================================================================================ Capcom vs SNK 2: Yuri Sakazaki guide v0.6 ================================================================================ by Sheila Knight rinoa@rinoa.nu 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 ================================================================================ 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!") ================================================================================ 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 (ultima@uramble.com) For reminding me of Yuri's "Finest KO" winpose and some A groove ideas - Chris MacDonald aka Kao (kmegura@yahoo.com) 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. (deadpool14@optushome.com.au) For correcting various typos and suggestions for additions. - JackTheFob, Jotaro (shoryuken.com forums) For roll and vitality infos. - Kibagami (kibagami@secondimpact.com) 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