The King of Fighters '97 Yuri Sakazaki guide v1.9 by Sheila Knight rinoa@rinoa.nu http://rinoa.nu I made this because it was a mailing list trend, and because there are people out there who 'care'. Yuri usually is one of my better characters because I know the odds and ends of most of her attacks. (and because I just plain use her alot) She's supposed to be cute and fun to use since she's the shotoscrub's nightmare and the main crapcom parody. Yuri used to be one of the stronger characters in KOF, this year it aint so. But that doesn't mean that you have to throw a round away when you pick her. This guide may change that as it will familiarize you with her. Contents: ========= 0.0 Preface 1.0 Introduction 1.1 About the Author 1.2 How to Use this Guide 1.3 Where to Get More Information 1.4 Character Background 1.5 Colour Select 1.6 Fight Introduction 1.7 Defeat 2.0 The Moves 2.1 Special Moves 2.2 Desperation Moves 2.3 Normal Moves 2.4 Command Moves 2.5 Throws 2.6 Combinations 2.7 Rolls, Dodges and etc. 2.8 Taunts 2.9 Win Poses 3.0 General Strategy 3.1 Overview and Example 3.2 Ranges and Zoning 3.3 Mind Games 3.4 Meter Management 3.5 Punishing Mistakes 4.0 Closing Acknowledgments 4.1 Credits 4.2 Version History 1.0: Introduction ================= 1.1: About the Author --------------------- If you really care, check out the "About" section on my web page. I've spent hours using this character and getting beat down in the process but thats because I'm still a Yuri fan "4life". I first used her when AOF 2 came out because I sorta looked like her, with the long braid and such. I once associated with that underdog trying to prove herself bit, but not anymore. She probably was supposed to seem like a useless character then, and she really is useless now! She had a personality with her own arsenal and I'd take a butt attack over another Hienshippuukyaku anyday. 1.2: How to Use this Guide -------------------------- While this guide is most useful when read from beginning to end, it may otherwise be consulted as a resource in any order. Note, however, that the strategy chapters toward the end assume the reader's familiarity with Yuri's normal / special / desperation moves. To this end, you are recommended to read chapter 2 beforehand, as it introduces certain features and properties about Yuri's moves which come into play later in the guide. 1.3: Where to Get More Information ---------------------------------- This guide is designed for middle to advanced-level King of Fighters '97 players; in other words, if you're reading this, then this guide is for you. If, however, any of the terminology in this guide is confusing to you, please refer to Andrew Seyoon Park's comprehensive The King of Fighters '97 Beginner's Reference v.0.10 which may be found at: http://www.geocities.com/TimesSquare/Alley/4810/ Therein you will an extensive glossary of terms in addition to all the basic rules of the game. 1.4: Character Background ------------------------- Yuri Sakazaki voice by: Kaori Horie Fighting Style: Kyokugenryu Karate Nationality: Japananese-American Birthdate: December 7, 1976 Bloodtype: A Age: 21 Height: 168cm Weight: 50kg Hobby: Karaoke 3 Sizes: B82 W56 H80 This is based on the games with Yuri: AOF1: Yuri gets kidnapped and you have to save her. AOF2: Yuri is now a selectable character. KOF94: Yuri is left out of her father/brother/boyfriend?'s team (Mexico) and is joined with Mai and King in "Team England". KOF95: Yuri is still in "Team England". KOF96: Takuma's outta there and Yuri joins Team Mexico. KOF97: Yuri is still in Team Mexico. 1.5: Colour Select ------------------ Pick Yuri in your favorite colour! Advanced: A - White gi and Dark Blue tights (Original) D - Pink gi and Dark Green tights (KOF 96 alternate) Extra: A - Yellow gi and Blue tights (KOF 97) D - White gi and Reddish Brown tights (sorta KOF 94 alternate) 1.6: Fight Introduction ----------------------- Yuri is in the first frame of her taunt (hands on hips), she bangs her fists twice Larfu style and points at the opponent saying "Babitto yattsukechau zo!" ("I will defeat you quickly!") hella fast. 1.7: Defeat ----------- Knock Out: "Otousan, gomen!" ("Father, sorry!") Time Out: Falls to her knees (facing the screen), and looks up towards the screen, then averts her gaze. Her clothing falls off on one side showing her shoulder. Draw: Same initial animation as a Time Out. 2.0: The Moves ============== (Note: The following assume Yuri is facing right. Mirror the motion if facing left.) In the following chapter, an (arbitrary) five-point scale will be used to rate the effectiveness of each of Yuri's moves, with ----- representing an utterly useless attack and OOOOO representing one which is extremely effective. 2.1: Special Moves ------------------ What fighting games are all about. A joystick motion and the corresponding push of a button yields any number of different special moves for each character. If blocked, special moves nonetheless inflict a small amount of damage to the opponent. This can add up over the course of a round. 1. Kouken - "Kouken!" | \ -O + A/C O O Effectiveness : OOOO- Description: Yuri steps forward, and does a fairly large pink cotton candy looking fireball with her fist. The C version steps farther than the A version. Purpose: Best used at full range. Yuri steps forward quite a bit with this move and it gains her extra reach. But with that, there is more lag before the move and after. She is fairly open to all sorts of attacks with herself all stretched out. Also, when done too close to an opponent she may release the fireball behind the opponent and miss. Because of the fireball's size, she can use it as a possible anti-air and to keep the opponent far from her. As it is a "normal fireball", it will only negate other "normal fireballs", like Mai's kachousen but will not negate "big fireballs" like Ryo's Haohshoukouken. For negating other people's fireballs, use the A version since it will come out faster and the