It's me again! I was playing KOF EX2 again and thought: "Hey, I hardly play
Yuri." So I have practiced with her quite a bit over time and found her to
be a versatile character.
She has the weird ability to morph two of her moves in to other moves. This
is actually pretty handy for mixing up moves. And it's always cool to see
your friend's face when you smack him with a girl!
It's Takuma's daughter, what did you expect?
Why chose Yuri:
-Morphing moves is cool!
-Good all-round moves set
-Because you want to play someone else for a change.
Fighting Style: Kyokugen Karate
Birthdate: December 7
Age: 20
Country: Japan
Blood Type: A
Height: 168cm
Weight: 54kg
Hobbies: Karaoke
Favorite Food: Mild curry rice, pickled plums (homemade), sake-
less soup
Mastered Sport: Softball
Prized Things: Her friends, and her pearl earrings inherited from
her mother (Ronnet)
Dislikes: Octopus, people who look like an octopus, and
spineless men
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3. Game mechanics [GME]
--------------------
|Basic commands: |
|------------------|
|UP = Jump |
|DOWN = Crouch |
|RIGHT = Walk right|
|LEFT = Walk left |
| |
|A = Strong punch |
|B = Weak punch |
|L = Strong kick |
|R = Weak kick |
--------------------
----------------------------------
|Advanced commands: |
|--------------------------------|
|RIGHT, RIGHT = Hop right |
|LEFT, LEFT = Hop left |
|R+B = Knock-down attack|
|LEFT+R+B = Dodge-roll left |
|RIGHT+R+B = Dodge-roll right |
|L+B = Striker |
|L+R = Master-mode* |
|(* = unlockable) |
----------------------------------
This is a attack which, if it connects the opponent gets knocked down
(hence the name). It can be useful if you want to create some space. In can
also be done while in mid-air.
-----------------------------------------------------------------------
Dodge-roll:
The dodge-roll is a excellent tool too evade some serious damage. You
basically chose the side you want to roll to and as long as you roll you
invincible to everything but throws.
-----------------------------------------------------------------------
Striker:
This is pretty neat. In the lower corners you see the picture of your next
character in line and a number of colored dots. For every colored dot you
can call in a teammate to cut in for a attack. After he hits (or is blocked
or dodged) he splits again.
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Stock, Desperation moves and MAX:
Ok, under your health bar there is a bar, which fills when you get damage,
dish it out or do a special move. When this bar is filled one the slots
below is filled and the bar is empty again. The filled slot is called
stock.
What can you do with stock you ask? Well, you can do Desperation Moves.
These moves do very much damage and look insane to boot. Yuri's DMs take
out about 1/3 health bar. That's not too shabby.
When you hit three stock the stock meter says MAX. This means you can
unleash a Super Desperation Move. This drains ALL your stock, which is a
hefty price. The move is obviously pretty damaging, but not as such that a
price of three stock is valid. In fact, you do more damage with 3 DM than
one SDM, which is a shame.
-----------------------------------------------------------------------
Master system:
When you have finished the game a couple of times, you'll gain experience
and eventually hit "Master Orochi". This means that you gain the ability to
activate the Master-mode. While in this mode your stock will slowly drain
and you can pull off as many DM as you want. Personally, I hardly find it
useful.
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4. Moves [MVS]
Yuri is a pretty odd character. She got two moves that she can morph in
others. This is pretty useful for some surprise-attack. Yuri also has a
good offensive moves and some anti-air with a follow-up! All in all, she is
a pretty strong choice.
Uses: Yuri's poke... It isn't all that great. This is mainly due to it's
limited reach. If you want to poke try the weak kick instead. You won't be
sorry!
Grade: 3.5
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Close standing weak punch (B near opponent)
Explanation: Yuri throws a straight punch, putting her whole bodyweight in
it.
Uses: A good all-round move. It has good damage and speed. The range is
kind of limited, but not halve as bad as with the jabs. Does more damage
than the kicks, so it is a trade-off
Grade: 7.0
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Close standing strong punch (A near opponent)
Explanation: Yuri holds back a bit, then punches, unleashing a flames in
front of her. It looks like a fireball but it stays stationary.
Uses: This is pretty useful. It can be used as a shield, since it has a
pretty wide area of effect. It has the same properties as a fireball, so it
counters fireballs too.
Grade: 7.0
Conquest Crusher
--> with charging A/B
Explanation: Yuri holds back again, then instead of punching, goes in a
other stance for second and finally releases a large fireball.
Uses: This is cool; morphing your moves! It's a good thing because some
people might dodge-roll right into this. It travels very quickly and does
hefty damage. It has some lag though, due to the fact that you have to
charge it, so use with some caution. Ow yeah, did I mention it's PINK! :S
Grade: 7.5
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Yuri Super Knuckles (Dwn, Dwn+Bkw, Bkw+A/B *chargeable*)
--> without charging A/B
Explanation: Yuri balls her fist and spin for halve a second, then flies
towards the opponent with her burning (blue fire is still better than pink)
fist extended.
Uses: This is your assault tool. It come out fast, has good priority over
most moves and travels pretty far (depending on which button you use). The
damage is decent. Good all-round!
