Forums - CvS2: Yuri Show all 27 posts from this thread on one page Forums (http://www.shoryuken.com/forums/index.php) - Strategy & Tactics (http://www.shoryuken.com/forums/forumdisplay.php?forumid=10) -- CvS2: Yuri (http://www.shoryuken.com/forums/showthread.php?threadid=56551) Posted by Dasrik on 03:07:2002 02:22 AM: CvS2: Yuri I just started using this character recently, and despite how everyone says Yuri sucks this time around, I've actually been able to do fairly good with her. She's certainly not very strong, but she has some good lockdown options with kick and punch fireballs, great air-to-air (j.forward usually wins), and in A-Groove an easy-as-piss anti-air CC that does good damage (jab Cho Upper x7, hien hou kyaku). Random notes on Yuri: * light attacks into jab kou'ouken (FB) is her bread and butter. It doesn't do great damage, but it's reliable and puts you and your opponent in a good position. * best non-super combo is s.close fierce, fierce Cho Upper x2. Does a nice chunk, especially for Yuri. Punish missed supers, FBs, etc. with this if you have no meter. * fireballs build meter fast. I can build meter by doing jab kou'ou ken over and over and cutting out their ground options, forcing them to jump (c.fierce is good anti-air). * c.rh is still cancellable. So if I connect a sweep, I chain it out into short raiou'ken to build pressure. * s.rh is her "I wish I was Yamazaki" poke of choice. * best move to RC is grabby into slappy. moves forward pretty fast and can surprise people. C-Groove Combos: * jump in fierce, close fierce, level 2 DP super, jab DP * jump in fierce, close fierce, level 2 DP super, level 1 hien hou kyaku A-Groove Combos: * (midscreen) jab cho upper x7, hien hou kyaku * (corner) jab cho upper x2, fierce saifa x5, jump up jab mash, hien hou kyaku If anyone has anything to add... please. Posted by Lovely Kitsune on 03:07:2002 07:29 AM: Re: CvS2: Yuri quote: Originally posted by Dasrik C-Groove Combos: * jump in fierce, close fierce, level 2 DP super, jab DP * jump in fierce, close fierce, level 2 DP super, level 1 hien hou kyaku A-Groove Combos: * (midscreen) jab cho upper x7, hien hou kyaku * (corner) jab cho upper x2, fierce saifa x5, jump up jab mash, hien hou kyaku Question. For the first C-Groove combo, wouldn't fierce DP x 2 be a better option? Also, it would be better to add a "grab into slappy" (rh version if you're feeling bold or fwd version if you want to play it safe) in the first CC but do only 6 dp's. The damage on her dp is shitty to begin with, it's not worth continuing upto 7. Granted that it's hard to connect with the "grab into slappy" once you reach the corner (thanks to the 6 or 7 jab dp's) but those extra hits do make a little difference. It's been a while since I've played with Yuri though so my information might be inaccurate. Posted by Dasrik on 03:07:2002 07:40 AM: Re: Re: CvS2: Yuri quote: Originally posted by Lovely Kitsune Question. For the first C-Groove combo, wouldn't fierce DP x 2 be a better option? Fierce DP only juggles once for shitty damage. quote: Also, it would be better to add a "grab into slappy" (rh version if you're feeling bold or fwd version if you want to play it safe) in the first CC but do only 6 dp's. The damage on her dp is shitty to begin with, it's not worth continuing upto 7. Granted that it's hard to connect with the "grab into slappy" once you reach the corner (thanks to the 6 or 7 jab dp's) but those extra hits do make a little difference. I tried that, and it's strange. 6 uppercuts + forward slappy does better damage than 7 uppercuts, but for some reason the hien hou kyaku does LESS damage if you do the 6 uppercuts, adding up for less damage overall. I don't get it either, but that's how it happens. Posted by mindtricks on 03:07:2002 08:41 AM: As far as B&B's go I use a cr.sk, s.sk, FP Cho-Uppa XX Double Posted by Dasrik on 03:07:2002 10:31 AM: Hold on... you were right, Kitsune... if you cancel Yuri Super Cho Upper into Fierce DP before she launches them off the ground, you can still get all the hits and still get more damage... I'm going to test the combos to see how much damage they do once I get the chance. quote: Originally posted by mindtricks As far as B&B's go I use a cr.sk, s.sk, FP Cho-Uppa XX Double I find that Fierce Cho Upper tends to miss in combos too much for my liking unless you're right up close to them, in which case you