ending lag is lessened. Notes: Best used when at maximum range to keep opponents awake. Also, use it as a safe move from max range on opponents getting up. 2. Yuri Chou Upper - "Chou Upper!" -O | \ + A/C O O Effectiveness : OOOO- Description: An anti-air uppercut. Yuri travels on the ground forward a bit more on the C version before rising. The A version seems to go straight up. The difference between A and C versions is not as obvious as in the past. The C version has an optional add-on finisher for extra damage. Purpose: This move always had flawless anti-air properties. The lag after the uppercut is not terrible either. Whether whiffed or not, the move sends her forward a bit more before she lands and it helps you to get closer to the opponent, but this is also a risk. The C version should be used more since it has the finisher. And is best when comboed into off of a standing normal instead of just alone for more damage. Because if you are able to hit with this move, then you are able to hit the opponent also (aka Point Blank Range). At point blank range this sucker should hit twice. But if it hits once, like in the low B, low C, dp+C link into combo, the "double" finisher might whiff. It has more range, and can be used earlier than the A version. The A version should only be used when close to the opponent. Even with the almost instant hit and faster recovery, the range is weak and cant be used as a longer ranged attack. Also, as an anti-air, it needs to be used at the last moment, and you dont get the extra damage that you can from a C version with the finisher. Use the A version as a wakeup attack when you _know_ that the opponent will get hit by it. Like, if the opponent jumps in when you're on the floor. Both versions are multiple hitting moves and therefore very good offense against an opponent's autoguard since autoguard can only stop one hit. Notes: The C version obviously leaves Yuri slightly more vulnerable if whiffed than the A version, but the extra damage you can get with the finisher is worth the small risk you would be taking anyway. 3. Double - "Double!" -O | \ + A/C O O Effectiveness : OOOOO Description: A pretty looking finisher for the C version of the Chou Upper. Purpose: It's 5/5 because it's damage FOR FREE! That is if you connected with the C version of the Chou Upper. No real difference between the C and A version in this case. When you use it outside of a connected C version of the chou upper for the heck of it, it's just another neat looking uppercut with fairly good priority. I noticed that the hit frame lasts all the way up. I have yet to see anyone counter her out of it and see what she can't hit with it. The C version goes farther horizontally than the A version, both have huge vertical range. Notes: She says "Double!"! I forgot to mention that you must do it "well before you hit the ground from the first uppercut" (tm Tony), I don't think I can put it in words any better way. Most finishers is KOF 97 require you to do the 'second' motion instantly. 4. Yuri Chou Knuckle - "Chou Knuckle!" | / O- + A/C O O Effectiveness : OO--- Description: Yuri turns around, then lunges forward (like Terry's power knuckle) with her fist. Purpose: Other than a lame mind game, some non-Yuri users fall for this. Sometimes it's a fluke anti-air. She moves fairly fast across the screen. Maybe she can pass over some attacks. The turnaround startup used to seem to have a sort of invincibility frame, don't count on it. The A-button version goes about 1/2 of the screen, starts up and recovers faster than the C-button version. The C version goes pretty much full screen. None of the versions are comboable. And it whiffs on small sprites of crouching opponents. Okay, it aint all ass. Other than cleanly hitting, you may sometimes trade hits with other moves! Thats great! It also has obvious ending lag. Notes: If yer stupid and you know it use this move *clap* *clap* 5. Hyakuretsu Binta - "Konno!" -O \ | / O- + A/C O O O Effectiveness : O---- Description: A running attack. If it hits, Yuri grab's the opponent and slaps him/her. Yuri's original multihitting trademark attack. Purpose: Still has lots of priority over most attacks. Can be used as a means of closing distance between you and the opponent. The A version runs about 1/2 screen length and recovers a little faster than the C version which covers about 3/4 of the screen. Both have HELLA startup and ending lag which also make it barely combable. The A version is not a command throw anymore. She seems to run slower than in the past, damage is pitiful. Notes: Even with quite a chunk of priority, she still can be hit out of it easily because you can see it coming from a mile away. 6. Raiouken - "Raiouken!" | \ -O + B/D O O Effectiveness : OOOO- Description: Yuri hops forward then hits over the the opponent's head with energy in her fists. Purpose: Best used as a fast, instant hitting travelling attack like Kyo's 96/7 R.E.D. kick (rdp+K), but it's not an overhead, and I never noticed that. The B version does not travel as far as the D version. Both are equally effective if used from the correct distances (where the D version is used when farther away from the opponent). Or else you may end up behind the opponent without hitting him/her or the opponent blocks the attack and you end up in a position too close to the opponent and an easy kill. I'm not sure if it will still negate certain projectiles. Notes: Throw it in the mix on a turtling jerk, it's not a risky thing to do. It also smacks the opponent straight down to the floor, so I don't believe it can be roll recovered out of. 7. Yuri Chou Mawashigeri - "Chou Mawashigeri!" | / O- + B/D O O Effectiveness : OO--- Description: Yuri leaps and does a revolving kick attack. Purpose: To teach FATSAK how to do it. This year the move has been depowered. Yuri cant get the free ticks she used to with the B version and both versions rarely get to touch the opponent when used outside of combos. The B