Long post warning… be prepared!
It seems that there has been an upsurge in Yuri popularity lately, although this is probably due to the fact that CvS2 is so old now, people are running out of experiments to run!Regardless, I find Yuri to be pretty fun, weak, but can hold her own if she gets a chance. The main problem with her is that she has to do so much work to deal damage, it is pretty disheartening to see Sagat hit a couple randomly judged cr.fierces and suddenly u r nearly dead!
Here is some random stuff I have learned, but by all means post and improve upon this stuff, I want to get better too! This thread is for people who may want to start using Yuri but have no idea where to begin. Read on little ones!
I will not be talking much about A-Groove strats and setups in this thread, use another thread for that.
My strategy with Yuri is to apply pressure by zoning and hopefully score a knockdown. After a knockdown apply more pressure with her block strings and BnBs to score another knockdown… repeat. If opponent escapes, apply zoning tactics again.
Here are the tools u will need>>>
Anti Airs:
In order to start pressuring in close, Yuri needs to prevent the opponent from jumping in, ever. Any time the opponent jumps in must be considered an opportunity to score a knockdown.
cr.fierce- a standard uppercut, probably Yuri’s stock anti-air. This is fairly reliable and does good damage (for Yuri). Need to hit the button fairly early otherwise u will probably trade hits.
qcb+p- Saifa! For AA purposes, u want to be using the lp version of this. U also need to pick the jump fairly early. This AA becomes infinitely better when RCd.
hcb+k- The 100 slaps move, should only be used as AA if u can RC it, but then becomes quite threatening.
dp+p- her shoryuken move, only the lp version has reliable anti-air priority, and even then it is preferable to hit this as early as possible (a deep hit will do more damage, but is less reliable by far).
far st.rh- not really the best AA option, but it can be used to keep far jumpers away.
qcf+p- her fireball, has quite a large hitbox, so can be used somewhat effectively against opponents who will beat out your st.rh AA. Probably best to use the lp version, as it comes out faster.
Zoning:
As u can see, since she has a wide variety of AAs, it can be hard to get in close. For me, Yuri is a zoning beast… possibly even better (in many ways than Sakura). Her main zoning weapon is her far st.rh, which is just the same as Sakura’s, but slightly less range. Yuri can control the match when opponents are just outside this range. When this occurs, she has options:
-continued st.rh, either to zone or to inflict guard damage. This is pretty much unpunishable unless u get predictable.
-qcf+k. Her air fireball has notriously short range, but the idea is not really to hit your opponent, it is just to keep them locked and frustrated.
-qcf+p. Use this to harass your opponent, this move knocks down if hit! Used appropriately this will net alot of opportunities to get in close.
-RCd hcb+k. Obviously used to go through your opponent’s attacks, but can be punished if blocked.
Other pokes include cr.mk, just a generic low forward, isnt bufferbale, but has good range and is fast enough to do the job. st.lk can also be used as harassment (like Terry’s st.lk), snuffs out a few moves.
OK, these are pretty much going to be your main weapons.
The plan for Yuri, is to lock your opponent down in such a way that they jump or roll at you, at which point u can punish and reset your ‘trap’.
To be continued…