incorporate into throw option selects.
  • Standing Heavy Kick (Snkd.gif) - Roundhouse kick that attacks at the same angle as Standing Snkc.gif but with much further reach. This makes Yuri's Standing Snkd.gif a powerful hop-check as it dominates the close hop space once activated. From a further-out spacing it can be used as an anti-air where the player would preferably want to hit the opponent with the tip of Yuri's foot to reduce the chance of trading or losing to a well-spacing air-to-ground attack.
    • Unlike Standing Snkc.gif or Snkb.gif this attack will whiff on crouching characters and can be punished by the crouching opponent, meaning that the player should set up for the anti-air versus a hop or react as early as possible.
  • Close Heavy Kick (Close Snkd.gif) - Yuri knees the opponent. Cancels into specials and DMs like all Close Heavy normals and works in combos, though Close Snkc.gif is more notable due to offering the same functions on top of being an anti-air.
  • Crouching Light Punch (Down.gif + Snka.gif) - Low jab. Not too practical in basic hitconfirms nor for high/low pressure as Crouching Snkb.gif has more reach and utility. The only advantage of this move is that it leaves the player at a slightly better frame advantage which can be used to set up different frametraps, such as allowing more time to walk forward into Close Heavy normal range.
  • Crouching Light Kick (Down.gif + Snkb.gif) - Somewhat long low poke. Cannot be canceled on its own, though the player can chain this attack into itself and into the cancelable Standing Snkb.gif. Fundamental hitconfirm starter, low threat, tripguard anti-air, and pressuring tool.
  • Crouching Heavy Punch (Down.gif + Snkc.gif) - Yuri's crouching uppercut functions similar to her brother's. Fast enough to be linked off of Crouching Snkb.gif.
    • The tall vertical hitbox makes this attack a great anti-air when it connects 'deep' in toward the opponent, usually against a full jump. It's possible to anti-air hops with this attack as well though from up close the attack should be done on reaction to avoid whiffing and being punished. If the opponent attacks with a long-reaching jumping attack and spaces it well then Crouching Snkc.gif will likely lose from the current established spacing.
    • There's a somewhat deceptive horizontal hitbox on this move as well which allows Yuri to do frametraps such as Crouching Snkb.gif, Crouching Snkc.gif from up close. Since the move behaves as a Heavy normal, it's possible to punish certain moves with the horizontal range and cancel into a special.
      • Only the first, earlier hitbox can be canceled into specials. Once Yuri stands the second hitbox becomes active and cannot be special canceled.
  • Crouching Heavy Kick (Down.gif + Snkd.gif) - Yuri's longest-reaching grounded normal that has an average length in comparison to most of the cast's sweeps. Good for anti-airing as a tripguard meaty or for punishing whiffs and also a great tool to cancel on whiff or hit.
    • Yuri has a plethora of specials that she can cancel her normals into, though her sweep stands out the most due to its long range and heavy hitstun. Canceling into Ko'ouken (Qcf.gif + Punch.gif) can catch opponents trying to press buttons and possibly lead into a followup hit if the Snkc.gif version connects. Sweeping into Houyoku (Dp.gif + Kick.gif) keeps Yuri on the offensive and can lead into a crossup or keep Yuri in on the opponent (3rd Strike Akuma players should feel at home when doing this). Another neat option is to whiff cancel Yuri's sweep into Saiha (Qcb.gif + Punch.gif) to first cover the ground with her long, low-hitting sweep and then shortly after controlling the aerial hop space. This setup can beat out attempts to hop over Yuri's sweep and at minimum puts out a large hitbox if the opponent stayed on the ground.
  • Blowback Attack (Snkc.gif + Snkd.gif) - Yuri performs a slap similar to the last hit of Hyakuretsu Binta (Hcb.gif + Kick.gif). Short reach, but offers a thick, but close, hitbox and puts the opponent into a long period of hitstun for canceling into specials.
  • Jumping Light Punch (Air Snka.gif) - Downward angle punch that doesn't hit as deep as Jumping Snkc.gif and lacks the horizontal reach of Jumping Snkd.gif. Not too useful as an intermediate between either two attacks, though the main significance of this attack is that the player can cancel a Jumping Snka.gif into an aerial special or DM.
  • Jumping Light Kick (Air Snkb.gif) - Yuri's most horizontal jumping attack. Her leg reaches further forward than with Jumping Snkd.gif so it's possible to space out a jump-in from further out with this move though this attack is a poor air-to-ground attack when up close.
    • Functions as Yuri's best air-to-air normal against horizontally-approaching enemies but will lose if the opponent is coming down from above Yuri. Yuri really lacks an aerial answer to attach upward from a jump but the player can deal with anti-airing from the ground in such instances.
    • This attack can cross up the opponent though it must be done rather late and low to the ground. There's also an increased chance of the opponent crouching or spacing the crossup to whiff which can be punished with a Crouching Snkb.gif.
  • Jumping Heavy Punch (Air Snkc.gif) - A purely vertical downward attack much similar to Kyo's own Jumping Down.gif + Snkc.gif. Due to the deep reach the player can use this attack earlier on in a jump arc to hit the opponent faster and decrease the time available to be anti-aired. This is the player's strongest jumping tool when close in to the opponent and it can even cross up strongly; there's less of a chance of the attack whiffing thanks to the large hitbox, meaning the opponent cannot crouch and punish a botched crossup attempt.
    • When hopping in on the opponent, always hold F.gif before pressing Snkc.gif to use Yuri's airthrow Option Select. If the opponent tries to jump or hop forward for an air-to-air Yuri could automatically execute an airthrow if in range and if the opponent remains grounded she'll attack with Jumping Snkc.gif as normal. Jumping Snkc.gif isn't a strong air-to-air on its own to warrant trying to use this Option Select in other situations, though there is no harm is always buffering an airthrow when using it.
  • Jumping Heavy Kick (Air Snkd.gif) - This is a more standard downward-angled kick and jumping attack. The hitbox reaches downward near the lower end of Yuri's foot and the player can use this move in instances where Jumping Snkc.gif falls short in reach. The hitbox doesn't cover the vertical space directly under Yuri's torso so the opponent can more easily anti-air Yuri with an upward vertical hitbox from a standard Close/Crouching Snkc.gif by moving in closer to Yuri's body. In short the closer to Yuri the opponent is, the more susceptible the player is to anti-airs.
    • Also functions as a crossup.
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) - Yuri spins backward and flies rump-first into the opponent. Unlike most jumping attacks Yuri's Jumping Blowback Attack doesn't reach further than her standard vulnerable hitbox when neutral in the air. The player must really be in deep on the opponent in order for the move to not whiff, but once in the correct range the hitbox is big. Players familiar with Kyo's Jumping Blowback Attack application should be familiar with this move once adjusting to the shorter reach. Making the opponent block this attack leaves the player at a large frame advantage with enough time to time an early Jumping Snkc.gif to create a tight blockstring or use the time for an empty hop mixup or set up spacing on the ground.
    • Cancelable into Air Raiouken (Qcf.gif + Kick.gif).
    • Works as a crossup, who'd have thought?