version travels less, will hit twice when near and has a smaller arc which is why it's best used in combos. The D version goes farther and has a bigger arc and hits once in most cases. The D version can be used to hit airborne opponents at a distance (not too far across the screen and in the air), but this year it's a little harder to do it. The D version can be used as a long ranged attack to hit an opponent who is standing, and you depend on the going down part of the arc. The distance where you should use this seems to be about 2 characters. It will get standing opponents, but I don't think it will get crouching ones, and its fairly safe used this way too. It also can hit people out of the air when airborne. But I believe there are two times when this can happen, when she is about to reach the highest point of the arc and after she reached the highest point of the arc. Both leave you landing in positions where you would usually be safe since the opponent would have to guess at where you will land. Notes: The B version can't be used as a "crossover" attack anymore when close. But its still safe to use this move, any version, when you use it from the "right" range so that the first kick she does (right before she is airborne) barely hits the opponent. That way she should land more safely. (Except if you happened to use the D version beside a cornered opponent for some reason) 2.2: Desperation Moves ---------------------- These tend to decide who wins the match. Desperation Moves (DMs) do a lot of damage and are usually comboable. When the character is powered up, the desperation move becomes an even more powerful super desperation move (SDM) which is typically twice as powerful and has superior priority to boot. 1. Hien Hououkyaku - "Hien Hououkyaku" | \ -O \ | / O- + B/D O O O O O Effectiveness : OOOO- Description: Yuri does her charge up pose during the super pause, runs forward, if she touches the opponent, she "runs up" the opponent while kicking his/her face in. On SDM she adds a raiouken. Yuri's original desperation move. Purpose: With all the sacrifices Yuri had to go through on her other moves, this one is finally comboable. The B version runs about 2/3 of the screen and the D version runs almost full screen. In KOF 96, you can stop her from continuing her running if you hold back before she gets to the opponent, doesn't work anymore. No matter what, once she touches the opponent she *cough*, runs up the opponent. Since she hops back after both DM versions, she is fairly safe. But after she hops back, she still lags a bit while standing. The 2 or so ticks that she does inflict no damage. Fast horizontal travelling moves like Leona's Ground Sabre may catch her afterward, or any other fast long ranged attack can nab her after. I think she can pass through projectiles on the startup or while running, or while she's beginning the "running on the opponent" part...I'm never totally sure with this move, it's always been quite unpredictable. Notes: Hella safe to use, hella fast start up, use it hella. 2. Hien Rekkou - "Yuri, Cho Reppa!" | \ -O | \ -O + A/C O O O O Effectiveness : OOO-- Description: Yuri charges it while the microwave crapcom like *ding* is heard and does 3 different uppercuts in a row. On SDM she adds 2 more, so that makes, 3+2, um, 5. Purpose: To teach FATSAK how to do it. The beginning probably has invincibility frames, not totally sure. Its "considered", hehe, an anti-air super. It needs to be used fairly late, and to get all the hits it should be comboed instead. That should not be hard since this super easily comboes offa almost anything, since Yuri gets lots of horizontal range on the first upper. I havent seen the major difference between A and C versions. And it can be done more easily by ending in down forward + P. Also does hella ticks. Of course after the super if its blocked, she has a big fat chunk of lag where her ass will easily get pounded on. So if you must use this super, use it to finish off someone with the tick damage, or just plain don't use it if you think the opponent will block it. Like in the case of the freak combo: low B -> low C -> qcf,qcf + P, it is not effective and chances are because of the startup, the opponent might block it and kill Yuri after it. Notes: The mystery voice sample that drove me nuts last year is used.. "Yuri..Cho Reppa!" "Cho Reppa!" "Cho Reppa!" "Cho Reppa!" "Cho Reppa!" ..too much! WRUGH! Once someone says their name for a move, that means they're cool. 3. Haohshoukouken - "Haoushoukouken!" --O O-- / | \ --O + A/C O O O Effectiveness : OO--- Description: Yuri gathers her energy then throws a big pink fireball that goes across the screen at lightning speed. Purpose: To negate smaller projectiles. Never as effective as Ryo or Robert's versions. Can be easily rolled through and countered since she sticks herself out alot more, like in her Kouken. Lots of start up and ending lag. The normal DM version is the original flashing graphic for the Haoushoukouken and the MAX (SDM) version is one huge spiky pink ball. Notes: Scrubs can't use multiples of these when on red because it's "booty ass". 