From all the choi players I’ve played so far in this game, I think the entire word choi means abuse.
Compared to most characters, Yuri is up there on the tier list.
Chris is a problem in 2002?
I’d suggest getting your game going with pokes and setups rather than all combos.
If you are getting poked to death by Billy from far like with his c.A, try not to get intimidated. It’s hitbox does not extend as far as the stick. Plus he is like Dhalsim in which you can pretty much hit him out of it. His f+A takes spacing to avoid. You’re going to be spending a lot of meter guard cancelling on him.
For Chris I’m guessing you mean regular Chris. He’s all about speed and mix-ups. Get used to seeing and anticipating his DP+A. Do not attack immediately after HCB+B/D don’t remember which because he can still do the dive kick in the air. His main damage comes from cancelling his specials into his supers so if he doesn’t have meter, he has to rely on mix-ups. Really, you should be more worried about O. Chris imo. Although Chris has good mix-ups, they aren’t like Kim or Clark’s where one wrong guess basically sets you up 100% for another mix-up.
From my experience Yuri is definitely not used like a shoto. She is a rush-down character with safe ass moves.
cho does the dirty high low mixups too. overhead links to s.A xx super.
c.B s.B s.A or something combos. I know you get the dirty 50/50 off c.B. hyper hop j.C is retarded like 2 hits, so much priority, crossup, combos into stuff.
And the runaway/poke bullshit with is air drill move is still there.
yuri loves the air fireball abuse and easy hit confirm to uppercut off c.B c.A
Now this is hard to explain but ppl who just run straight up to you and then jump north in the air so you can’t grab them or punish they also mix it up but it’s really annoying I can beat it but it really makes my grapplers suffer, any advice, yeah I know crappy question?
Yuri:
crouch b,crouch b,stand a,dpc dpc is useful low combo,abuse it ,if you got 2 stock add supercancel after first dp
In corners,stand c downforward d,hcb k,dp or dm
She got tons of nice normals:
-far stand c:nice poke quite fast and good recovery
-crouch b:fast and low combo starter
-crouch d:cancel it with downforward b to gain recovery
-jump d:awesome range,long hitbox:against a blocking opponent one of your options would be to wait for a second and hcb K
It’s also a good xup
-vertical jump d is lso quite good due to its range,nice air to air also
-jump c is used for jump in attacks or early air to air
-close stand d is great for meaty ,wether it connects or not,add a downforward b that hits low then dm if it connected.
qcb p got very fast recovery if blocked,in corner stand d,qcb p blocked,after it’s up to you for pressing