================================================================================
Capcom vs SNK 2: Yuri Sakazaki guide v0.6
================================================================================
by Sheila Knight
[email protected]
http://rinoa.nu
Contents:
=========
1.0 Introduction
1.1 About
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
1.8 Taunts
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 Vitality, Dodging, Rolling
2.7 Combinations
2.8 Win Poses
3.0 General Strategy
3.1 Overview and Example
3.2 Ranges and Zoning
3.3 Mind Games
3.4 Punishing Mistakes
3.5 Odds and Ends
4.0 Closing Acknowledgments
4.1 Credits
4.2 Version History
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1.0: Introduction
================================================================================
1.1: About
----------
I've been a huge Yuri Sakazaki fan since AOF2 because she's such a cute
underdog with alot more personality than every other shoto scrub. Although
I can't play games as much as I used to, I'll try to make this FAQ with
more care than my previous guides. Sorry if the format is a bit klunky,
I'm rusty!
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.
Notations used in this guide:
P = any punch K = any kick
LP = light punch LK = light kick
MP = medium punch MK = medium kick
HP = hard punch HK = hard kick
1.3: Where to Get More Information
----------------------------------
This guide is designed for middle to advanced-level Capcom vs SNK 2
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 more comprehensive Capcom vs SNK 2 FAQs found at:
http://www.gamefaqs.com
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: Japanese-American
Birthplace: Japan
Birthdate: December 7, 1976
Bloodtype: A
Height: 168cm
Weight: 50kg
Hobby: Karaoke
3 Sizes: B82 W56 H80
Favourite Sport: Softball
Favourite Food: Sweet Curry with homemade Pickled Umeboshi (plums)
Important thing: Friends, her late mother's (Ronnet) pearl earrings, father
Hated Thing: Octopus, people who like Octopus, indecisive men, Mr. Karate
Speech Habit: "-chi" at the end of some words, Yuri uses Tosa-ben
(Kochi dialect).
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.
KOF98: Yuri is still in Team Mexico.
KOF99: Yuri and Takuma both join Team Mexico.
KOF00: Yuri, Mai, Kasumi and Hinako are in Gals Team.
CvsS1: Yuri is selectable but is suxor on both modes.
CvsS2: Yuri is selectable and not suxor.
1.5: Colour Select
------------------
Pick Yuri in your favorite colour!
LP button - White gi, Red belt/shoes, and Dark Blue tights (Original!)
MP button - White gi, Orange belt/shoes, and Brown tights
HP button - White gi, Red belt/shoes, and Green tights
LK button - Pink gi, Light Blue belt/shoes, and Magenta tights
MK button - White gi, Black belt/shoes, and Dark Grey tights
HK button - White gi, Yellow belt/shoes, and Purple tights
PPP - White gi, Dark Blue belt/shoes, and Pink tights
KKK - White gi, Light Blue belt/shoes, and Green tights
You can also edit your color when the option is unlocked, if anyone wants
to send me their fave color edits, feel free to do so! No nude ones though!
1.6: Fight Introduction
-----------------------
Yuri seems to have two main default intros.
Intro 1: Yuri turns to face the opponent and says "Ikuzo... oh!" while
posing then goes into her stance. ("Lets go...oh!")
Intro 2: Yuri turns to face the opponent and says "Kojanto kuruchi!" while
posing then goes into her stance. ("Come on!") Parody of Makoto's
intro in SF3TS.
VS Ryo: Yuri jumps (like after her Silent Nage) then poses and issues a
challenge "Oniichan, shobu!" while Ryo covers his face looking
embarassed.
VS Dan: Yuri mimics Dan's win pose (this is actually one of her own
new win poses) while Dan does his normal taunt and his win pose.
VS Sakura: Yuri jumps in a funny surprised position (parody of Felicia from
DS3 intro) and says "Osu!" (karate greeting) while Sakura meekly
says "Kotchira koso. Yoroshiku onegaishimasu!" (You too, pleased
to meet you.) while bowing.
