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Yuffie Guide by MAllen

Version: 1.2 | Updated: 05/15/1999


Unpublished Work Copyright 1999 Mike Allen


This is as an "easy reference" guide for Yuffie players. The strategies 
are from my Expert FAQ Version 1.38.

Send any questions/comments to:  Mallen1@csulb.edu 









H: high
M: middle (input H+L)
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move (tap the directional pad while holding G)
Ducking: a fully-ducked position (hold G)
Rising: "while rising" position (after certain low attacks or ducking)
Walking: direction pad while holding G
Running: direction pad without holding G
j(attack): just-frame attack (exp. "jH" is a just-frame attack with H)


jab = Basic H
combo = if the first hit lands, the rest will connect
mid = an attack that hits middle
low = an attack that hits low
counter = counter-hit
delay = pushing the buttons at a slower speed to alter the timing 
lifter = move that sets up an air combo 
wake-up attack = a move while on the ground after being knocked down
down attack = a move used to hit opponents lying on the ground
sleeper = an opponent who sits on the ground after being knocked down
turtle = an opponent who plays defensively


YUFFIE => Believe it or not she's better than Sasuke. Bad news for    
========          everyone else.

A Sasuke-clone for Final Fantasy fans. Whatever.

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 

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


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 

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 

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. 


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 


90-degree (either direction), H
360-degree, (H or L), (S to jump)
MjHHHHHjL (only if first hit is blocked)
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+H, jH (can be done infinitely)
Ducking HHH
Ducking L
Step H
Step LH
Rising HjH

front, hold H
front, hold L, G, G

S (hold)
S (hold), H
S (hold), L
Running S
J, S
S (white meter empty)


Against the Unblockables

Learn to look for them and grab without mercy.

You can sword-grab the J+L.

You can sword-grab the jumping H if her feet are on the ground when she 

The 360-degree, (H or L) "spinning-sword" move can be ducked.

Against Her Basics

If you block the basic HHH you can land a quick H, M or throw.

Against the Stun Ball

If you're hit by a stun ball push the buttons and directional pad as 
fast as you can. If you recover during a running HHH, you can grab the 
last slice.

Be VERY careful using wake-up attacks. If she jumps up and you miss, 
she'll get you with the stun ball or a jumping H.

Don't expect Yuffie players to interrupt much. They'll save the white 
meter for specials.



1.0- used Expert FAQ Version 1.3
1.1- used Expert FAQ Version 1.33
1.2- used Expert FAQ Version 1.34

I won't update this FAQ again. New Yuffie strategies will appear in my 
Expert FAQ first.

Send any tips/questions/comments to:  Mallen1@csulb.edu

Unpublished Work Copyright 1999 Mike Allen

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