2.3: Normal Moves ----------------- Merely press A, B, C, or D from any position to accomplish a normal punch or kick. The effective use of her normal moves is absolutely crucial to the Yuri player's success. Far Standing A (weak punch) Cancels. Effectiveness: OOOOO Yuri does a really fast, straight, karate type punch. The punch has one hit frame, but since it is fairly fast, it's easy to chain and combo off of. Its range is also average for a far standing A. It's interesting that she can now cancel it into the Hien Rekkou, but my choice of attack to cancel it into is the Kouken if I don't have a stock, note the version of the Kouken cancelled into depends on how close the opponent is. It also can be used as a fast, easy normal attack to stuff things like King's Illusion Dance since it hits fast and is easy to time. Close Standing A (weak punch) Cancels. Effectiveness: OOO-- Yuri does a really fast, straight, karate type punch. It is the same attack as the Far Standing A, therefore, don't worry about the attack's range changing if the opponent is close. Crouching A (weak punch) Cancels. Effectiveness: OOOOO Yuri does a straight, fast karate type punch like the standing A, cept she's crouching. Both the standing far A, standing close A and crouching A attacks have similar range. She can cancel this thing into just about anything and chain with it easily, does light damage, but doing multiples of them can make up for it. Jumping up A (weak punch) Not cancellable. Effectiveness: O---- An air slap. Short reach, angled straight ahead. Pitifully small hit frame which lasts as long as a Jumping strong attack would. Jumping towards A (weak punch) Not cancellable. Effectiveness: O---- An air punch. Short range, angled downwards. Has a small hit frame but lasts longer than the Jumping up A attack at least. Far Standing B (weak kick) Not cancellable. Effectiveness: OOOO- Unnecessarily redrawn. Now has better vertical and horizontal range to stuff rolls and is a great poke. As before, she still has fast recovery from this. The vertical range is larger than the old far standing B and can be used to stuff people from Jumping up towards when they're near you. Also since it hits a little high now, it whiffs on some crouchers. But the stuffing of jumps on the way up has always been the main use of choice for me. Since the hit frame is sorta like Yuri's whole foot, unlike just her toe in the old version, she has a better chance of hitting opponents. Close Standing B (weak kick) Cancels. Must be blocked low. Effectiveness: OOO-- Yuri steps on her opponent's foot. Has small range, and takes a while for her to stomp on the opponent. This usually results in Yuri getting hit before she stomps. Be familiar with the range at which Yuri's standing B attack becomes a low hitting attack, this can come in handy, so you can cancel it into a dp + C and another dp + C for a buttload of damage. Crouching B (weak kick) Not cancellable. Must be blocked low. Effectiveness: OOO-- Yuri goes on one knee and does a short ranged kick that goes along the floor. (which would hit Chin if he is lying on the ground) It does not cancel but it can be "linked" hehe, into another attack if it connects. It comes out fairly slow for its weak range. By the way, FATSAK ripped off this kick. In KOF 95 (crossover attack only) and in 96 also, Yuri was able to link this attack into a low C and cancel that into another attack for hella damage. Im pretty sure the low B -> low C -> certain special move link exists in KOF 94, but the neogeo cart A/V wires are broken and I can't check. Jumping up B (weak kick) Not cancellable. Effectiveness: OOOO- Last year it looked like ChunLi's (not the really old one) standing roundhouse kick where she kicks straight up (yeah! Yuri can do it in the air!), I was never able to find a use for that in KOF 96. Now its pretty normal looking. She kicks slightly lower than in the Jumping towards B. The horizontal hit range is small and it does low damage but its a fast attack. It is angled downwards and Yuri can hit the opponent with any part of her foot, its best to depend on her heel which hits at the lowest point. Jumping towards B (weak kick) Not cancellable. Effectiveness: OOO-- Yuri does a short, mostly horizontal ranged Jumping kick angled slightly downwards. This move also does small damage and the hit frame lasts in the air for a while. The hit frame is small as it is only the side of her foot. And this kick hits a little higher than the Jumping towards D. Far Standing C (strong punch) Not cancellable. Effectiveness: OOO-- Yuri does a straight punch which hits slightly lower than her Far A attack. The range gets increased since she steps forward. I'd say it's almost as goud as sHeRmIe's. Like many standing C attacks, she can use this to stuff other people's special attacks from a certsin distance. The lag time before and after this punch is not too much. Close Standing C (strong punch) Cancels. Effectiveness: OOOO- Yuri steps into the opponent and does an attack that looks like she is either clotheslining the opponent or just slapping above and past him/her. It has been redrawn since she had the same close C for a long time. Huge lag time afterwards if blocked. Crouching C (strong punch) Cancels. Effectiveness: OOOO- Yuri does the traditional crouching strong punch uppercut. It hits mostly vertically. Lately it hits a little more horizontally since it has been redrawn uglier so that she faces the screen. Looks sorta like a standing old style Chou Upper frame. Can be used as a late anti-air attack. And is a good ground combo attack since the hit frame lasts a long time, right from the beginning of it. Also has lots of lag if blocked. Jumping up C (strong punch) Cancels. Effectiveness: OOO-- Yuri does a double palmed attack angled downwards. The range is small and the hit frame lasts for a short time. It is not angled downwards as much as the Jumping towards C. Jumping towards C (strong punch) Cancels. Effectiveness: OOO-- Yuri does a double fisted punch angled downwards. It is angled downwards more than her Jumping up C attack and has less horizontal range than her Jumping up C attack. Usual substitute for her Jumping D. The range is small and the hit frame lasts for a short time. Wins lots of air to air fights, I guess. But if you have an air fight, use her air throw instead. Far Standing D (strong kick) Not cancellable. Effectiveness: OOOO- Yuri does what I think is a roundhouse kick. The range is mostly horizontal and the the lag time before and after the kick are equal. For poking, her standing B is almost as good. Yuri's Standing D has the most horizontal range out of all her standing attacks. Close Standing D (strong kick) Cancels. Effectiveness: OOO-- Yuri knees her opponent in the midsection. The lag time before and after are as large as that