VS Benimaru: Benimaru has his hair down, blows a kiss saying something. (Same
for some other characters) He then puts his hair back up. His
taunt also becomes him blowing a kiss going "hmph".
VS Balrog: Same intro with other pretty/female characters.
1.7: Defeat
-----------
Knock Out: "Otousan, gomen!" ("Father, sorry!")
VS Benimaru: He does his kissing taunt animation and says something like
"That was fun, LADY."
VS Yamazaki: He does his sand kick win pose but says something in his
high pitched voice.
VS Balrog: He throws a rose. (Same for other females)
Draw/ Time Out: Puts her left hand to her forehead then puts both hands on her
knees while looking down. Similar to dizzy animation.
1.8: Taunt
----------
You can taunt as often as you like. Taunts leave you momentarily vulnerable
and can't be cancelled once started. On some modes, taunts will power up the
opponent's gauge, quite a chunk too.
Taunt: Yuri's original chouhatsu! She makes a face then bends over and slaps
her bum saying "kochi kochi!". ("here here!")
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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. Move: Ko'ouken
English: Sparkling Tiger Fist
Quote: "Ko'ouken!" (Sparkling Tiger Fist!)
| \ -O + P
O O
Effectiveness : OOOO-
Description:
Yuri steps forward, and does a medium size pink fireball with her fist.
The stronger the punch attack, the further the range although the
differences between each version isn't much. The range at most is about
slightly less than half screen.
Purpose:
The fireball is best used at it's full range for the version selected or for
finishing a typical combo. The fireball is formed as she begins it therefore
there's no chance of it being formed behind an opponent when done too close,
as in previous incarnations. Also, unlike in previous incarnations, she steps
out the exact amount of distance for each version.
Using it as distant anti-air is possible, but not the best way to use it. It
hits both standing and crouching opponents but can be blocked standing or
crouching as well.
As it is a "normal fireball", it will only negate other "normal fireballs",
like Ryu's Hadouken but will not negate "big fireballs" like Ryo's
Haoushoukouken. For negating other people's fireballs, use the LP version
since it will come out faster and the ending lag is lessened.
Notes:
Best used when at the selected version's maximum range or as a typical
combo finisher.
________________________________________________________________________________
2. Move: Yuri Chou Upper (Kuuga)
English: Yuri Super Upper (Air Fang)
Quote: "Chou Upper!" (Super Upper!)
-O | \ + P
O O
Effectiveness : OOOO-
Description:
An anti-air uppercut. Yuri travels more horizontally and more vertically the
stronger the punch used. Since she's in the air as soon as the move is
executed, nobody can throw her out of it's beginning stages (as in other
incarnations).
The MP and HP version hit twice when close. Very good offense against an
opponent's autoguard since autoguard can only stop one hit. All versions knock
down the opponent in this game.
The HP version has an optional add-on finisher for extra damage. All of them
have decent priority as an anti-air attack but also have large ending lag.
Purpose:
The HP version should be used in combos since it has the finisher.
Avoid the attack being blocked at all costs. If you are able to hit with this
move close or inside a combo, you should be able to hit the opponent at point
blank range. At point blank range the upper should hit twice and the finisher
will work smoothly.
The LP version should only be used as a late, instant anti-air for an opponent
nearly on top of your head. Even with the almost instant hit and faster
recovery, the range is weak, as is the damage. You can also use the LP version
as a wakeup attack only when you know that the opponent will get hit by it.
Notes:
The HP version obviously leaves Yuri slightly more vulnerable if whiffed
than the weaker versions, but the extra damage you can get with the finisher
is worth the small risk you would be taking anyway when it comes to combos.
You can still do the finisher if you missed hitting with the HP version,
quite fun and confusing to opponents.
________________________________________________________________________________
3. Move: Double Yuri Chou Upper (Ura Kuuga)
English: Double Yuri Super Upper (Reverse Air Fang)
Quote: "Double!" (its just in a thick accent!)
-O | \ + HP (after HP version of Yuri Chou Upper)
O O
Effectiveness : OOOOO
Description:
A pretty looking finisher for the HP version of the Chou Upper.
