Yeah, not many people play Yuri. It’s just she’s kind of a depressing character to use. You hit Sagat with three solid combos, then he hits you with one and he’s winning… :wtf:
I ALWAYS play Yuri in A-Groove, her customs are a good trump card.
Anyway, here are the basic moves for her:
S.Roundhouse - Her best poke overall. The Side Kick that Sakura and Yamazaki also have, so think about that.
C.Fierce - This anti-air is REALLY good. You barely have to think about angles, just crouch and hit the button.
C.Roundhouse - Her sweep is great, fast, range and can be cancelled.
Short Rai’ou Ken (air fireball) - This move’s been slowed down a bit from CvS1. It’s still good, though, especially from the proper distance (where rolling and hitting her after is difficult).
RC jab Ko’ou Ken (ground “fireball”) - this little burst of a move is an excellent way to poke after C.RH.
C.Short - really good light move, can chain them together rapid-fire and combo into cho upper or fireball.
J.Roundhouse - This is probably her best jump-in, because the angle’s really good and the priority ain’t too shabby either. Fierce is also alright, and J.Forward is good for air-to-air.
S.Fwd+Forward - Her butt bounce is a good thing to throw out, since it’s an overhead and tends to annoy people and make them think twice about what’s coming next.
Yuri has the tools to be a good character. It’s just the amount of damage she deals is pathetic. You have to NOT GET HIT to do well with Yuri. This is hard in a game with characters that have ridiculous pokes.
Her custom setups: after activation:
(1) jab cho upper
Her anti-air custom and the only one I use (because I suck at DP cancels). After the jab cho upper, you take them across the room with more jab til you get to the corner. Then do jab saifa (reflector), cancel into fierce saifa til the custom is over (throw in some jabs or maybe a short slap move if you want) into Hien Hou’ou Kyaku (her butterfly kick super).
(2) c.forward, s.forward
Ground super. You keep mashing on forward (that’s why Gunter called it mash custom) then after about six hits sweep into slappy moves. You can usually get in two, but you gotta time them so the last one exits just when the custom is over, then HHK. This is good to do if you don’t think jab DP will hit and they’re on the ground.
(3) fierce cho upper
I don’t do this because it’s physically demanding. You have to keep doing them (like Sakura’s super). Conceivably, after a certain point you could stop and do something like c.rh into slappy and finish this out, but the good thing about this custom is if you can pull it all off, it will always guardbreak and when the custom is over you can do s.fierce xx fierce DPx2 for really good damage (the combo plus the chip).