on the standing close C. This is usually her substitute for a standing C. Crouching D (strong kick) Not cancellable. Effectiveness: OOOO- Yuri trips the opponent. Since it is not cancellable, she loses plenty of possible mind games and traps. The range is average, now that it has been depowered quite a bit, she depends on her light attacks more. But this attack is still a good, decent sweep, whether it was cancellable or not. This sweep~ also has the most horizontal range out of all Yuri's crouching attacks. Jumping up D (strong kick) Cancels. Effectiveness: OOOO- A horizontally ranged Jumping kick angled downwards a little because of her foot's odd positioning. The kick is horizontally ranged unlike her Jumping towards D and it is usually used defensively because of its reach. Jumping towards D (strong kick) Cancels. Effectiveness: OOOO- An average horizontally ranged Jumping kick angled downwards. Also Yuri's best combo starter because of its good angle and reach. Since it has a good downwards angle and 97 combos need deep jump in attacks, its best to stick to this jump attack. Also, if blocked Yuri lands fairly safe. Standing CD (knockdown blow) Cancels. Effectiveness: OOO-- Yuri does her Hyakuretsu Binta (hcb + P) last slap's animation. It's an obvious anti-air attack. It's small horizontal range, slow startup and recovery make it useless when near the opponent. And since it is slower to come out this year, this attack cannot be used late for air defense. Jumping CD (knockdown blow) Not cancellable. Effectiveness: OO--- Yuri does an air slap that has small range. But the hit frame seems to last a little longer than her jump up A attack. It is angled downwards around the same angle as her Jumping towards A attack, which is between her Jumping C and Jumping towards C attacks. Yuri has to be pretty much right beside the opponent for it to be good for air to air frog fights. 2.4: Command Moves ------------------ Command moves act like normal moves but are accomplished in tandem with a simple controller motion. En Yoku a.k.a. "Butt attack" -O + B Not cancellable. Effectiveness: OO--- This is Yuri's only command attack. The butt attack move now has redrawn frames and Yuri also winks one eye (along with every other move she does) when she does it. Yuri faces the other way and hops backwards into the opponent, hitting the opponent with her bum. This WAS supposed to be a useful overhead, but with the short range it now has and the slow speed it takes to come out, and how it can be blocked low, it cannot be useful. It can be chained into easily, but too slow to be comboable. The damage it deals is quite a bit (aka a buttload) but it is hard to land anyway. She leaves the ground for a short time, so I don't think any command throws can get her while she's in the air at that moment. Great when used as the blockable end of a chain for pressure. Or on opponents who are getting up, but you must be fairly close to them before using it and you must time the attack precisely since it has lots of lag. Tony also mentions that low A -> f + B is another annoying trap or mind game if used on a cornered opponent. So mix hop jump combo attempts and tick or walk in throw attempts with this. 2.5: Throws ----------- Oniharite -O + C or O- + C Effectiveness: OO--- Yuri grabs the opponent and does one slap that sends the opponent across the screen. The opponent stays on the same side. Can be escaped out of and recovery rolled out of. Silent Nage -O + D or O- + D Effectiveness: OOO-- Yuri does her original comma style throw. In the versions before KOF 96, she would grab the opponent, bounce on the floor as she threw him/her, do her old Raiouken startup animation then land doing her powerup pose, which was kinda cool and silent (the silent powerup). I wonder why it was changed, must be the trashed old Raiouken frames. The opponent is tossed over Yuri to the other side, this can be escaped but can not be recovery rolled out of. The Silent Throw also does slightly more damage than the Oniharite. Tsubame Otoshi in the air: \ OR | OR / + C or D O O O Effectiveness: OOOOO Gets them everytime you have a frog fight. Yuri takes the opponent down from the air for a wee bit o' a ride. Also, after the throw she is safe since she hops away. Yuri's Throw Escape Some throws can easily be escaped by the opponent hitting any button (at what seems almost any time of day) while in the first few grappling frames. Donut mistake it for her CD attack, C throw, or Hyakuretsu Binta slaps because these share the same animations. 2.6: Combinations ----------------- I still have to confirm some crappy Yuri small button combos, but for now this should do. The Yuri possible infinite (she's overpowered now!) by Jeff needs to be checked. And if (without jump attack) low Bx2, low A, whatever stuff works with most moves. I'll need to get the home version to try them out properly. I dont think crossing up werks since I havent seen any of that, but I uh, will play Goro! ("can any1 confirm?") - the following combos can begin from the ground without the initial jump-in attack, * indicates you need a stock or must be in red/MAX Jumping C/D, Standing C/D, qcf+A (Rush 3) Jumping C/D, Standing C/D, qcb+K (Rush 4) *Jumping C/D, Standing C/D, qcf,hcb+K (Rush 18) *Jumping C/D, Crouching B, Crouching A, qcf,qcf+P (Rush ??) - the following are possible only without jump attacks Standing C/D, hcb+P (Rush 2+) Standing C/D, dp+C, dp+C (Rush 4) Low B, Low C, qcf+P (Rush 3) Low B, Low C, dp+C, dp+C (Rush 4) *Low B, Low C, qcf,hcb+K (Rush 18) -only on DM *Low B, Low C, qcf,qcf+P (Rush 13?) -only on DM, not effective - the following combos must be done in the corner Jumping C/D, Crouching A x3, qcb+B (Rush 5) - the following are chain combos, the & indicates that the last attack, f + B does not combo, but can be cancelled into to pressure the opponent Crouching A x3 Crouching B x2, Crouching A &Crouching A x3, f+B &Jumping C/D, Crouching A x2, f+B &Jumping C/D, Standing/Crouching