Purpose:
It's 5/5 because it's a little damage FOR FREE! That is if you connected with
the HP version of the Chou Upper.
When you use it alone for the heck of it, it's just another neat looking
uppercut with fairly good priority and hits twice on standing opponents. 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, it also has huge
vertical range.
Notes:
To execute this right, perform the motion any time after the second hit of
the Chou Upper, but not after Yuri lands. It's called reverse since she's
facing the opposite direction from the Chou Upper.
________________________________________________________________________________
4. Move: Hyakuretsu Binta
English: Hundred Slaps
Quote: "Konno!" (Why you..!)
-O \ | / O- + K
O O O
Effectiveness : OOOO-
Description:
A running attack. If it hits, Yuri grabs the opponent and slaps
him/her. Yuri's original multihitting trademark attack.
Purpose:
The move has some priority over various attacks. Can be used as a means
of closing distance between you and the opponent. But the ending lag is too
large to be 100% safe. The HK version covers just less than half of the
screen and weaker kicks mean less distance. Even if she seems to run more
than that much, it wont connect because she's sliding forwards with end
lag. The only times it would connect are when she has her hand out.
All versions are blockable and have a little end lag but it is combable and
she runs hella fast this time, including a near instant startup. Depending
on which version you used Yuri will do 5, 7 or 9 hits. When blocked, Yuri
will bounce off the opponent a little.
Notes:
Even with some priority, she still can be hit out of it easily because you
can see it coming. She could get punished badly if she misses.
________________________________________________________________________________
5. Move: Raiouken
English: Sparkling Thunderbolt Punch
Quote: "Raiouken!" (Sparkling Thunderbolt Punch!)
| \ -O + K
O O
Effectiveness : OOO--
Description:
Yuri jumps straight up then throws a small round ball at the opponent that
travels quite slowly. It makes a little geyser when it reaches the ground.
Purpose:
You should use the HK version at it's full distance but since she stays in the
air for a long time after she has shot the ball, it's easily punishable if
blocked or missed.
It will negate certain projectiles if timed. But all versions have large
ending lag and the ball travels very slow, don't count on it. It also doesn't
knock down and Yuri's recovery takes a while.
Since it travels very slow, hitting is rare. But if someone got hit by it, you
can tack on something afterwards! Like a Hyakuretsu Binta or her super move!
I've yet to try more things out, so far I know I can get a jump attack in,
but not much else afterwards (because you're pushed too far).
Notes:
A very risky move, use it timed and at it's full distance always. The mini
geyser isn't as tall as it was in KOF 94/95 but is still something, meaning
it can hit opponents!
________________________________________________________________________________
6. Move: Saifa
English: Smash Wave
Quote: "Saifa!" (Smash Wave)
| / O- + P
O O
Effectiveness : O----
Description:
Yuri puts her hands in front of her and makes a small barrier that negates
normal fireballs.
Purpose:
To negate fireballs when late, I guess. Only use it as that purpose at full
screen length though. It has a bit of lag but starts up pretty quick. But not
quick enough, cause its not even comboable.
Notes:
The best incarnation of this move was in KOF 94 and 95, why it's in this
game and useless like this, I don't know..
2.2: Super Moves
----------------
These tend to decide who wins the match. Super Moves do a lot of damage and
are usually comboable. Now in CvS2 Yuri has three versions for each move
depending on how you chose to execute it, this depends on your Groove too.
________________________________________________________________________________
1. Move: Hien Hou'oukyaku
English: Flying Phoenix Kick
Quote: "Hien Hou'oukyaku!" (Flying Phoenix Kick)
| \ -O \ | / O- + K
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. In the strongest version she adds a Raiouken. Known as Yuri's
original super move.
Purpose:
All versions seem to run about 75% of the screen. No matter what, once she
touches the opponent she runs up the opponent. If blocked it wont do hella
ticks as in other games, she'd only do one tick and bounce off the opponent
like in Hyakuretsu Binta. She runs really fast in this one as well. AFAIK this
is the first time its ever easily comboable.
