14. YUFFIE =========== Close-Range Fighting ==================== From close-range you'll start with the HH, the Basic M, or the Basic L. The Rising H is another technique you'll want to include in your attack patterns. Follow the HH with: ------------------- 1. H (can be delayed; can add jH infinitely until blocked) 2. L (can be delayed) 3. jL (can extend to jLHHjHH) 4. Basic M (to Basic M links) 5. Basic L (to Basic L links) 6. Basic S 7. Throw 8. H+S 9. 90-degree H Follow the Basic M with: ------------------------ 1. M 2. MH 3. MS 4. MjHH 5. Basic L (can extend to Basic L links listed below) 6. Basic S 7. Basic HH (can extend to HH links listed above) 8. Basic M (restart Basic M links) 9. Throw 10. 90-degree H Notes: Your best move on the ground is the basic M. It cannot be interrupted, counters most moves, and leaves you safe if blocked. After a successful M, follow with HHH for an air combo. Follow the Basic L with: ------------------------ 1. L (can extend to LL; can follow the Basic LLL with Rising HjH) 2. Basic HH (can extend to HH links listed above) 3. Basic M (can extend to Basic M links listed above) 4. Throw 5. Basic S 6. Basic L (to restart Basic L links) 7. 90-degree H Medium-Range Attacks ==================== Here are the basic principles of air combat all Yuffie players need to understand: 1. Your Jumping H is unblockable, cannot be grabbed, and cannot be interrupted as long as your feet are off the floor when the sword comes out. To input the command correctly you need to hit H just after the peak of a high jump or at the very beginning of a short jump. 2. If you do the sword slice late (when your feet are on the ground), opponent's can grab and interrupt your attack. 3. The only thing that can stop a jumping sword attack is an uppercut, a jumping kick, or you screwing up and hitting air. 4. If you do the sword slice every time you jump, players will uppercut your ass all the way to hell. It is crucial you mix-up your jumping patterns by: - jumping up and doing nothing - jumping in various directions and at different heights - mixing in the Stunball (jumping S) 5. The Stunball is a primary technique to mix-up your air attacks. A successful Stunball will (obviously) stun your opponent. Wait until your opponent turns his back and input the Running HHH. If your opponent doesn't know how to "break" the back-throw, input the throw and follow with HHHLH. 6. You need to practice learning the delayed and quick versions of the Stunball. The delayed Stunball is input just before you come down from a jump, and is useful against opponent's who hit air at close- range or are charging in to nail you. The quick Stunball is input immediately after a short jump. 7. You only get three Stunballs each round. If you're not landing at least one stun ball per round, you need more practice mixing up your jumps and learning the Stunball's range. I advise refraining from interrupts and other S attacks because the stun balls rule. Notes: Against uppercuts, jump and head towards your opponent as if you're going to do a sword slice. Just after the peak of your jump, pull back so they hit nothing but air, and drop a low-height stun ball. If your opponent is heading towards a box-weapon, jump up. If you see them reaching down to pick it up, you have almost a second (that's a LONG time) to hit them with a stun ball. Other Medium-Range Attacks -------------------------- After a successful Step LH, air combo with the Rising H, Basic HHH. Mix up her walking H and L for a quick, painless 2-choice attack. The L+S (hold), H cannot be interrupted. Wake-Up Games ============= Against opponents who ground recover, jump up and throw out a Stunball. Don't do it too early or they'll be stunned on the ground. You can jump straight up to avoid wake-up attacks and input the sword or a Stunball. Countering Opponent's Mistakes ============================== After blocking most attacks, the Basic M is your best counter. Follow with HHH for an air combo. After blocking high attacks, do a short jump and immediately input the H. You can substitute this with a backward jump to unleash the Stunball. YUFFIE'S COMPLETE MOVES LIST ============================ HHH HHL 90-degree (either direction), H HHjLHHjHH 360-degree, (H or L), (S to jump) H+S MMjHH MjHHHHHjL (only if first hit is blocked) M+S LLL L+S (hold), H L+S, L Walking H Walking LL Running HHH Running HjH Running HHjH Running L Running MHjHH Projectile-Evasion, H G+L, HH G+H, jH (can be done infinitely) J+H J+L Ducking HHH Ducking L Step H Step LH Step LLHH Rising HjH Throws ------ front front, hold H front, hold L, G, G left right back 360-degree Specials -------- S S (hold) S (hold), H S (hold), L Running S J, S S (white meter empty)