Yuri Moveset and Attributes

Yuri Moveset and Attributes

And once more from Majestros:

"Discuss the character’s entire moveset here, including normal moves, special moves, super moves, and all the other miscellaneous stuff like counter attacks, rolls, dodge attacks, jumps, and throws.

Also list attributes such as dizzy count, lifebar points, character size and special hitbox properties.

Once a full movelist including frame data has been provided for the character, this post will be edited to include all of it, with proper credit to the guy who copied all that stuff from the Japanese guide or whatever."

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Frame Data:
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Notation:
For frame data, standard notation will be used.
First listed number is usually damage, its in the hundreds, no other numbers are.
+5/+5 refers to frame advantage/disadvantage on hit/block respectively. down indicates the move knocksdown the opponent.

x/x/o refers to cancellability of a move, is it rapid fire move/special cancellable/super cancellable?

For projectiles, * indicates when a projectile is released. Note, sometimes i got lazy, listed projectiles as something like 14/26, assume projectile released on frame 15 in this case.

The actual frame data is given in the format:
3/4/26 = 3 frames of startup, 4 active hitting frames, 26 frames of recovery.

Moves with damage 1100, 1000 indicate damage varies according to when the move hits, like 1100 up close, 1000 far.
x,x/o,x/o,o refers to cancellability of moves, e.g. can cancel into special only on close hit, but cancels into super fine on either close or far hit.

Moves 1000+400, have a first hit of 1000, and 2nd hit of 400.
Cancellability written in the form: x+x/o+x/o+o, where the first symbol indicates cancellability of the 1st hit, and the second symbol indicates the cancellability of the second hit.
So the described move is not rapid fire on either hit, cancels into specials on only the first hit, and cancels into a super on either hit.

Note’s on /'s and +'s:
/'s indicate a change from startup/recovery to a hit, a + indicates more recovery, or in the case of hits, another hit becoming active immediately after the previous hit.

Note, sometimes use your judgement when reading a move. Some moves that clearly don’t hit, like athena’s teleport, obviously don’t hit. 17/12/14 refers to 17 frames of startup, 12 frames of teleporting, and 14 frames of recovery. Until I can get around to revising all my work and including full notes to all the moves that need’em, well use your own judgement.
Counters tend to be listed in the form 14/25 or 3/14/25
14/25 generally means the counter is active from frame 0, stays out for 14, has 25 frames of recovery.
3/14/25 counter has 3 frames of startup, counter active for 14, 25 frames of recovery if whiffed.

Examples:
for supers, 4+5/13/11 means 4 frames of startup before flash, 5 startup after flash, 13 active hit frames, 11 recovery.
4/5+3+3/13, means 4 frames startup, 5 active hit frames, followed immediately by next hit for 3 frames, followed immediately by next hit for 3 frames, then 13 frames of recovery.

Some air moves, stay active or keep recovering until they land. This is indicated writing land in a slot where there would be a number.
Example:
14/land/13.
Move has 14 frames of startup, hits till landing, 13 frames of recovery while landing.
14/5/land+13
Move has 14 frames of startup, 5 active hit frames, then is recovering till lands, then needs 13 more frames to recover.

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Normals:

Close Standing:
LP: 300 +8/+8 o/o/o
2/4/5
MP: 800 +5/+5 x/o/o
4/3/20
HP: 1000,800 +2/+2 x,x/o,x/o,o
4/9/13
LK: 300 +6/+6 o/o/o
2/5/4
MK: 800 +2/+2 x/o/o
4/5/15
RH: 1100 +2/+2 x/o/o
4/7/17

Far standing:
LP: 300 +8/+8 o/o/o
3/4/5
MP: 800 +4/+4 x/o/o
4/7/11
HP: 1200 -1/-1 x/x/x
12/2/23
LK: 400 +0/+0 x/x/o
5/6/11
MK: 700 +0/+0 x/x/x
8/6/15
RH: 1000 +6/+6 x/x/x
8/6/14