Grade: 7.0
--> with charging A/B
Explanation: Yuri winds up her fist in an attempt to hit the opponent
multiple times and then continues as with the burning punch.
Uses: This is an oddball of a move, but it can be handy though. Make sure
the opponent is up close when you pull it of. If it connects, it connects
two hits before pushing the opponent back. Release the button on the second
hit for a 3 hit rush. Do to the charge-time it has minimal lag, so watch
yourself.
Explanation: The dragon punch! For those unfamiliar with the term (umpf...
never played a fight-game?) that's when Yuri lunges in the air and punches
at the sky.
Uses: Yuri's anti-air tool. No doubt, this is a great move. It has good
priority, damage and can be followed up for an extra hit. If you got an
opponent hopping around, then this is your best friend. Useless for
standing opponent, you have to be to close and there are better moves for
standing combat.
Explanation: Does the same move as above, only this one hits ones
Uses: To add extra damage! It's that simple. If you get some free damage,
go for it, right? Learn to time it right. Trust me, you will not regret it.
Grade: 8.0
---------------------------------------------------------------------------
Rai Oh Ken (Dwn, Dwn+Frw, Frw+L/R)
Explanation: Yuri jumps in the air with her arms raised, then pauses in the
air, firing a energyball diagonally.
Uses: This is a solid move. It travels about half a screen with the R-
version and a quarter of screen with the L-version. Which is not that far
BUT... it is fired from mid-air. This makes a big difference! Instead of
dodge-rolling, you jump up and fire at them. Fireballs can be countered
easily with R. Charging moves with L.
Grade: 8.0
---------------------------------------------------------------------------
Yuri Super Kick (Dwn, Dwn+Bkw, Bkw+L/R)
Explanation: Yuri leaps towards the opponent, pulling off a whirlwind-kick.
It's path is slightly arced.
Uses: This one is not that great. It comes out slow and misses most small
characters entirely. This makes it near to useless. It decent damage, but
is almost always blocked, so that doesn't really matter. Don't use it!
Explanation: Yuri pauses for a split second, then dashes to the opponent.
If it connects, Yuri grabs the opponent and smacks the opponent in the face
VERY FAST. With the final hit, the knocking the opponent away.
Uses: It's decent. It travels fast, but blockable. This means you should
use it sparingly, just to mix up the moves. It does have a long lag, so it
can be punished heavily. Be cautious!
Explanation: Yuri dashes towards the opponent. If it connects, yuri
literally walks all over the opponent... No really, she does! Twelve
painful steps. ;-)
Uses: Well it looks cool! And it is pretty good too. It comes out really
fast. You should keep in mind that you do this no further than half a
screen away. It will get blocked beyond that.
Explanation: Yuri does three Yuri Chou Uppers, that all hit multiple times.
This 11 Hit rush looks really painful.
Uses: This one rocks! Where to begin? It hits both aerial and standing
targets, but should not be used as anti-air. It comes out near instantly
does about a third of health bar of damage. It hardly has lag, making it
tricky to counter.
Super Desperation Moves [SDM]
---------------------------------------------------------------------------
Flying Phoenix Kick MAX (Dwn, Dwn+Frw, Frw, Dwn+Frw, Dwn, Dwn+Bkw, Bkw+L+R)
Explanation: Yuri does the same thing again for 16 hits rush ending with a
hook-kick. The opponent flies through the air, before being hit by Yuri
with a hammer-punch! Evil looking.
Uses: Yes it's evil looking! But do you want to waste your stock on that?
No! It doesn't do enough damage for what your investing in it. Stick to the
DMs instead!
Explanation: Yuri does a nasty looking forearm-punch, dazing the opponent
for a full second. She the does a incredibly painful uppercut, flinging the
opponent high through the air.
Uses: This one has the same problem. It's sad, but true. It does slightly
more damage, but it's not enough to save the move.
Ok, so you want to play Yuri? Than there is one thing you NEED to do and
that is play aggressively. You are going to need to keep the pressure high
and force mistakes. Super Knuckles is a good move to do this. If you next
to your opponent you might as well charge it, right?
Tiger Flame Punch is another good one, especially since you can charge it
to a Conquest Crusher. Be careful, the lag on that last one might get you
some hits in the face if your opponent dodges it. Now combo these moves
with jump kicks and crouching kicks.
Now, because you keep the pressure up he is going to make mistakes, which
should be counter by... Rai Oh Ken! That move works wonders for annoying
opponents when they pulling of moves at inappropriate times.
Finally, you'll get a gauge filled and you will be able to pull of a
Desperation Move. Go for the HIEN REKKOU!! Let it rip and forget about the
fact that there are Super Desperation Moves all together.
Now go out there and kick some ass!
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6. Copyright [CPR]
This FAQ is under copyright. Only GameFAQs can host it. Deal with it!
Further more; I'm in no way responsible for Yuri or KOF.
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7. Thanks-n-other [TNO]
Me for writing this!
CJAYC, for being a gracious host.
Everybody that I know for backing me.
And of course Marvelous for bringing a good sequel to shaky game.