probably should have used a close fierce for more damage anyway. Posted by TkD_MaDneSS on 03:07:2002 10:42 AM: quote: Originally posted by mindtricks As far as B&B's go I use a cr.sk, s.sk, FP Cho-Uppa XX Double Wow, thats a good one. Nice little versatile combo. Does anyone use Yuri in N groove? BTW, who is your avatar?!?! Sheesh, I mean dang.... very nice. Posted by Lovely Kitsune on 03:07:2002 01:01 PM: quote: Originally posted by mindtricks As far as B&B's go I use a cr.sk, s.sk, FP Cho-Uppa XX Double I have to agree with Dasrik here. The Yuri Chou-Upper is very unreliable, especially the fierce version. I just go for the c. sk x 2 -> jab fireball for her b&b. Simple, effective and virtually risk free, which is what a b&b combo should be like. Some of my thoughts on Yuri... - I like Yuri in N-groove myself, the running helps me keep the pressure on my opponents so I can use my outdated ghetto air fireball trap from CvS1. It works wonders against scrubs and the computer! (except for P-groove "I'll parry all your quick low pokes and FAB your ass" Zangief) - A-groove Yuri is tons of fun. I think she has the easiest anti-air CC in the game (correct me if I'm wrong). I think that's the only time I ever use her dp since her low fierce is a much better anti-air under normal circumstances. - Speaking of useless moves... Does anyone ever press the MP button while playing as Yuri (outside of doing level 2 supers)? Also, what's up with that standing MK? - I miss her hurricane kick. Posted by Masaka on 03:07:2002 01:25 PM: While I haven't been playing Yuri in any tournaments, she's a really fun casual play character. Things I have to add: - Her duck fierce still beats just about everything under the sun. I've stuffed Blanka's low jump attacks and his slide before - Don't knock her medium attacks! Her towards and fwd kick (butt attack) actually has some fairly odd priority. I use it to keep in close with her, and usually follow it up with a duck fierce or a roll to get in close. I use her strong if I happen to land a jump in. Jump attack, standing strong, fierce uppercut, double does a pretty large chunk of damage. You can't use a fierce because it pushes them too far back. - Custom-wise, I was using fwd kick x 7, d.RH xx [yuri slap]x2, super running slap. Anti-air, I used the same one dasrik mentioned above. - I hardly use her raioken anymore at all. There are too many characters who can just pummel her now. - you can custom after a connected jab fireball in the corner You can also do it after a grab and slap, but obviously, the damage won't be as high. Masaka Posted by selfscience on 03:07:2002 04:49 PM: I played yuri at the last big shgl tourny and did fairly well. My b&b combo is cr. sk, cr. jp, cr. rh. Buffer the short air fireball after the rh randomly so its not predictable. Once you get a knockdown, that when all the mixups and rushdown starts. If you have that short air fireball coming at them when there down and they dont have level 3, then they are forced to block that shit. Now you can cross them up right when the fireball is going to hit them, you can tick into throw, use her overhead...etc. Crouching fierce is a real good anti-air. Standing rh is a real good poke as well. Sometimes when its safe to rushdown, constant standing shorts work well. Its good for chipping away there guard meter. A-groove works well for her, however, i find it easy to connect with her supers. I'm a k groove user, so when im raged and im rusing that shit down, if I connect with one cr. short, then I continue with cr. jab, st. short, fireball super. Too easy to do. Hope this helps some people. -Jonathan Posted by Urotsukidoji on 03:07:2002 05:50 PM: The main non-super combo I use with her is: jump-in \/ c.hp XX hcb.mk It only does 100 less damage than if you ended it with the double uppercut, and it's much much much more forgiving with the range. Another cool thing about it is if you do this combo in the corner, it automatically sets up a CC. Posted by Masaka on 03:07:2002 06:43 PM: quote: Originally posted by Urotsukidoji The main non-super combo I use with her is: jump-in \/ c.hp XX hcb.mk It only does 100 less damage than if you ended it with the double uppercut, and it's much much much more forgiving with the range. Another cool thing about it is if you do this combo in the corner, it automatically sets up a CC. Would you want to do a CC after