Notes:
Not that safe to use and must be done at about half screen or less for the
chance to hit with it. Depending on what version used, Yuri will do 9, 13 or
18 hits.
________________________________________________________________________________
2. Move: Hien Rekkou
English: Flying Swallow Violent Pierce
Quote: "Yuri.. Chou Reppa!" (Yuri.. Super Violent Break!)
| \ -O | \ + P
O O O O
Effectiveness : OOOO-
Description:
Yuri charges it then does 3 of her uppers (Chou and Double) in a row. On the
level2 version she does 4 and on the strongest version she does 5. Originally
known as a parody of Ken's or Sakura's uppercutting supers.
Purpose:
Not an anti-air super at all. It must be used on a standing opponent. Yuri gets
lots of horizontal range the stronger the version used, and the strongest goes
full screen (although it wont hit as much at that length).
If the super is blocked, you're in trouble (the tick damage isn't worth it)
because Yuri has yet to come back down to where she will easily get pounded on.
Opponents can react and counter in between uppers, but this is rarely gonna
happen, much less work. Easily comboable!
Notes:
Depending on which version used, Yuri will do 4, 5 or 6 hits.
________________________________________________________________________________
2. Move: Haohshoukouken
English: Supreme King Flying Roaring Fist
Quote: "Haoushoukouken!" (Supreme King Flying Roaring Fist!)
-O O- / | \ -O + P
O O O
Effectiveness : OOOO-
Description:
Yuri gathers her energy then throws a big pink fireball that goes across
the screen at full speed.
Purpose:
A big old projectile doing lotsa damage. Can be easily dodged/rolled through
and countered since she sticks herself out alot and has startup. Hits both
crouching and standing opponents and can be blocked while standing or
crouching. It will pass through small projectiles, negating them and
continuing (I think it loses a hit if it negated one, not sure). It's
also comboable!
Notes:
There's very little difference in speed depending on what level or button
is pressed. It does 2, 3 or 5 hits when it connects, depending on version.
2.3: Normal Moves
-----------------
Merely press a button 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 LP (weak punch)
Cancellable.
Can be blocked standing or crouching.
Effectiveness: OOO--
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 cancel and combo off of. Its
range is less than average for a far standing LP and if close she can link on
one more LP if you dont want to cancel into something. It also can be used as
a fast normal attack to stuff certain other moves out, since its easy to time.
_____________________________
Close Standing LP (weak punch)
Cancellable.
Linkable into another normal.
Can be blocked standing or crouching.
Effectiveness: OOO--
Yuri does something like an elbow attack and her attacking arm is is at
a right angle. Her other arm is at the same position as the far LP attack.
_________________________
Crouching LP (weak punch)
Cancellable.
Linkable into another normal.
Hits low and hits standing or crouching opponents.
Can be blocked standing or crouching.
Effectiveness: OOOO-
Yuri does a straight, fast karate type punch like the standing LP, cept
she's crouching. She can cancel this thing into just about anything and
chain with it easily, does light damage.
_______________________________________
Jumping up/away/towards LP (weak punch)
Cancellable.
Effectiveness: OO---
An air punch. Short range, angled downwards a little. Has a small hit frame,
does little damage and is must be cancelled from quickly.
___________________________
Far Standing LK (weak kick)
Super cancellable.
Hits high and misses some crouching opponents.
Can be blocked standing or crouching.
Effectiveness: OOOO-
Has average vertical and horizontal range to stuff attacks and is a good
poke attack. As before, she still has decent recovery from this and kicks
higher than in other games. It can be used to stuff people from jumping
up towards when they're near you but must be done early. Best cancelled
into her Hien Hou'oukyaku.
_____________________________
Close Standing LK (weak kick)
Linkable into another normal.
Cancellable.
Hits low and hits standing or crouching opponents.
Can be blocked standing or crouching.
Effectiveness: OOO--
Yuri steps on her opponent's foot. Has small range, and it 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 LK
attack becomes a low hitting attack, this can come in handy, so you can
cancel it into something.