C, f+B 2.7: Rolls, Dodges and etc. --------------------------- Rolls are available in Advanced mode while dodges are available in Extra mode. Either is accomplished by pushing buttons A and B simultaneously. Advanced mode yields a forward roll by default, though a backward roll can be performed by pressing AB while holding backward on the joystick. Dodges are stationary and invincible to anything but grabs. Rolls move forward or backward a short distance (past the opponent when both characters are adjacent) and are completely vulnerable to grabs, with the added stipulation of momentary vulnerability at the end. If there is anything in this list you don't understand how to execute then refer to Andy's Beginner's Reference Guide. Forward Roll: Yuri tucks herself into a small ball and rolls along the floor. It's great for getting behind people and going through high hitting attacks since she is very small and close to the floor. What else? Uh, she uses her light attack voice sample. Backward Roll: Same as the forward roll. Just like the forward roll, she is as vulnerable coming out of the roll. Use it for getting away from short ranged projectiles and attacks. Dodge: Yuri leans backwards and slightly closer to the opponent. Recovery Roll: same as her normal rolls but she says "otto!" ("whoa!") Jumps: Yuri doesn't get as much height as most characters, but she has alot of horizontal range on her jumps. This applies to small, super hop, normal and super jumps. So if you are going to super jump over a Haohshoukouken attack, make sure that Yuri is at the highest point when she is over it. Assist Attack: When Yuri is in the background and her teamate is dizzy or getting hit with a multihit throw, she jumps in with her Jumping B attack. These attacks are comboable in certain and extremely rare situations (Team combo!). PowerUp/ActivateMAX: Yuri does her original powerup pose in both, these animations are also recycled in most of her moves. For example: Kouken, Hien Hououkyaku, Hien Rekkou. Only on Extra mode the "Haaaaa" voice sample is used. Run/Hop: Yuri runs pretty close to the ground, same animation as Hyakuretsu Binta and Hien Hououkyaku (Advanced mode only). Yuri's forward hop (Extra mode only) is similar to an animation from her running attacks but it is suspended, she is off the ground and "looks like a hero". Yuri's backwards hop also leaves the ground and the top part of her body is angled away, its safer than other character's backwards hop frames. 2.8: Taunts ----------- Press the start button to taunt the opponent. You can taunt as often as you like. Taunts leave you momentarily vulnerable but can be canceled with anything after around a half-second. Taunts have no direct effect upon any aspect of a match. Certain characters are also able to "dodge" using their taunt, I dont think Yuri is able to. (heh, you think I'm going to try?) Taunt: Same as KOF 96, Yuri does a parody of Asuka from Evangelion. Yuri stands straight with her hands on her hips and says "anta baka?" as she bends over smiling at the opponent. Meaning: "you stupid?". 2.9: Win Poses -------------- You can choose your win pose when you win a round by pressing and holding either button A, B, or C when you knock the opponent out. A-button: Yuri's pose that was introduced in KOF 95. I believe it is a parody of Himechan (from Himechan no Ribbon) since when happy, Himechan does the same motions but says "Ike Ike Go Go!" and also says "Jump" when she jumps. This one uses the same frames and voice sample as the KOF 96 one. Yuri spins one arm going "Ei ei wo wo!", jumps saying "jump!", lands doing the victory ("V") sign twice while saying "V! V!" - Best used after having a spazzy fight. B-button: Yuri's pose that was introduced in KOF 96. She does a parody of Misato from Evangelion. Yuri steps over to the opponent waving a finger saying "Service, service!". - For the serious or caveman type. C-button: Yuri's original pose with a "chou". Yuri cools herself off with her shirt, remembers the 'audience' watching, then turns to the screen saying "Chou yoyutchi!" while doing a thumbs up pose. Meaning: "Super piece of cake!" (or "that was hella easy!") - For people who are trying to recreate the old Yuri ... OR to teach Dan how to do eet. 3.0: General Strategy ===================== 3.1: Overview and Example ------------------------- Yuri sadly, is best when played defensively. This is because an over agressive Yuri player will be easily punished. There is not much strategy with Yuri this year. Yuri's jump, hop, run are average, not too high, not too fast, etc. and none of her arsenal are purely to your advantage. Plus, the lack of a safe and cancellable poke like her freaking low D cuts her mind game in half. - VS. someone who doesnt want to play: Also known as Mr Joe Q. Scrub Turtle. These guys usually use Extra, charge up in their corner and hope that their DM will hit when they finally let loose of it. So, also they are trouble in red. They play by waiting for you do to something, and if you don't do anything yourself, they don't either. So it's best to use Extra against them so that if you're going to turtle the way these freaks do, you're gonna get rewarded like these freaks do. Also, turtles eat hella blocked Hien Hououkyakus on red! (since they will sit there and wait till they can use a _CD_ counter) Beginning the round with a roll towards will get you killed, and beginning the round with a jump towards will get you killed, because they like that and it's what they want you to do. Yuri doesn't have many options when fighting jerkos like this, so she will have to stick to poking as best she can. If the turtle is on extra, she has the option of getting throw damage, if she can. That is if the scrub opponent with a command throw doesnt use it 'becose it very hardd to do'. Her best pokes are low D in this case as it has a bigger hitting frame than the stand B. Also, her B raiohken, if you feel it will hit then use it. There are