Unique Attacks

  • Yuri Raijinkyaku (Air Downright.gif + Snkb.gif) - Yuri's aerial command divekick that behaves exactly like the Houyoku (Dp.gif + Kick.gif, then Kick.gif) followup. The dive can be started once Yuri reaches the apex of her jump or hop and until reaching the ground. Yuri's aerial momentum stops during the startup of the dive and then she begins diving downward at a steep vertical angle. Unless activated from a high height, the downward angle inhibits the range of this move in comparison to Yuri's other aerial options.
    • The active hitbox on this attack is wild; it attacks at a steep vertical but also has a strange horizontal reach that when done deep against an opponent can result in really ambiguous crossups. The player is left at a large frame advantage on block or hit, though the initial startup of the dive is most susceptible to being anti-aired by the opponent.
  • Tsubame Tsubasa (Right.gif + Snka.gif) - A slow overhead attack. Doesn't deal much damage on hit and leaves Yuri vulnerable during the lengthy startup and puts the player at a frame disadvantage on block. Unlike other command overheads, the player cannot activate HD mode on hit and can only Super Cancel this move into the costly Haou Raiouken (Qcb.gifQcb.gif + Snka.gif + Snkc.gif). If already in HD mode it's possible to cancel this attack into an aerial special but activating HD mode outside of a hitconfirm is a hefty risk of wasting potential damage. Overall, this attack is pretty slow and low-damaging and should only be used on rare occasions to end a match or cancel into Neomax.


