
The only problem with this attack string is that the qcf + A does not actually make contact with the opponent if he's standing still, but it will hit him if he attacks, moves forward slightly, or jumps. For example, her Crouch B, Crouch A, df + B, qcf + A or crouch B, Crouch A, Crouch D, qcf + A cannot be punished even if the opponent guard rolls the df + B and crouch D. Using any of the attack strings listed that end with qcf + A, cannot be punished even if the opponent guard rolls the attack before. In addition, far B can be done from a distance, and recovers faster, but does less damage. Running up and doing far B instead is safer since crouch C cannot be whiff cancelled and takes longer to recover. The run up crouch C works in a similar way that Iori's run up close C does - it will stuff any jump attempt. Another good strategy would be to do a run up crouch C anti-air after tossing out a number of air fireballs. Therefore, you can use this move instead, if they start anticipating your air fireballs. Her vertical high jump D is also a very high priority jump attack, best used for intercepting the opponent's jump attempts. If they decided to do a jump attack, dp + A will usually beat them out. If they rolled, punish them as they come out of the roll with any combo. Thus, it is usually a good idea to jump back and not throw a fireball, to see if they still react to your jump as if you had thrown a fireball.

Usually when someone spams the air fireballs with Yuri, the opponent will get jumpy or start rolling. It is also best to jump back with this move, since even if the opponent rolls it, Yuri will landed backwards and recovered.

It would be recommended to use the air qcf + B version since it does not go as vertical as the air qcf + D. Her hop D has good priority, and she has some of the best crouch B's in the game, which are very easy to hit confirm.įor keep-away, her air qcf + K fireball is just too good. Yuri has incredibly good keep-away strategies, but can also excel with some intense rushdown tactics.
