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 KOF'2000 				YURI SAKAZAKI                                     
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 Yuri has been my all time favourite since kof'94. She is not hard to 
 master and I would really recommend her to any newbies getting the hang
 of playing kof.


 Fighting Style:    Kyokugen Karate
 Birthdate:         December 7
 Age:               20
 Country:           Japan
 Blood Type:        A
 Height:            168cm
 Weight:            54kg
 Hobbies:           Karaoke
 Favorite Food:     Mild curry rice, pickled plums (homemade), sake-
                    less soup
 Mastered Sport:    Softball
 Prized Things:     Her friends, and her pearl earrings inherited from
                    her mother (Ronnet)
 Dislikes:          Octopus, people who look like an octopus, and
                    spineless men
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 [ Joystick Layout ]  -----------------------------------------------------

   ub   u   uf    Jump Backward         Jump Up      Jump Forward
     \  |  /        (up-back)             (up)         (up-forward)
   b -- n -- f    Retreat / Block       Neutral      Approach
     /  |  \        (back)                             (forward)
   db   d   df    Crouch Block          Crouch       Offensive Crouch
                    (down-back)           (down)       (down forward)

 [ Button Layout ]  -------------------------------------------------------
                        
   A   B  C  D     Light Punch   Light Kick    Heavy Punch    Heavy Kick
                 
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 Basic Commands
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 =Standing=
 
 close A
 (Yuri elbows)
 - cancellable
 
 close B
 (Yuri kicks at the ankle)
 - cancellable 

 close C

 close D

 far   A
 (Yuri punches)
 - cancellable

 far   B
 (Yuri kicks)
 - good range but non-cancellable

 far   C

 far   D
 (over head kick)

 CD
 (Yuri power slap)
 - has anti-air property
 - cancellable

 =Crouching=
 
 A
 (simple jab)
 - good range and cancellable

 B
 (kick)
 - non-cancellable

 C
 (uppercut)
 - little horizontal range, more on vertical

 D
 (sweep)
 - good range and good speed

 =Vertical Jump=

 A

 B

 C

 D
 (an almost horizontal kick)
 - good for air defence

 =Jump=

 A
 (light punch)

 B
 (light kick)

 C
 (Yuri put her hands together and bash down)
 - close range attack
 
 D
 (angled kick)
 -  good range

 CD
 (Yuri kicks with kung fu style)
 - very good horizontal range

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 Special Moves
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 Demon Hand Slap					 When close, b / f + C
 (throws opponent in front)

 Silent Throw                              When close, b / f + D
 (cartwheel and throws to the other side)

 Swallow Drop                              When close, a-u + C / D in air
 (flips opponent onto the ground)

 Swallow Sit                               f + A
 (butt attack)
 - opponent have to block high

 Spinning Kick                             f + B,B
 (series of kicks, followed by a single kick which pushes the opponent away)
 - opponent have to block high unless it was cancelled into

 Tiger Projectile                          qcf + P
 (limited distance projectile with C version the furthers)
 - lag in start up unables it to be counted in combo hits
 - may pass through projectile type attack to reach opponent

 Surpreme Tiger Projectile                 qcf + hold P
 (giant size projectile)
 - basic projectile and easily neutralized
 - travels the same speed regardless of storing with A/C

 Air Tiger Projectile                      qcf + K
 (Yuri jumps up and throw a projectile towards the ground, D makes Yuri jump higher)
 - a small fountain forms where the projectile lands
 - if the projectile is directed towards opponent's feet, they have to block low

 Yuri Super Knuckle 			       qcb + P
 (Yuri swings her arm and throws a punch. C version is further)
 - hold P to increase the damage of the final punch by swinging her arm
 - while swinging, she is invernerable to basic projectile-type attacks
 - while swinging, she can deal out tick damage

 Yuri Whirlwind Kick	    		       qcb + K
 (Yuri does a tornado kick. D version travel further)
 - both B/D version can hit opponent from behind
 - B has shorter startup and can be comboed from A in a combo
 - if you manage to trap your opponent inbetween, you get a few more hits