  • Oni Harite (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) - A basic normal throw where Yuri slaps the opponent 1/2 the screen away into a techable knockdown. From midscreen the opponent is pushed back rather far from a quick tech though the player can get back in on the opponent with a hyper hop or by using Houyoku (Dp.gif + Snkd.gif) to come down on the opponent. If the opponent is thrown into the corner the player can time a hop to be a safejump against the opponent.
  • Tsubame Otoshi (Air Right.gif or Left.gif + Snkc.gif [while close]) - A short-ranged airthrow that's activated only in close proximity and has no whiff animation. After a successful throw the player and opponent will be switched sides and the Yuri player will have a slight frame advantage, though the distance between both players limits the follow opportunities.
    • Works best off of a hop when incorporated into Yuri's Jumping Snkc.gif airthrow Option Select which is accomplished by holding F.gif before pressing Snkc.gif in the air.

Special Moves

  • Saiha (Qcb.gif + Punch.gif) - A projectile deflector and important tool for controlling the hop space and making frametraps. The Snka.gif version is the fastest version and can connect from Heavy attacks. The Snkc.gif Saiha cannot combo from Yuri's grounded normals but stays active for a really long time and launches the opponent higher on hit, enough to allow for corner juggles. Additionally the Snkc.gif version is advantageous on block, especially so if done as a meaty attack.
    • While vulnerable to counterpokes or sweeps on whiff, the active hitbox on this move is huge enough to shut down hop attempts and force the opponent to find the correct spacing to punish a whiffed Saiha. Whiffing the move also builds a lot of meter and can potentially absorb a projectile so it can be a quite safe move to use from a distance.
    • One more useful technique is to buffer Saiha when using Yuri's sweep. If the opponent jumps the sweep the player can whiff cancel into Saiha which should anti-air the opponent.
    • Ex.png Saiha (Qcb.gif + Snka.gif + Snkc.gif) - Slightly slower than the Snka.gif version though this attack will connect from Heavy normals and launch the opponent quite high into the air. Leads into damaging corner but doesn't do much from midscreen.
  • Yuri Chou Upper (Dp.gif + Punch.gif) - Yuri's 'Dragon Punch' special uppercut. The Snka.gif version starts faster and functions better as an anti-air though it's possible to be beaten out by jumping attacks since the move lacks invulnerability. The Snkc.gif upper moves Yuri forward and is mainly used to cause a knockdown. Anti-airing with the stronger version is difficult from the extra range and slow speed, though these properties help the attack connect from Standing Snkb.gif in a hitconfirm.
    • Ex.png Yuri Chou Upper (Dp.gif + Snka.gif + Snkc.gif) - A grand upper that hits eight times and has both invuln and fast startup speed. A strong reversal against grounded opponents and an alright anti-air though not all hits may connect.
  • Raiouken (Qcf.gif + Kick.gif) - Yuri's aerial projectile can be used on the ground which will cause her to jump neutrally and throw a diagonally downward projectile. Yuri will hop upward and throw a projectile which will travel 1/3 the screen length from the Snkb.gif version. The Snkd.gif version is thrown down from the apex of a full neutral jump. Both versions have lengthy startup and recovery that could be countered with a roll, a quick run under, a hop or jump, or with an invincible EX move or DM. Not safe enough to be thrown out often or abused although the player can occasionally use this move to counter the opponent's forward movement.
    • Ex.png Raiouken (Qcf.gif + Snkb.gif + Snkd.gif) - Yuri will hyper hop forward and launch a projectile that hits twice at the apex of her jump. This moves the player in on the opponent fast and can only be anti-aired very early or with invulnerable attacks and leaves the Yuri player at a huge frame advantage on block or hit. By canceling a normal such as Crouching Snkd.gif into Ex.png Raiouken the player can further avoid a counterattack and get in on the opponent to set up another frametrap or blockstring or keep increase the risk of a guard break.
  • Air Raiouken (Air Qcf.gif + Kick.gif) - The more familiar version of that move that attacks at a steeper, and shorter-reaching angle than that of the grounded Raiouken. When done with Snkb.gif Yuri will halt her aerial momentum to throw a projectile and then fall straight downard as she did in KOF '98 Ultimate Match. During the aerial hangtime Yuri remains vulnerable and can be punished somewhat easily. The Snkd.gif version is taken from KOF 2002 Unlimited Match; the projectile is launched while keeping the player's aerial trajectory which eliminates the obvious startup and recovery. The player can hop forward with a Raiouken as an approach and be at a slight frame advantage on block or hop or jump backwards with a projectile to keep an opponent from approaching.
    • Ex.pngAir Raiouken (Air Qcf.gif + Snkb.gif + Snkd.gif) - Behaves like the Snkd.gif version and keeps Yuri's aerial momentum only now she sends out two projectiles. If done from a forward hop the player is left at a huge frame advantage on hit or block and the second Raiouken attacks at a shallower angle that covers more space.
