
Yuri grabs and then flips backward while tossing the foe.Yuri doesn’t get much off it since the opponent can tech it. Yuri grabs and then slaps the foe away a short distance.Great to use as an aerial poke, air-to-air or pressure tool as it inflicts heavy blockstun. CD: Jump normal with insane range but lengthy startup. Not super useful in her neutral game due to range. She doesn’t get too much off it mid-screen, though in the corner it can lead to damaging juggles. It tends to only connect if Yuri is standing right in front of the foe. CD: Yuri does a slap with VERY short range. As a cross up, it’s one of the best in the game due to its range and Yuri’s jump arc and is very easy to land. Makes a good air-to-air, ground-to-air and cross up tool. Can be done very late during Yuri’s jump and still connect, making it a good mixup tool alongside cr.B and her 1-frame command throw. An incredible air normal with great range, damage, hit and blockstun. Range is about the same too, and it whiffs on most crouching characters. Good to use as a quick jump-in since it combos into her heavy normals easily. Good to use a poke for a quick knockdown or to end blockstrings. D: A sweep with very good range for a Yuri normal. Only knock on it is the range is mostly vertical and tends to whiff if Yuri is too far from the opponent. cr.C can be linked into by a number of her light normals, making it one of her best tools. As an anti-air, it can be canceled into Houyoku which in turn can be canceled into Tsubame Otoshi for a highly damaging answer to jump-ins.

It’s also an excellent normal to use to frame trap. This move has 3-frame startup and makes an excellent anti-air or combo tool. Not special cancel-able but chains into st.B which is. Can be used in the same ways cr.A can while also being a very good hit confirming and combo tool. Has more range than cr.A and is only slightly less positive. Chains into itself and her other light normals. Incredible pressure, frame trap and tick throw tool due to being +3 on block. Useful after jump ins and during MAX Mode combos where needing the speed of cl.C isn’t an issue. Very fast and incredibly useful for mixups and hit confirms off cr.B. B: A standing low that like cl.A is +1 on block. Like st.A, it is nice for close range pressure. Whiffs on a majority of crouching characters. Also useful to throw out to cancel into damaging MAX Mode combos. It’s also good in combos since it’s special cancel-able and chains from most of her other light normals. Has short range like a lot Yuri’s normals though still very useful at close range in order to pressure or even tick throw. Her flaws include short ranged normals and a slight execution barrier, but she is a solid addition to anyone’s team. Yuri, due to her damage output and ability to build meter, can realistically be used at any position. She is also one of the few characters to possess a 3-frame normal (cr.C), which is ideal for combos and frame-trapping. Pressure normals such as st.A, cr.A and cr.B also help to open up the opponent up.

Her overhead is a bit unorthodox compared to the rest of the cast but still very useful and can lead to damaging MAX Mode combos with the proper spacing. Her dive kick, while not as strong as it was in KOF XIII, is also a useful mixup tool. Besides the aforementioned Hyakuretsu Binta and Houyoku, her j.D cross up is one of the best in the game and very easy to land on either standing or crouching opponents. Her other advantage is that she is a mixup machine. If all that weren’t enough, she has an excellent punish, mixup and combo tool in Hyakuretsu Binta, a 1-frame or running command throw depending on the version. Raiou Ken can help her play a keep away game or cover her approach. Saiha, meanwhile, can assist her with zoning characters. Her iconic Yuri Chou Upper is both a reversal and a combo tool.

Houyoku is a ‘Demon Flip’ with a number of follow ups that are great for combos, mixups and pressure. Ko-Ou Ken is a short ranged projectile that is useful as a long ranged poke and combo tool. Yuri, akin to her appearance in The King of Fighters XIII, is a rather unique character whose tool-set has a little bit of everything. (Combo 3) = (damage number here) = 231 dmg ┗Hien Souha - / ┗Yuri Raijin Kyaku - / ┗Tsubame Otoshi- in air, ┗Raiou Ken- + /Ĭhou! Ryuuko Ranbu - + Quick Combo Reference Quick Combo Reference