 Yuri Super Uppercut	                   f,d,df + P
 (version A is a direct uppercut, version C travels a short distance pior the uppercut)
 - during the version C uppercut, Yuri travels low and may dodge most high attacks
 - version A can win against a sweep

 Yuri Double                               f,d,df + P from Yuri Super Uppercut (C)
 (Yuri shouts, "Double!" and uppercuts once more)
 - you may follow up regardless your version C uppercut connect or not

 Thousand Slap                             hcb,f + K
 (Yuri runs forward and slap your opponent silly, D runs further)
 - unblockable move

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 DM
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 Yuri Triple Super Uppercut                qcf,qcf + P
 (Yuri does three uppercuts dealing multiple damage each time)
 - lotsa tick damage

 Shadowless Kick                           qcf,hcb + K
 (Yuri runs forward to stomp on his/her face)

 MAX Shadowless Kick                       qcf,hcb + BD
 (Yuri put her hands together to end it after the kicks)
 - she taunts her opponent after this attack

 MAX True! Supper Uppercut                 qcf,qcf + BD
 (hits a total of 3 times with a powerful uppercut)
 - the opponent must be grounded to receive full punishment
 - the hit inbetween deals the most damage
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 Striker Action:   Yuri Triple Super Uppercut
 (Yuri comes out and perform her series of uppercuts if your opponent is nearby,
 if not She cheers for your character, filling some of your power gauge)

 Another Striker:  Nakoruru
 (A samurai showdown character comes out to heal you if you are close by)
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 Basic Combos
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 1) d + B -> close standing B -> qcb + B / f,d,df + P / (Max) Shadowless Kick
 
 2)(d + B) x 3 -> far standing A -> f,d,df + C -> f,d,df + A/C 
 
 3) d + B (close) -> d + C -> ???


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 Playing with Yuri Sakazaki
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 The art of playing Yuri is the art of combo'lessness. But she does have some useful
 combos when the need arises.

 (1)Abuse her crouching D and air D, they have decent range. Air D can be used as cross
    over.

 (2)Her qcf + A/C can be used to deter attacks.

 (2.1) Against a turtle, use qcf + C more often aften a normal attack or sweep.
 Example : After a sweep, cancel into qcf + C as the range of qcf + C will reach them when 
           they recover.
 
 (2.2) Against a aggressive, use qcf + A more often.
 Example1 : They try to hop towards you and get hit.
 Example2 : They roll in response to your qcf + A, you recover faster.

 (3) Always abuse the crouching Bs too, as they are extremely fast and can easily
     link into a combo.

 (4) If you happen to call a striker, use the thousand slaps (qcb,f + B/D) to make it
     unblockable.

 (5) Her f,d,df + A Yuri Super Uppercut is quite legendary, abuse it to the max! 

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 Playing with Yuri Sakazaki with Seth Striker
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 (1) After Yuri Super Uppercut C, follow up with Double (f,d,df + A/C), see if Yuri is
     after or before your opponent when landing, if after, call Seth, Seth will come
     out the other side and hit once. Then, you can follow up with.
 
     - jump CD (1 hit), jump CD (1 hit) when Seth hits, jump CD (1 hit) after Seth hits
    
     - stand CD (1 hit), delay and store a Surpreme Tiger Projectile 

     - stand CD (1 hit), cancel into Yuri Super Knuckle (qcb + C), hold until Seth hits

     - stand CD (1 hit), Seth hits, Yuri Super Uppercut C with Double

     Note : You can't do this if Yuri reach the corner with Double of course.

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 Copyrights (?)
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 Well, there's not much to steal from here anyway. Most of the stuff here can be gotten 
 just about anywhere and can be learnt through experiences.But if you really wanna put 
 this up in your homepage or anywhere, you are free to do so. Just e-mail me. :)
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 Credits
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 The people who took the pain to create kof'2000 and to write all the faqs about it.

 Chris MacDonald  <kmegura@yahoo.com> for the profiles


 My e-mail weis@pacific.net.sg
 Homepage (never up-dated) home.pacific.net.sg/~weis

 Version 1.1