________________________
Crouching LK (weak kick)
Linkable into another normal.
Cancellable.
Hits low and hits standing or crouching opponents.
Must be blocked low.
Effectiveness: OOOO-
Yuri does a short ranged kick that goes along the floor. It can be linked into
low LP attacks.
______________________________________
Jumping up/away/towards LK (weak kick)
Cancellable.
Effectiveness: OOOOO
Yuri does a short, mostly horizontal ranged Jumping kick. This move does small
damage and the hit frame lasts in the air for a while. The hit frame is her
whole foot, leg and other leg. What's great about this attack is that it's
easy to crossup with, and you can use it early in the air because the hit
frame lasts long.
______________________________
Far Standing MP (medium punch)
Not cancellable.
Can be blocked standing or crouching.
Effectiveness: OO---
A new move, Yuri does a karate type punch with her arm bent and angled. Its
range is as much as the standing LP, looks like one of Sakura's. Not
particularly useful.
________________________________
Close Standing MP (medium punch)
Cancellable.
Can be blocked standing or crouching.
Effectiveness: OOO--
Yuri does something like an upwards slap, it may seem to have little horizontal
range but it has enough. Easily cancellable.
___________________________
Crouching MP (medium punch)
Cancellable.
Hits low and hits standing or crouching opponents.
Must be blocked low.
Effectiveness: OOO--
Yuri does a punch towards the ground, looks similar to one of Sakura's. Easily
cancellable.
_________________________________________
Jumping up/away/towards MP (medium punch)
Cancellable.
Effectiveness: OOO--
Same as the jumping LP but easier to cancel from.
_____________________________
Far Standing MK (medium kick)
Not cancellable.
Can be blocked standing or crouching.
Effectiveness: O----
Yuri does a short kick pointing her foot towards the ground, very little
horizontal range on this and sorta slow. Also looks similar to one of Sakura's.
_______________________________
Close Standing MK (medium kick)
Cancellable.
Can be blocked standing or crouching.
Effectiveness: OOO--
Yuri knees the opponent in the mid section, similar to her original close
standing D attack. Easilly cancellable.
__________________________
Crouching MK (medium kick)
Super Cancellable.
Hits low and hits standing or crouching opponents.
Must be blocked low.
Effectiveness: OOO--
Yuri goes on one foot and kicks straight ahead, similar to one of Sakura's.
Easily cancellable into a super.
________________________________________
Jumping up/away/towards MK (medium kick)
Cancellable.
Effectiveness: OOOO-
A really good jump attack IMHO. The hit area is her whole outstretched leg
and its easy to cancel from.
_____________________________
Far Standing HP (strong punch)
Not cancellable.
Hits high and misses some crouching opponents.
Can be blocked standing or crouching.
Effectiveness: OOO--
Yuri does a straight punch she steps into. The range is increased since
she steps forward but the lag time before and after this punch is fairly
visible.
_______________________________
Close Standing HP (strong punch)
Cancellable.
Hits high and misses some crouching opponents.
Can be blocked standing or crouching.
Effectiveness: OOO--
Looks like one of Yuri's close C attacks from a KOF game. Yuri does a sort of
uppercut-like punch towards the opponent. Easily cancellable.
__________________________
Crouching HP (strong punch)
Cancellable.
Hits low to high and hits crouching opponents.
Can be blocked standing or crouching.
Effectiveness: OOOO-
Yuri does the traditional crouching strong punch uppercut. It hits mostly
vertically. Can be used as a late anti-air attack. A good ground combo attack
starter since the hit frame lasts a long time, right from the beginning of it.
Also has lots of lag if blocked, so always cancel!
___________________________
Jumping up/away/towards HP (strong punch)
Cancellable.
Effectiveness: OOO--
Yuri does a fisted attack angled downwards. The range is small and the hit
frame lasts for a short time. Use them when you're right on top of the opponent
if you think using a kick will go past the opponent. Good in air-to-air fights,
but during then, her throw is much better.
____________________________
Far Standing HK (strong kick)
Not cancellable.
Hits high and misses some crouching opponents.