  • Ko'ouken (Qcf.gif + Punch.gif) - The Kyokugen namesake 'projectile' styled in lieu of Ryo's midscreen poke. Yuri punches forward with a large release of energy. The hitbox on the projectile or energy splash is large and cannot be easily hopped over though the slow startup and further out active hitbox limits the use as an anti-air against a close opponent. The two versions of Yuri's Ko'ouken function oppositely of Ryo's two: The Snka.gif version starts faster and connects from Heavy attacks but leaves the player with less frame advantage on hit or block while the slower Snka.gif variation leaves the player with a larger frame advantage and allows for corner followup hits to be linked. Either version reaches about 1/4 of the screen.
    • Ex.png Ko'ouken (Qcf.gif + Snka.gif + Snkc.gif) - A buffed up Ko'ouken that reaches just about 2/3 of the screen's length and leaves the player at a frame advantage similar to that of the Snka.gif version.
  • Hyakuretsu Binta (Hcb.gif + Kick.gif) - Yuri's command grab: as if she doesn't already have enough tools at her disposal. The Snkd.gif version is a running command grab that's pretty telegraphed when tossed out, but thankfully the Snkb.gif version is a one frame command grab. This is a strong mixup option from an empty hop or as a tick throw, and can be especially overwhelming in conjunction with Yuri's cross ups and dive kicks. What's more, Yuri can Drive Cancel the final hit to add on additional damage from anywhere on the screen, a feat that not even Daimon, Clark, Raiden, or Vice can do off their instant grabs.
    • Ex.png Hyakuretsu Binta (Hcb.gif + Snkb.gif + Snkd.gif) - This version is a blockable attack, i.e. not a throw. Yuri will either hit the opponent and trigger a slapping ranbu or bounce off of the opponent on block. The player can potentially catch an opponent attempting to jump out expecting the normal grab version while the bounce backward leaves Yuri safer than if the normal version had not connected. Deals more damage and sends the opponent flying back into a hard knockdown.
    • Completely startup invuln, and then projectile for the duration of Yuri's run. This can beat out a lot of pokes when thrown out and Yuri's difficult to punish on block, so this gives her a 'safe abare' move to really frustrate an opponent with.
  • Houyoku (Dp.gif + Kick.gif) - A 'Demon Flip' move that sends Yuri flying into the air with four possible followups off of this command jump. Activating the move with Snkb.gif moves the player primarily upward with a short horizontal forward distance. Conversely the Snkd.gif flip sends Yuri moving horizontally forward about 2/3 the screen but with a somewhat low vertical height similar to a hop. In most instances the Snkd.gif flip will be more common inside of Drive Cancel combos or to set up a potential crossup.
    • Ex.png Houyoku (Dp.gif + Snkb.gif + Snkd.gif) - Both the startup and followups are altered with Ex.png Houyoku. First and foremost, Yuri will move across 3/4 of the screen with a very fast and low to ground hop. The faster speed can be taken advantage of to get up close to the opponent in a flash and works even better off of a canceled normal. The lower arc doesn't allow the player to cross up the opponent.
    • Nage (Houyoku, then Punch.gif) - If any punch button is pressed after Houyuko Yuri will perform her Jumping Snkc.gif. This hits as an overhead and can still cross up as usual though Yuri will keep her aerial momentum which can make both setting up and comboing off a crossup rather spacing-specific. An opponent hit by this move will be placed in a juggable state instead of being put into a hitreset, and it's possible to Drive Cancel this followup on hit.
    • Ex.pngNage (Houyoku, then Punch.gif) - Deals more damage on hit but is otherwise the same move, only done from a faster and lower aerial arc. It's possible to cross an opponent up from an Ex.png Houyoku though since Yuri follows through with her momentum the player cannot follow up a successful crossup for a combo.
    • Yuri Raijinkyaku (Houyoku, then Kick.gif - Pressing a kick button after Houkyou causes Yuri to stop mid-air and attack with a steeply angled divekick. The divekick has a large hitbox and connects very easily against enemies but can be blocked high or low. From a Snkd.gif Houkyou it's easy to set up an ambiguous crossup with this kick and on hit or block the player is left with a large frame advantage.
    • Ex.pngYuri Raijinkyaku (Houyoku, then Kick.gif - Hits as an overhead and deals more damage.
    • Dageki (Houyoku, then Snka.gif + Snkc.gif) - An airthrow followup that connects against airborne or grounded opponents. The player could use this followup if the opponent tries to jump or air-to-air an incoming Houyoku though whiffing this move leaves Yuri highly punishable.
      • The air grab registers as an anywhere juggle and can end combos after the opponent is put into a hit reset state while in the air.
    • Ex.pngDageki (Houyoku, then Snka.gif + Snkc.gif) - Still an anywhere juggle, though the only buff is that the EX air grab does more damage.
    • Raiouken (Houyoku, then Qcf.gif + Kick.gif) - Yuri's aerial momentum halts and she uses her Snkb.gif Air Raiouken. Useful for baiting reversals or anti-airs due to the delayed startup but puts the player at neutral on block.
    • Ex.pngRaiouken (Houyoku, then Qcf.gif + Kick.gif) - Yuri keeps her forward momentum and attacks with two Raioukens. Pretty much the same as Ex.png Air Raiouken but with the added bonus of being on an even lower hop arc.