that though? You'd already be really close to the 10 hit limit where your damage drops to 100 per hit, so I'd think the damage you get from your meter would be fairly low. selfscience: Don't suppose there's any video footage from that tournament around is there? There seems to be a real lack of any kind of CvS2 footage around anywhere. I'm also curious about how you did vs "The Usual Suspects" in the tournament (Blanka/Sagat/Bison/Vega/etc) Masaka Posted by FalconPain on 03:07:2002 07:28 PM: I've noticed that a number of opponents where I play can be pressured after a combo into the corner by using her reflect move as they get up. I suspect it's because the move is meaty enough to stop wakeups, but I'm not sure how safe it is if the opponent blocks. FAQs almost immediately discard the move, so I'm a bit torn about whether or not I should keep using it. What is your opinion? Posted by margalis on 03:08:2002 01:09 AM: Reflect is awesome, I love it. I use it a lot actually in run grooves. After a knockdown run up and do a reflect. The nice thing about it is that it ends as soon as they block, it doesn't continue. So after they block it I either jab or short, or fierce uppercut, or super, or throw, depending on what I think they are going to do. I would also imagine that in A groove you can CC afterwards, but without run that might be harder to set up. On another note, her stand short is good. Posted by ShinkuuR on 03:08:2002 02:15 AM: Can anyone give me any good reasons for me to put Yuri on my A-Groove team to replace my King? I know she has a pretty good Anti-air CC but I could always use I Hien Hiou Kykau or a C.FP or a Saiha... and there is another old Yuri thread somewhere around here, you might want to take a look. Posted by krx original on 03:08:2002 02:28 AM: quote: As far as B&B's go I use a cr.sk, s.sk, FP Cho-Uppa XX Double I use this combo also, but I find it really hard to get the right distancing. You basically have to be right next to your opponent to get the FP Chou-Upper to connect. A couple steps further and the s.sk will knock you too far away to follow up. I agree with Dasrik and I instead use qcf+P. quote: On another note, her stand short is good. Can you explain why? I'm pretty interested, since my Yuri is crap. Also I did something pretty funny the other day with Yuri. When my opponent jumped, I hcb+sk underneath him. He thought I would still be in recovery, so he jumped back at me. But I did hcb+sk again and ran under him, and this went on for maybe 5 full seconds. It was way too funny. Posted by Ingus on 03:08:2002 02:42 AM: Yuri's main problem imo is her low damage out put. Right now I'm trying to figure out who I'll use for my team, King or her. King's got very nice CC combos near the corners that eats away 8000 damage easily, Yuri's corner combo seems to do a lot less, but she as some mid screen and AA options which makes up for some of it. Yuri's reflect move works wonders, as its hit area is really big and is capable of hurting opponent that's slightly behind you. The piority of the movie isn't bad either, perhaps not as good as an uppercut, but since as soon as this move makes contanct (hit or not) it goes away and there's almost no lag, it's safer to pull out then an uppercut. I do this move as soon as my opponent rolls toward me, the reflect catches them 80-90% of the time... I use Yuri primarily in A groove, but so far I haven't find any CC that does more then 7000 damage, anyone got some wild ideas for this? Also her anti air CC (uppercut x7, super) does very little damage (roughly in the 5000 range), is there a better one? TIA Ingus Posted by Bastion on 03:08:2002 03:41 PM: Yuri's 'Uppercut x7, Rush super' does about a little over 6000 points of damage. Make sure you are doing the Uppercuts deep so they do their max damage. 