a lotta 'frames' or whatever that Yuri can hit with depending on when you use it. Fer example, it can hit instantly when used near the opponent and it can hit low from far away (which is safer). Heck, it's a better move than her pure f + B. Whenever you actually get into range, doing a low B (blocked by the effective turtle) then a D throw werks but is a high risk low reward manoever since throws are escapable. Tony Wedd suggests firing up a A Knuckle when just outside of poke range, but that move still hasn't earned my trust. And I forgot to mention to use her max range Koukens hella, thats ALWAYS your best option. Oh yeah, they dodge, you throw. - VS. someone who wants to play: Also known as someone who is agressive or who actually takes the joystick out of crouch defense position alot. Beginning the round with a standing A poke cancelled into whatever is a good idea since agressive players may begin by walking towards you or by doing a travelling move that will take them to you. If the opponent starts hop jumping alot, Yuri has a 100% chance of picking someone out of the air on reaction with her A version Cho Upper. Also the A version Chou Upper beats the opponent out of his/her uppercut most of the time, so don't be afraid to use it against another uppercut. If the opponent likes to roll alot, Yuri's fury with the low Bs and As, etc., cancelled into anything you like is a good punishment for them. Or if you're lucky and in range, D just throw 'em. If the opponent wants to roll behind you, you can do a Mawashigeri, any version to get the hell outta there. Enjoy yourself with her both versions of the Cho Mawashigeri since agressive players tend to run after that and get hit in the process. Versus any agressive player, enjoy yourself and though you may get punished because of a missed move, you really don't have to stick to her safe moves, so you are permitted to do the pure f + B for the heck of it! - VS. Conclusion If you feel you should start complaining about her crappy moves, etc.. Don't forget the fact that Yuri is supposed to stink. 3.2: Ranges and Zoning ---------------------- Yuri doesn't have much "definite" reach in her arsenal. Starting off with her normals, they're average, which isnt too bad. But it is good for the new Yuri user who will quickly become familiar with them. Things like how a low D hits low and a low C results in a mex, uh, standing uppercut. >From Yuri's farthest range she is not really useful. Her best normal attacks are her standing D and low D. None are cancellable, but are fair pokes. Her best special attack options from that range would be a Raikouken with B, Chou Mawashigeri with D, Kohken with C, (forgot to add) Cho Knuckle with A then running slap with C. (in that order, meaning the last option is KU-RAP) The Cho Mawashigeri with D and Kouken with C from that range seem pretty equal to me, even if the Kouken is safer. Since most of the Yuri hating/non- using world don't know where the heck a Chou Mawashigeri with D leaves her. Yuri's best range (IMO) is about less than character's sprite away but greater than a command throw's range. This way she is safe to use her fast cancellable pokes with A (or linked to with a cancellable attack after a low B) and poke the opponent on the way up on a jump with standing far B. When beside the opponent, Yuri can go for a standing combo. But only combo things like the Cho Reppa, Hyakuretsu Binta and Uppers if you feel that it will hit. Safer blocked combos are (in order from safest to risky) with her A Kohken, B Raiouken and B Mawashigeri. The Hien Hououkyaku is safest against an opponent who does not have a fast horizontal travelling move. At this range you can play more with her low A chains and low B chains, but those are slightly risky and Yuri may get out prioritized and they also do low damage. Yuri's air defense from 'farthest range' is best done using Chou Upper C with some anticipation, and from then on, and 'closer' is her Chou Upper A done on reaction. In the past, her old Saiha move was better as an anti-air attack because of its safe positioning and huge hitting area. 3.3: Mind Games --------------- Yuri's attacks speak for themselves, as in, they are mind games by look and have no substance. An opponent probably does not know where Yuri will land after a Chou Mawashigeri, but probably does knows that he can duck underneath it, do block position wait, then combo her ass because of the huge recovery time. You MUST hit the opponent, there is no excuse for sloppiness! All of Yuri's attacks can be safely turtled away from then punished and it's unfair. So if you're going to use an attack, make sure that the opponent will not be expecting it. But do take advantage of the look of her attacks. Little things like how her run looks like her Hyakuretsu Binta looks like her Hien Hououkyaku. If you do the running slap and that gets blocked, doing a Hien Hououkyaku with B right after might freak the opponent out. Her Chou Knuckle starts up slow and opponents from full screen believe she just might stay there before she starts moving and jump in to get hit by it. Also, using the knuckle when half a screen away, the opponent might think he can hit her out of it but gets hit after mistiming an attack since her start up takes that 1/2 second. Her D Mawashigeri from full screen has always been a pain for confused people in the air, "what the heck? it hit me outta my super!" hehe. Another annoying 'mind game' with Yuri that was around since KF 96~! When just outside of opponent's poke range, buffer her Hien Hououkyaku or Hyakuretsu Binta. If the opponent does a move you 'know' Yuri can out prioritize with these moves, or the opponent pretty much is vulnerable for a half a second, press the button. 