Desperation Moves

  • Haou Shoukouken (Right.gifHcf.gif + Punch.gif) - The Official Desperation Move of Ryuuko no Ken. Comboable from Heavy attacks from simple combos though Yuri's more advanced combos use meter for different EX Specials and DMs.
    • Snka.gif projectile travels slowly across the screen and controls a lot of the screen and can anti-air a poorly-timed jump attempt. The Snkc.gif version moves much faster across the screen and can punish fullscreen projectiles and whiffs and can even anti-air though not so much on reaction. Either version can be super jumped or rolled through by the opponent which can lead to the player being punished, or the opponent could block and take the minimal chip damage to avoid mistiming a roll or jump.
  • Hien Hou'oukyaku (Down.gifDownright.gifHcb.gif + Kick.gif) - A standard 'ranbu' DM where Yuri runs forward and goes into an automatic combo on hit. This version has no invulnerability and can be punished on block and should only be used in combos. The player can land this move from midscreen juggles and from Heavy normals for a modest amount of damage.
    • Ex.png Hien Hou'oukyaku (Down.gifDownright.gifHcb.gif + Snkb.gif + Snkd.gif) - The EX version of the DM starts up faster and has a short window of invulnerability that can be used to go through projectiles or work as a reversal. Connects in more situations against aerial opponents and causes more notable damage. Good for punishing moves that push the opponent back to relative safety.
  • Haou Raiouken (Qcb.gifQcb.gif + Snka.gif + Snkc.gif) - Yuri hops back into the air and throws a Raiouken which explodes upon reaching the ground. The startup is fast enough to combo off of most normals including Jumping Snka.gif or F.gif + Snka.gif and the projectile will travel roughly 2/3 the screen before reaching the ground and erupting.
    • It's possible to punish projectiles or jumps from 1/2 screen with this Neomax but if the opponent isn't close to the point of impact not all hits will connect.
    • When used from up close the player can land and link Ex.png Hien Hou'oukyaku (Down.gifDownright.gifHcb.gif + Snkb.gif + Snkd.gif) against the falling opponent.
  • Air Haou Raiouken (Air Qcb.gifQcb.gif + Snka.gif + Snkc.gif) - Functions similarly to the grounded version and still moves Yuri back during the startup. If done from the peak of a jump the extra height can make the projectile reach fullscreen though linking the EX DM becomes impossible from this further range.

Tips and Tricks

  • When ending a juggle with cr.C xx dp+K > AC, make sure to hit with the first active hitbox of cr.C, as the second hitbox is not cancelable.
  • Due to input leniency, it is possible to input dp+C (DC) dp+D simply by pressing both buttons in sequence after performing the motion. However, unless very precise with your inputs then Yuri may accidentally get dp+C (DC) qcf+D so doing the double dp motion is more consistent.