Can be blocked standing or crouching.
Effectiveness: OOO--
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 MK is almost as good. Yuri's Standing HK has the most horizontal
range out of all her standing attacks.
_______________________________
Close Standing HK (strong kick)
Cancellable.
Hits high and hits crouching opponents.
Can be blocked standing or crouching.
Effectiveness: OOO--
Yuri knees her opponent in the midsection. The lag time before and after
are larger than the close MK, even if its the same move.
__________________________
Crouching HK (strong kick)
Cancellable.
Hits low and hits standing or crouching opponents.
Must be blocked low.
Effectiveness: OOOO-
Yuri trips the opponent. It's a really good attack especially since it's
cancellable. The range is average, This sweep~ also has the most horizontal
range out of all Yuri's crouching attacks.
________________________________________
Jumping up/away/towards HK (strong kick)
Cancellable.
Effectiveness: OOO--
This is a new kick, angled downwards alot in this game. At first I didn't
like it that much, as the timing for comboing with it was awkward. With
a little experimenting you should soon get it. I think its worse than her
original jumping strong kick cause the hit area is smaller and lasts for
a shorter time.
2.4: Command Moves
------------------
1. Move: En Yoku
English: Swallow Wing
-O + MK
Effectiveness: OO---
This is Yuri's original command attack aka butt attack.
Yuri faces the other way and hops backwards into the opponent, hitting the
opponent with her bum. This is a somewhat useful overhead. Even with the short
range it has, the speed it takes to come out and the decent recovery makes it
worth your while using. The damage it deals is small but it is so easy to
land it often. She goes off the ground for a short time, so command throws
cannot get her while she's in the air at that moment. This move does not
knock down by the way, making Yuri very open to retaliation even if it hits.
Great when used on opponents who are getting up, but you must be fairly close
to them before using it.
2.5: Throws
-----------
________________________________
1. Move: Oni Harite
English: Demon Hand Slap
-O or O- + HP
Effectiveness: OO---
Yuri grabs the opponent and does one slap that sends the opponent
in the direction you pressed. Can be escaped out of and safe fall
out of.
____________________________
2. Move: Bi. Silent Nage
English: Beautiful Silent Throw
-O or O- + HK
Effectiveness: OOOO-
Yuri does her original comma style throw. Like in her old incarnations,
she grabs the opponent, bounces on the floor as she threw him/her, does
her old Rai'ouken startup animation then land doing her powerup pose, which
was kinda cool and silent (the silent powerup).
The opponent is tossed over Yuri to the other side, this can be escaped but
can not be safe fall out of. The Silent Throw also does slightly more
damage than the Oni Harite.
________________________________
3. Move: Tsubame Otoshi
English: Swallow Drop
in the air: any direction except for up + HP
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. Pretty good priority on this one. Yuri drops the
opponent on the general right/left direction you pressed as well.
2.6: Vitality, Dodging, Rolling
-------------------------------
Vitality: Yuri has 13600 points. Its less than average because she's in
the group of small and weak characters.
Charge: Yuri does her powerup saying "Okou temo!". (not sure)
Dodge: Yuri does something similar to her original dodge.
Dodge, P: Yuri does something like her close HP attack, it's cancellable
and doesn't knock down the opponent.
Dodge, K: Yuri does something like her far HK attack, its not cancellable
but knocks down and has huge reach.
Normal Roll: Yuri's roll is ranked C, meaning slightly shorter than average.
It has 21 invincible frames, 3 are not invincible, 24 frames in
total.
Safe Landing: Same as her normal rolls but she says "otto!".
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. Her small jumps also travel quite slowly.
Run/Hop: Yuri runs pretty close to the ground, similar animation to Hien
Hououkyaku. Yuri's backwards hop also leaves the ground and the top
part of her body is angled away, it seems safer than other
character's backwards hop frames.
2.7: Combinations
-----------------
Some combos wont work if you are in certain modes because you push the
opponent away too much in the normal attacks. Many of these are changeable.
Yuri's standing/crouching LP, LK are also linkable and interchangeable.