3.4: Meter Management --------------------- On Extra, always be charging if you are not doing anything at all and you are on the ground. And if you are charging, then hold the back direction so that if you have to let go of the charge buttons and block, you are ready. Yuri rarely has opportunities to hit a defensive opponent, but if she does, she will have to make that hit count. The extra 1.5x damage when on MAX is always a big help. And since her Hien Hououkyaku DM is overly useful, and the Cho Reppa also easily comboable and does hella tick damage, it's important to have these options (which are probably her best ones) ready for certain situations. So, Yuri is obviously better off in extra mode, not advanced because of her defensive, one hit nature. On Advanced, good options for gaining pow are using her blocked normals cancelled into fast recovery moves like the A Kouken and the B Raiouken. Her low A attacks can be chained up to 3 times, which means a little bit more goes into your stock when you take the time to tap A 3 times fast then cancel into a fast recovering move. Her low B can be used for linking, but since it pushes the opponent a bit farther back and you might not be able to chain it into a cancellable move, stick to the low A attacks. Once you have 2 stocks, use one up for MAX mode so you also can do the extra damage. But to charge up stocks fast with Yuri, you will have to be extremely aggressive to the point you dont know what you are doing until you already have done eet. Get used to doing blocked normal pokes like her far A or low D against turtles. 3.5: Punishing Mistakes ----------------------- Most whiffed attacks like a fast A uppercut (even on it's way up) should be punished with her running slap if you are slightly out of its range. The move always seemed to yank people outta the air (but obviously not jump attacks!) or whatever theyre doing, which made it annoying (and is probably why the damage was freakin lowered hella). The only reason you are using the darn move in this case is because you KNOW it will hit, otherwise yer dead.. MEAT! One thing to note is the low damage the slap does though. Also, I believe Yuri's running slap attack still outprioritizes Kyo and Iori's run n' catch moves (hcb + K). But only on the running part, when you are at a distance and are running, before they start their "catching" animations. If you are fighting a grappler, be sure to spend alot of time airborne and slightly out of the opponent's reach if you are grounded. Things like using a Kohken from maximum distnace and Raiouken come in handy. But if you end up close to the grappler, just whipping out a A version Chou Upper out of nowhere will get you out of the situation most of the time as chances are it will overprioritize the oppoent and hit. But if that upper misses you, unlike the opponent, know better as to when you are landing, so then you go for the normal throw. But if the opponent has left himself fairly open and you have no stocks or are unable to do a desperation move, then a close C/D -> dp + C -> dp + C does a "butt load of damage" (tm Jeff) and is easy to do. If you are a combo freak, low B -> low C -> dp + C -> dp+ C does a slightly less a buttload of damage but you will look like one bad ass. 4.0: Closing Acknowledgments ============================ 4.1: Credits ------------ This guide would not have been possible without the following: - The old King of Fighters Mailing List: kof-ml@umich.edu The largest discussion forum for the King of Fighters series on the Internet thanks to Mike Ho: mikeho@umich.edu. Since we like hella talked about Yuri, yeah and found out that her sweep~ is the best in the game. - Andrew Seyoon Park, aka EX Andy: asp@slip.net Saved guide writers alot of time by writing a beginner's reference. And all of the new character guides are continually uploaded on his page. EX Andy's KoF help page: http://www.geocities.com/TimesSquare/Alley/4810/ - Tony Wedd: tonyw@i.am & Greg Kasavin: shrike@slip.net & Matt Hall: bbh@i.am Tony's '97 Leona guide defined the trend for the KOF-ML, and I followed both his guide and Greg's Yashiro guides to make this one. Because I'm not good at thinking of what's a pretty way to make this thing. I also got ideas on what to add or not from Matt's Shingo guide. Tony's Latest Leona Guide can be found at: http://www.adelaide.net.au/~miku/leona.txt Kensou's Latest Shingo Guide can be found at: http://users.aol.com/kensou/97shingo.txt - Matt Hall: bbh@i.am & m00nrun: m00nrun@i.am for their Ultimate KOF 97 Combo Faq that I took some stuff outta. Oops, forgot the link, you can get it at: http://users.aol.com/kensou/97combo.txt - Tony Wedd: tonyw@i.am and Jeff Jarlett: jpjarlet@eos.ncsu.edu for actually reading it and giving me lotsa feedback on this infernal guide and corrections to some dumb mistakes. Thanks d00dz, I needed those infos and stuffs. - Neo Geo Freak Magazine Some strategies and special move names, consulted, but did not use the normal attack ratings. - Gamest's "BIG PRESENTS" Graphical mooks on KOF that have character info, etc. 4.2: Version History -------------------- v0.3 November 8, 1997. started typing stuff and I slacked off v0.4 November 12, 1997. Finished chapter 2 & chapter 1. v0.6 December 3, 1997. Finished chapter 3.3 - 3.5 & 1.5 - 1.7 v0.7 December 7, 1997. Got bored and finished chapter 3.0 - 3.2 v0.8 December 8, 1997. Made corrections, used Tony & Jeff's suggestions. v0.9 December 9, 1997. More additions from Tony Wedd. v1.0 December 10, 1997. More corrections from Tony, human spellchecker. v1.1 January 10, 1998. More additions & Tony's confirmations. v1.2 January 11, 1998. Some additions and some Leona-o-phile corrections.
v1.3  January 12, 1998. Some Yuri-o-phile additions and confirmations.
v1.4  January 24, 1998. a few more additions and details of me own.
v1.5  January 28, 1998. BBH's b-day and a few corrections/additions made.
v1.6  February 8, 1998. More observations and additions.
v1.7  February 10, 1998. Made some additions and had some info exacted.
v1.8  February 13, 1998. Made some grammar corrections and other additions.
v1.9  August 20, 1998. Made more grammar corrections and other additions.

End of Guide v1.9