6000 points isn't to shabby considering all your opponent did was jump in. And you can build back 1/4 of your meter just by doing a tick combo as the opponent gets up. Posted by Urotsukidoji on 03:08:2002 05:17 PM: quote: Originally posted by Masaka Would you want to do a CC after that though? You'd already be really close to the 10 hit limit where your damage drops to 100 per hit, so I'd think the damage you get from your meter would be fairly low. Masaka It's a good concern, but I think it's generally always a good idea to use a CC when you're guaranteed to land it. Personally, I have a hard time setting up CCs, so I'm in love with these kind where you combo into it. The only disadvantage is that you lose the anti-air threat you had. As far as damage goes, this corner CC: j.hp \/ c.hp XX hcb + mk, activate custom, 2 x s.hk, 3 x hcb + hk, rabbit kicks super. does 7896 damage, which I thought was pretty good for Yuri. Yuri just doesn't do a lot of damage period, though, so I think this is probably one of her most damaging combos. Posted by Masaka on 03:08:2002 06:11 PM: quote: Originally posted by Urotsukidoji It's a good concern, but I think it's generally always a good idea to use a CC when you're guaranteed to land it. Personally, I have a hard time setting up CCs, so I'm in love with these kind where you combo into it. The only disadvantage is that you lose the anti-air threat you had. As far as damage goes, this corner CC: j.hp \/ c.hp XX hcb + mk, activate custom, 2 x s.hk, 3 x hcb + hk, rabbit kicks super. does 7896 damage, which I thought was pretty good for Yuri. Yuri just doesn't do a lot of damage period, though, so I think this is probably one of her most damaging combos. That're really good damage especially considering it comes from Yuri, who has a pretty hard time dealing out damage in general. I'll have to give that one a shot. I'm still waiting to hear what people have to say about matches against Blanka/Sagat/Vega and company. In my experience against Blanka, her moves actually have some priority over his, but he just beats her down in terms of sheer damage. Sagat didn't seem quite as bad, but that's just from my experience. Masaka Edit: gathered my thoughts into a semi-coherent post. Don't try and post and eat taco bell at the same time. Posted by Gunter on 03:08:2002 08:07 PM: Re: Re: Re: CvS2: Yuri quote: Originally posted by Dasrik Fierce DP only juggles once for shitty damage. I tried that, and it's strange. 6 uppercuts + forward slappy does better damage than 7 uppercuts, but for some reason the hien hou kyaku does LESS damage if you do the 6 uppercuts, adding up for less damage overall. I don't get it either, but that's how it happens. I tested this in Training Mode - 7 Jab DPs = 4368 6 Jab DPs + Forward Slap = 4656 6 Jab DPs + Roundhouse Slap = 4856 What you call the Hien Hou Kyaku does 1680 by itself, in CC mode. That is if you just activate and do the super. 7 Jab DPs + super = 6048 (i.e. 4368 + 1680) 6 Jab DPs + Forward Slap + super = 6336 (i.e. 4656 + 1680) 6 Jab DPS + Roundhouse Slap + super = 6536 (i.e. 4856 + 1680) So, "that" is NOT how it happens. 6 Jab DPs + Forward/Roundhouse Slap will ALWAYS do more than 7 Jab DPs, AND the super will ALWAYS do 1680 in CC mode. As far as B&Bs go, ANYTIME you can land 2 c.short/c.jab hits and COMBO into a Jab FB, you can combo into her Fierce DP for more damage. In fact, at a distance where you CANNOT combo a c.short into a Jab FB, you CAN combo a c.short into a Fierce DP. The Fierce DP has *INSANE* range. I believe it has exactly the same range as her s.roundhouse, making it quite possibly the farthest reaching Fierce DP in the game. MY B&B is c.short, c.jab, c.short, Fierce DPx2. I do this because I react better to 3 hits than 2, but c.short, c.jab, Fierce DPx2 does more because you will get 2 hits on the first DP. Using a standing weak hit does more as well, but I combo DPs better from crouch. quote: __________________ Your guide to all fighting games: SF2: Throw that shit! SFA: Custom combo that shit! SFA didn't have Custom Combos. It had CHAIN Combos. Posted by Dasrik on 03:09:2002 06:05 AM: rrree quote: Originally posted by Gunter So, "that" is NOT how it happens. 6 Jab DPs + Forward/Roundhouse Slap will ALWAYS do more than 7 Jab DPs, AND the super will ALWAYS do 1680 in CC mode. I tested this a couple of times, and you are right. I wasn't really paying attention to the damage, but the thing is that the only way I was able to get the forward slap out and combo into HHK was landing the last two DPs high - thus, less damage. Tell me something - how do you get all the jab DPs deep and STILL be able to do the super after the forward slap? I was only able to do that once. I could never do it with the roundhouse slap. quote: As far as B&Bs go, ANYTIME you can land 2 c.short/c.jab hits and COMBO into a Jab FB, you can combo into her Fierce DP for more damage. In fact, at a distance where you CANNOT combo a c.short into a