Most juggle combos that end in dp+A can also be ended with cr.C/cl.C > dp+D A+C. Ending the combo this way does more damage, but is counter productive to corner carry. So use it mostly if it will kill or on shorter combos where you can't take them to the corner anyway.

0% Drive

0 Bar

  • cr.B cr.B st.B xx dp+C - (168, 32)

If required due to range, you can omit one cr.B

  • cr.B st.B xx hcf+D - (158, 12)
    • Requires a closer range than the dp+C ender, but causes a hard knockdown so it's more beneficial to land.
  • (jump attack) cl.C xx dp+C - (162, 21)
  • (jump attack) cl.C xx hcb+B - (172, 7)
    • cr.B links into cr.C/cl.C, so instead of a jump attack, these combos could be started off a cr.B.

1 Bar

  • (jump attack) cl.C xx qcb+AC, dp+D > P, dp+A - (299)
  • (jump attack) cl.C xx qcb+AC, dp+D > P, cr.C xx dp+D > A+C - (376)
  • (corner only) (jump attack) cl.C xx qcb+AC, qcb+C, qcf+C, dp+C (369,35)

2 Bar

  • (jump attack) cl.C xx qcb+AC, dp+D > P, qcf hcb+K - (424)
  • (corner only) (jump attack) cl.C xx qcb+AC, qcb+C, qcf+C, qcf hcb+K - (478)

3 Bar

  • (corner only) (jump attack) cl.C xx qcb+AC, qcb+C, qcf+C, qcf hcb+BD - (567)

50% Drive

0 Bar

  • cr.B st.B xx dp+C (1) (DC) dp+D > P, cl.C xx dp+D > AC - (306)
    • Works anywhere, but remember that Yuri's air throw tosses the opponent behind her so don't use this combo in the corner.
  • (corner only) cr.B st.B xx dp+C (1) (DC) qcb+C, qcf+A, dp+A - (273, 42)
    • Slightly less-damaging, but keeps the opponent cornered which is a huge plus.
  • cr.B st.B xx hcb+b (DC) dp+D > P, dp+A - (246)
    • Midscreen command grab combo, pushes opponent toward corner.
  • (corner only) cr.B st.B xx hcb+A (DC) qcb+C, qcf+A, dp+A - (275)
    • Corner grab combo.

1 Bar

  • (jump attack) cl.C xx qcb+AC, dp+D > P, dp+A (1) (DC) dp+D > P, dp+A - (381, 43)
  • cr.B st.B xx dp+C (1) (DC) dp+D > P, cr.C xx dp+BD > AC - (321, 37)
  • (corner only) (jump attack) cl.C xx qcb+AC, qcb+C, qcf+C, dp+C (1 hit) (DC) qcb+C, qcb+C, dp+C ( , )

Alternatively this combo can be ended with cl.C xx dp+D > AC instead of dp+C. This does more damage but pushes the opponent out of the corner.

2-3 Bar

  • (corner only) j.C, cl.C xx qcb+AC, qcb+C, qcf+C, dp+C (1) (DC) qcb+C, qcf+C
    • cl.C xx dp+D > AC - ( , )
    • qcf hcb+K - (638, 50)
    • qcf hcb+BD - (716, 50)

100% Drive

0-2 Bar

  • (corner only) cr.B cr.B st.B (HD) [cl.C f+A xx qcf+B,] x 9 cl.C f+A xx qcb,qcb+AC
    • An easy and effective corner loop into Neomax that can do 100% from a jump-in and cl.C starter, though if needed Yuri can use qcf,hcb+K after the Neomax for added damage should scaling keep the opponent live. Go for this combo whenever starting HD deep in the corner before, as otherwise go for a corner carry.
  • j.C, cl.C (HD) cl.C xx dp+C (1) (HDC) dp+D > P [dp+A (1) (HDC) dp+D > P] x 2, [dp+A (1) (HDC) qcf+C, dp+C (HDC) qcf+C, dp+C (1) (HDC) qcb+C, qcf+C...
    • ...dp+C
    • ...qcf hcb+K
    • ...qcf hcb+BD
      • Fullscreen corner carry combo. Once taken into the corner from demon flips, Yuri can loop dp+A into qcf+C/qcb+C based on preference since canceling a dp into qcf motion can be difficult.

Team Order

1st position



2nd position



3rd position



Basic Strategy



Advanced Strategy

Frame Data

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