Just about anything works with her this time! The major change is that she
can't link as many low/standing LPs and LKs. IMHO it was to avoid the old
infinite from happening.
I haven't found anything super grAte yet with A groove but if I do, I'll post
it. I will just say that unlike other characters with command attacks, her
butt attack isn't great in that mode. The only change is it being cancellable
INTO, but not out of. I really don't like A Groove for Yuri cause the damage
is so small.
- the following combos can begin from the ground without the initial jump-in
Jumping P/K (cancellable), Crouching/Standing LP/LK x2, hcb+K
Jumping P/K (cancellable), Crouching/Standing MP/HP, hcb+K
Jumping P/K (cancellable), Crouching/Standing LP/LK x2, qcf+P
Jumping P/K (cancellable), Crouching/Standing MP/HP x2, qcf+P
Jumping P/K (cancellable), Crouching/Standing LP/LK x2, dp+HP, dp+HP
Jumping P/K (cancellable), Crouching/Standing P/K (cancellable), dp+HP, dp+HP
*Jumping P/K (cancellable), Crouching/Standing LP/LK x2, f, hcf+P
*Jumping P/K (cancellable), Crouching/Standing MP/HP, f, hcf+P
*Jumping P/K (cancellable), Crouching/Standing MP/HP, qcf, hcb+K
*Jumping P/K (cancellable), Crouching/Standing P/K (cancellable), qcf,qcf+P
*Jumping P/K (cancellable), Crouching MK, qcf,qcf+P
*Jumping P/K (cancellable), Crouching MK, qcf, hcb+K
*Jumping P/K (cancellable), Crouching MK, f, hcf+P
- the following combos must be without a jump in
distanced qcf+K, follow up with qcf,hcb+K/hcb+K/etc..
- the following are crossup combos
crossup LK, crouching P, dp+HP, dp+HP
crossup LK, crouching P, hcb+K
crossup LK, crouching P, qcf+P
*crossup LK, crouching P, any super
*crossup LK, crouching LK/LPx2, any super
*crossup LK, crouching MK, any super
- the following only works on big opponents
crouching/standing LP x2, dp+P
- random interchangeable links
standing LP/LK, crouching LP/LK x2
- C Groove super combos
*anything into f,hcf+P, qcf,hcb+K
*anything into qcf,qcf+P, qcf,hcb+K
*anything into f,hcf+P, qcf,qcf+P, qcf,hcb+K (unrealistic)
- A Groove custom combo possibilities
*anything into dp+LP (as many as you can), anything following
*anything into qcb+P (as many as you can in corner), anything following
*anything into hcb+K, (cancel on last slap) qcf,hcb+K
2.8: Win Poses
--------------
These seem to be random and some come more often than others.
Original: Yuri cools herself off with her shirt, remembers the 'audience'
watching, and says "nn?" then turns to the screen saying "Yoyutchi!"
while doing a thumbs up pose. ("That was hella easy!")
Dan fan: Yuri mimicks Dan's original winpose which was originally mimicking
her's! She says "Yoyutchi, natsuke!" like him. ("That was easy,
I won!")
Victory: Yuri tightens her belt then does the victory sign with both hands to
the screen saying "Yaarii!".
Finest: Gotten in a "Finest KO" Yuri's original "perfect" winpose, where she
tightens her belt but it ends up loosening the shirt and she falls
to her knees to cover up saying "Mou, saitei!" ("Not again, it's
the worst!")
================================================================================
3.0: General Strategy
================================================================================
3.1: Overview
-------------
I won't tell you how to use Yuri, but IMHO I believe S is the best
Groove for her. It comes natural, being that she's from AOF as well,
although this groove seems very KOF95-esque in my humble opinion.
With Yuri I rarely need rolling, dashing, air blocking or "safe falls"
(aka get back on your feet after you've been knocked down).
In S Groove you can POW up (HP+HK) whenever you like, and its also
automatically charged when hit or blocking. Like in AOF or certain
KOFs, once on MAX you can do your super. If you're almost KOed and
on MAX, the super becomes a level 3 version.