Jab FB, you CAN combo a c.short into a Fierce DP. The Fierce DP has *INSANE* range. I believe it has exactly the same range as her s.roundhouse, making it quite possibly the farthest reaching Fierce DP in the game. MY B&B is c.short, c.jab, c.short, Fierce DPx2. I do this because I react better to 3 hits than 2, but c.short, c.jab, Fierce DPx2 does more because you will get 2 hits on the first DP. Using a standing weak hit does more as well, but I combo DPs better from crouch. Guess I'll have to take your word since you've done all those crazy combos on your website (and I don't have my Dreamcast to test right now). But it seems to me that if you're in range to land three light hits into Fierce DP x2, you probably could have just done a C.Fierce for more damage. C.Fierce is a fairly fast move and (I think) her most damaging cancellable regular. Going for Jab fireballs works reasonably well from most distances and is safe when blocked too. P.S. How in hell can you combo DPs better from a crouch position? It's almost impossible for me to combo DPs from crouching lights. I have to do a standing move. quote: SFA didn't have Custom Combos. It had CHAIN Combos. But A1 sucks and doesn't count, unless you like to play DarkStalkers with SF characters. Personally, I prefer to ignore its existence. My signature is a big joke anyway, so don't take it too serious... Posted by Gunter on 03:09:2002 11:12 AM: Re: rrree quote: Originally posted by Dasrik Tell me something - how do you get all the jab DPs deep and STILL be able to do the super after the forward slap? I was only able to do that once. I could never do it with the roundhouse slap. It's not that hard. You just have to do the super as soon as you release from the slap. Do the motion slightly before, and time it so it ends with the button press as soon as you release. It's also a lot more difficult in the corner. In the corner, I almost never get the slap move directly - I always have to insert a c.fierce before it. I don't know why it would be more difficult, but it is - for me that is. quote: Guess I'll have to take your word since you've done all those crazy combos on your website (and I don't have my Dreamcast to test right now). But it seems to me that if you're in range to land three light hits into Fierce DP x2, you probably could have just done a C.Fierce for more damage. C.Fierce is a fairly fast move and (I think) her most damaging cancellable regular. Going for Jab fireballs works reasonably well from most distances and is safe when blocked too. I haven't done all of those combos. I just translated the combos from Arcadia and the official Famitsu Guidebook... compiled them... then put them into html format. I've done a lot of them though, and of course I've done Yuri's (one of the first characters I used in A-Groove, having found that ghetto AA CC all by myself...). The reason I use c.short instead of c.fierce is simple. It's a low hit. IMHO, ground-to-ground B&Bs should always start from a crouching kick. These combos can only be blocked low. A hit such as her c.fierce, or practically any crouching punch in the game, can be blocked in either the standing or crouching position. quote: P.S. How in hell can you combo DPs better from a crouch position? It's almost impossible for me to combo DPs from crouching lights. I have to do a standing move. I'm just weird I guess. I have to put the buffered move in the middle of a motion. I can't do a move, then do a motion afterwards. So when I do my version of her combo, I hold it at crouch, do short-jab, then go quickly to toward, then to down and press short, then finish the DP motion and press fierce. To me, it's easier then doing a neutral short, then doing a DP motion right away. quote: But A1 sucks and doesn't count, unless you like to play DarkStalkers with SF characters. Personally, I prefer to ignore its existence. It is still technically incorrect. I don't see why you choose to insert a number after "CvS" to distinguish the original from its sequel, yet choose to group "SFA" together when there were 3 different versions, and each had its own broken feature. Posted by Dasrik on 03:09:2002 11:29 AM: Re: Re: rrree quote: Originally posted by Gunter It's not that hard. You just have to do the super as soon as you release from the slap. Do the motion slightly before, and time it so it ends with the button press as soon as you