Crouching:
LP: 200 +7/+7 o/o/o
3/4/6
MP: 700 +1/+1 x/o/o
4/6/15
HP: 1100 -14/-14 x,x/o,x/o,o
3/10/28
LK: 200 +6/+6 o/o/o
3/4/6
MK: 800 -3/-3 x/x/o
4/6/15
RH: 1000 down/-8 x/o/o

Jumping:
LP: 500 2/22
MP: 800 4/14
HP: 1100 7/10
LK: 500 4/22
MK: 800 5/8
RH: 1000 9/8

Command Move:
f+MK: 700 -16/-11 block high parry high x/x/x
7/20/11 airborne 8-27

Throws:
HP: 1600 52 pixels 3/1/13
RH: 1800 52 pixels 5/1/13
HP(airthrow): 1800, 23 pixels horizontal, 62-70 vertical

Dodge Attacks:
HP: 1000,800 +2/+2 x,x/o,x/o,x
4/9/13
RH: 1000 down/+6 x/x/x
8/6/14

Alpha Counter:
300x2 down/+10
4/2/29
frames 0-4 full body invincible, 5-6 invincible below the chest.

==================
Special Moves:

Koouken: QCF + P
All versions: block mid, parry high, airblockable.
LP: 900,800 down/-3
11/38
MP: 1000,900 down/-5
13/40
HP: 1100,1000 down/-7
15/42
frame 18 note, unreadable?

Kuuga(yuri chou Upper): DP + P
All versions: block mid, parry high/low not airblockable if done deep
LP: 1300,700 down/-24
4/7/33
7 frames of invincibility below the chest, airborne 8-34
MP: 900+500 down/-23
5/2+5/42
7 frames of invincibility above the chest, airborne 9-45
HP: 700+400 down/-24
5/2+5/34+9
No invincibility, airborne 10-47.

Urakuuga(Double Yuri Chou Upper): DP + HP, HP Kuuga followup
HP: 300+200 down/-52 block mid parry high/low, not airblockable done deep
3/3+4/72
Airborne 8-72.

Saifa(Fireball Nullifier): QCB + P
All versions: down/+2 block mid parry high airblockable
LP: 1100,1100 13/40
MP: 1200,1100 15/49
HP: 1300,1200 17/58
Nullifies 1 hit of a fireball when its out.

Raiouken: QCF + K
All versions:
Block mid, parry high, airblockable.
LK: 600 +12/+12
28/26+10 airborne 0-54
MK: 700 +9/+9
29/28+10 airborne 0-57
RH: 800 +6/+6
30/30+10 airborne 0-60

Hyakuretsu binta: HCB + K
All versions:
down/-27 Block mid, parry high, not airblockable
LK: 100x3+1100 6/14/32
MK: 100x5+1100 9/23/32
RH: 100x7+1100 12/32/32

===========
Supers:

Haoushoukoken:
All versions: Block mid, parry high, not airblockable.
Lvl 1: 1900 down/-10
5+5*/46 5 frames of fullbody invicibility
Lvl 2: 2800 down/-7
5+7*/46 13 frames of fullbody invincibility
Lvl 3: 4300 down/-1
5+7*/46 20 frames of fullbody invincibility

  • indicates projectile is released.

Hienrekkou
All versions: Block mid, parry high/low not airblockable
Lvl 1: 2300 down/-29
5+4/2+2/8/2/14/2/51
9 frames of fullbody invincibility. Airborne: 41-84.
Lvl 2: 3400 down/-40
5+4/2+2/8/2/14/2/14/2/62
15 frames of fullbody invincibility. Airborne: 57-111
Lvl 3: 5000 down/-40
5+4/2+2/8/2/14/2/14/2/14/2/62
23 frames of fullbody invincibility. Airborne 73-127.

Hienhououkyaku:
All versions: down/-31 block mid, parry high not airblockable
5+4/30/16
Lvl 1: 2100 9 frames of fullbody invincibility
Lvl 2: 3200 15 frames of fullbody invincibility
Lvl 3: 4800 23 frames of fullbody invincibility