There's no level2 supers on this mode which is fine by me, since
Yuri doesnt have a pressing need for it (that I've discovered) yet.
MAX mode lasts for 16 seconds until it wears off. When in it Yuri
does more damage than usual on her moves, but opponents are also
pushed away more easily with each successive hit. So I believe many
typical combos with strong attacks will not work on that mode.
The most useful feature of this mode is that you can do unlimited
level 1 supers when almost KOed. Also, your supers are more damaging
than in other Grooves. This comes in handy for Yuri, lots of fun with
multiple Haoushokokens and tons of scary tick action with her Hien
Rekkou. Since its fairly easy to miss her supers outside of combos,
this is fun!
Other all around decent modes for her would be C or N. She simply
needs alot of mobility to keep moving in closer. Although her roll
isn't great, rolling is still a pretty good means of closing distance
in CvS2.
3.2: Ranges and Zoning
----------------------
Yuri's optimal range is either right in the opponents face, or less than
half screen away from the opponent. At less than half screen, Yuri has her
Hyakuretsu Binta, Raiohken, Kou'ouken and alot of decent poke attacks in
her arsenal, plus its easy to time a jump in for a crossup.
At full screen range the only fun I can think of is when in red and almost
KOed, chucking Haoushokokens. She doesn't have anything that goes full
screen aside from that and her maxed Hien Rekkou.
I personally like being close to the opponent. Although this makes me
want to choose a mode with roll to close in some distance, rolls aren't
very good in this game because you're open on the way out of them.
3.3: Mind Games
---------------
Also under construction, right now the most mind-gamey moves Yuri has are her
En Yoku (butt attack) and her Double Chou Upper. Hien Rekkou often catches
people off guard because of the amount of uppers varies, and distance
travelled.
3.4: Punishing Mistakes
-----------------------
This is under construction but for now I'd like to leave a note on using her
Hyakuretsu Binta as something in retaliation to a missed attack when the
opponent is far. It starts up so fast and travels even faster. If the opponent
is more closer, a Hien Rekkou gives some good instant lovin' too.
3.5: Odds and Ends
------------------
- Early Japanese players found Yuri to be "good" in CvS2 and I saw
why on my first impressions as well. She's not great, but she's alot
more better than she was in CvS1. I think the speed of the running
slaps and alot more comboability all around is what added to it.
- Yuri's "Silent Nage" throw is not "silent" in this game cause she actually
makes sounds (her attack samples)! Same with King's "Silent Flash" super.
Weird.
- Yuri had an infinite in CvS1Pro which is pretty much 2 small standing
weak punches linked then cancelled into her weak Chou Upper, repeat.
Works in the corner and best on big opponents. Not in this game cause her
weak Chou Upper knocks down and her weak punches push her back more.
================================================================================
4.0: Closing Acknowledgments
================================================================================
4.1: Credits
------------
This guide would not have been possible without the following:
- Capcom and SNK
For making an awesome game!
- My brother Silver
For getting the game so fast!
- Ultima (
[email protected])
For reminding me of Yuri's "Finest KO" winpose and some A groove ideas
- Chris MacDonald aka Kao (
[email protected])
For correcting me on Yuri's super cancellable normals, Silent Nage's new
official name and various intros and defeats and the PPP/KKK colors and
other numerous thingies.
- Phil T. (
[email protected])
For correcting various typos and suggestions for additions.
- JackTheFob, Jotaro (shoryuken.com forums)
For roll and vitality infos.
- Kibagami (
[email protected])
For some new Yuri quote infos.
- You, for reading!
If you have any contributions, do send! I'm too Yuri-ed out at the moment!
4.2: Version History
--------------------
v0.1 September 16, 2001, started typing random stuff.
v0.2 September 17, 2001, a few more combos added.
v0.3 September 20, 2001, more various additions.
v0.4 September 21, 2001, added some C and A groove combos.
v0.5 September 30, 2001, lots of new additions.
v0.6 October 6, 2001, more various additions and changes.
End of Guide v0.6