![kof xiii yuri kof xiii yuri](https://64.media.tumblr.com/0c3bdb764c6282d7326ebc9076f134fa/tumblr_nhmordbdM51tw3jq1o3_250.gif)
Hasei Tsubame Otoshi: After Ootori Tsubasa, A + C Hasei Yuri Raijin Kyaku: After Ootori Tsubasa, K EX version has invulnerability, but this version is not an actual grabbed and can be blocked.D version is also an unblockable grab, but the grab frames start once Yuri runs forward for a bit.B version is an extremely fast command grab that will punish almost everything, including moves that might be pseudo-safe (like Kyo qcf.D).Hcb.BD is a much better reversal, and it is much safer. C version should only be used for combos.Be wary, though, as it does not have a very good hitbox, so it could whiff on certain jump angles. A version has some invincibility, so this is great as a surprise reversal or anti air.For what it lacks as a fireball, Ko Ou Ken has a gigantic hitbox and leads to decent frame advantage. Instead, Ko Ou Ken should be used like Yun's palm (from Street Fighter).
![kof xiii yuri kof xiii yuri](https://i.ytimg.com/vi/3C3OVWxbzFs/maxresdefault.jpg)
![kof xiii yuri kof xiii yuri](https://i.ytimg.com/vi/oJ6ZgPN51cs/maxresdefault.jpg)
In HD mode, however, Yuri gains the ability to special cancel this move, giving her access to her deadly 100% 2 meter loop. An overhead attack that only leads to Neomax outside of HD mode.Combined with dp.K, and Yuri gets many nasty crossup setups. Connecting this move even at the opponent's neck will still lead to enough hitstun to combo, so please take advantage of this move. Though it doesn't have the same air to air properties as j.B, j.D has a great hitbox that is hard to anti air. Combine with Saiha or Ko-ohken, and Yuri eliminates many of your opponents options. This sweep reaches very far, and is special cancellable, giving Yuri some interesting options in the hop game. St.D is much like Ryu's standing roundhouse it doesn't have the best startup, but it works as a great poking tool for those either standing from a far distance or trying to hop in.A little harder to crossup on standing opponents, but those caught crouching will eat a crossup j.C easily. J.C is a tad stubby as a poke, but it does have a crossup hitbox.Starts up very fast as well, so combine this move with Demon Flip for some crazy crossup shenanigans. Yuri's cl.C is very useful for when the opponent normal jumping straight above your head, as it will tag them right out of the air.Can also be doubled as a jump in, since it has such a great angle. J.B will almost never lose in an air to air battle, if spaced correctly.Cr.B puts Yuri's hitbox at a very low state and reaches fairly far, so use this move as both an anti-air (for jumps without a great downward hitting angle) and as a poke.Special cancellable and linkable from cr.B, making this move essential for both combos and pressure with the Demon Flip. St.B is Yuri's go-to anti-hop mechanic, since it is fast and covers a good amount of space.Follow up with moves like Dive Kick or EX Raioken for some crazy frame advantage. J.A is actually one of the few air special cancellable moves in this game, giving Yuri an interesting pressure game if used correctly.Cr.A has a somewhat good anti air hitbox, since it lowers Yuri a fair bit.St.A is a low anti hop normal, not as useful as st.B.