The King of Fighters '97 Yuri Sakazaki guide v1.9
by Sheila Knight
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.
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
2.0 The Moves
2.1 Special Moves
2.2 Desperation Moves
2.3 Normal Moves
2.4 Command Moves
2.7 Rolls, Dodges and etc.
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
4.2 Version History
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:
Therein you will an extensive glossary of terms in addition to all the
basic rules of the game.
1.4: Character Background
voice by: Kaori Horie
Fighting Style: Kyokugenryu Karate
Birthdate: December 7, 1976
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.
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
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
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
Effectiveness : OOOO-
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.
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.
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
Effectiveness : OOOO-
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.
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.
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
Effectiveness : OOOOO
A pretty looking finisher for the C version of the Chou Upper.
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
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
Effectiveness : OO---
Yuri turns around, then lunges forward (like Terry's power knuckle) with
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.
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----
A running attack. If it hits, Yuri grab's the opponent and slaps him/her.
Yuri's original multihitting trademark attack.
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.
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
Effectiveness : OOOO-
Yuri hops forward then hits over the the opponent's head with energy in
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.
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
Effectiveness : OO---
Yuri leaps and does a revolving kick attack.
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.
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
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-
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.
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.
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--
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.
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.
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---
Yuri gathers her energy then throws a big pink fireball that goes across
the screen at lightning speed.
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.
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)
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
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)
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)
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)
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)
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)
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)
Must be blocked low.
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)
Must be blocked low.
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
Jumping up B (weak kick)
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
Jumping towards B (weak kick)
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)
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)
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)
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)
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)
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)
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)
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)
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
Jumping up D (strong kick)
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)
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)
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)
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
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.
-O + C or O- + C
Yuri grabs the opponent and does one slap that sends the opponent across
The opponent stays on the same side. Can be escaped out of and
recovery rolled out of.
-O + D or O- + D
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.
in the air: \ OR | OR / + C or D
O O O
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.
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.
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
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
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
>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
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
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!"
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"
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
This guide would not have been possible without the following:
- The old King of Fighters Mailing List: email@example.com
The largest discussion forum for the King of Fighters
series on the Internet thanks to Mike Ho: firstname.lastname@example.org.
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: email@example.com
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:
- Tony Wedd: firstname.lastname@example.org & Greg Kasavin: email@example.com & Matt
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:
Kensou's Latest Shingo Guide can be found at:
- Matt Hall: firstname.lastname@example.org & m00nrun: email@example.com
for their Ultimate KOF 97 Combo Faq that I took some stuff outta. Oops,
forgot the link, you can get it at:
- Tony Wedd: firstname.lastname@example.org and Jeff Jarlett: email@example.com
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