release. It's also a lot more difficult in the corner. In the corner, I almost never get the slap move directly - I always have to insert a c.fierce before it. I don't know why it would be more difficult, but it is - for me that is. It seems like Yuri goes through the opponent and passes them with her run when she's in the corner. I switch to fierce reflects in the corner because it does the same damage and is faster. quote: I haven't done all of those combos. I just translated the combos from Arcadia and the official Famitsu Guidebook... compiled them... then put them into html format. I've done a lot of them though, and of course I've done Yuri's (one of the first characters I used in A-Groove, having found that ghetto AA CC all by myself...). Is it possible to consistently immediately roll after a DP? I don't think I could do that for two reps, let alone six like in some of the combos that are there... quote: The reason I use c.short instead of c.fierce is simple. It's a low hit. IMHO, ground-to-ground B&Bs should always start from a crouching kick. These combos can only be blocked low. A hit such as her c.fierce, or practically any crouching punch in the game, can be blocked in either the standing or crouching position. I start with c.fierce when the opponent's not in a position to block (basically to punish); if you can do DPs from a crouching position, then I suppose three light hits into Fierce DP would work (although I'm still not seeing it connecting in situations other than point blank). I stick to something that's generally safe and easy. Cause I'm old. quote: I'm just weird I guess. I have to put the buffered move in the middle of a motion. I can't do a move, then do a motion afterwards. So when I do my version of her combo, I hold it at crouch, do short-jab, then go quickly to toward, then to down and press short, then finish the DP motion and press fierce. To me, it's easier then doing a neutral short, then doing a DP motion right away. I have a hard time buffering moves that way. Seems I usually get specials where I don't want them to if I stick moves in the middle that way. I usually buffer things by hitting and holding the button, doing the motion and then hitting the special move button (or letting go of the held button if it's the same). But then again, I'm left handed and play like Mr. Burns, so maybe I'm the weird exception. quote: It is still technically incorrect. I don't see why you choose to insert a number after "CvS" to distinguish the original from its sequel, yet choose to group "SFA" together when there were 3 different versions, and each had its own broken feature. I guess you're right, but my sig's that way for space reasons. I think I'm going to change it to show a strat that works for all fighting games, though As always, a joke, so don't take it too serious. Posted by BloodRiotIori on 03:09:2002 03:56 PM: you may wanna check out my old yuri thread, it has some good shit also, i believe her saiha is her best weapon, it is *reallly* underrated Posted by margalis on 03:10:2002 02:09 AM: About Yuri CC's...when you are in the corner doing fierce reflect is faster for the same damage, as was pointed out. Also, if you do a jab dp in the corner you end up *directly* beneath them, and if you try to do a running slap from there is *immediatly* cancels before it has a chance to hit. You always want to stop a bit before you reach the corner and use the reflect instead. Posted by krx original on 03:10:2002 10:45 PM: Question: How does Yuri do solid damage? Is A-groove the only option you have to make Yuri effective? I use N-groove mainly because it's versatile and takes less practice than A e.g. I don't have to learn CCs (since I don't have CvS2 at home). So basically is A-groove the best option for her, and if she can do damage in other grooves, how does she do it? I'm having trouble with opponents because her attacks are rather weak. Please help. Posted by pirachu on 03:11:2002 06:31 AM: I like using Yuri against Vega... It usually does stop Vega from when he flies towards you... like using that HCB+P shield move... its good stuff if you ask me. But other wise I just use Yuri to have fun with... like trying to slap them! hehe. All times are GMT. The time now is 11:39 PM. Show all 27 posts from this thread on one page Powered by: vBulletin Version 2.2.4 Copyright © Jelsoft Enterprises Limited 2000, 2001.