Yashiro 02

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Frame Data

Move Startup Active Recovery Cancel Block
cl.A 3 4 4 C,S,Su HL
cl.B 5 2 9 C,S,Su HL
cl.C 4 3+4 18 S,Su HL
cl.D 3 5 21 S,Su HL
st.A 4 3 8 C,S,Su HL
st.B 7 3 17 HL
st.C 8 4 17 HL
st.D 12 2 20 HL
cr.A 4 3 7 C,S,Su HL
cr.B 4 3 9 C,S,Su L
cr.C 5 2+3 28 S,Su HL
cr.D 9 3(5)5 22 S(1),Su(1) L
CD 15 5 24 S,Su HL
ju.A 5 9 - H
ju.B 6 9 - H
ju.C 7 2 - H
ju.D 7 4 - H
j.A 5 7 - H
j.B 6 9 - H
j.C 7 2 - H
j.D 7 7 - H
j.CD 10 4 - HL
h.A 5 9 - H
h.B 6 9 - H
h.C 7 2 - H
h.D 7 5 - H
h.CD 10 4 - HL
f+A 22 3 24 H
f+A(cancel) 12 3 24 S,Su HL
f+B 11 5 18 S,Su HL
dp+A [1] 9 3 32 HL
dp+A (connect) [1] 9 3(3)2(3)12 28 Fi,Fo(1) HL
dp+C [2] 13 3 33 HL
dp+C (connect) [2] 13 3(3)2(3)17 30 Fi,Fo(1,2) HL
qcb+B [3] 22 3+3 23 Fi H
qcb+D [4] 27 3+3 27 Fi H
hcf+A [5] 16 8 17 Fi,Fo HL
hcf+C [6] 24 7 18 Fi,Fo H
hcf+AC [5] 16 8 17 Fi,Fo HL
(hcf+A/AC >) qcf+A 13 4 14 Fo HL
(hcf+C >) qcf+C 11 4 37 Su,Fo HL
(hcf+AC >) qcf+C 12 4 27 Fo HL
2xqcf+A (level 1) [7] 5+0~27 6 37 HL
2xqcf+A (level 2) [7] 5+28~55 6 37 HL
2xqcf+A (level 3) [7] 5+56~85 6 37 HL
2xqcf+A (level 4) [7] 94 6 43 -
2xqcf+C (level 1) [7] 8+0~27 6 39 HL
2xqcf+C (level 2) [7] 8+28~55 6 39 HL
2xqcf+C (level 3) [7] 8+56~85 6 39 HL
2xqcf+C (level 4) [7] 94 6 43 -
2xqcf+AC (level 1) [7] 5+0~19 6 37 HL
2xqcf+AC (level 2) [7] 5+20~39 6 37 HL
2xqcf+AC (level 3) [7] 5+40~61 6 37 HL
2xqcf+AC (level 4) [7] 70 6 43 -
qcb, hcf+BD 12 13 24 HL

[1] Invincible: Frame 1 Guard Point: Frames 2~5.

[2] Invincible: Frame 1 Guard Point: Frames 2~7.

[3] Invincible: Frames 1~8.

[4] Invincible: Frames 1~13.

[5] Invincible at feet: Frames 7~9 Invinicble: Frames 10~12.

[6] Invincible at feet: Frames 7~9 Invincible: Frames 10~15.

[7] Invincible: Frame 1.

Movelist

Throws

1. Lever Blow - b/f+C

  • Yashiro knocks them back in the direction that he was facing


2. Hatchet Throw - b/f+D

  • Yashiro grabs them and throws them in the opposite direction they were facing
  • hard knockdown and the opponent's back is turned when waking up
  • gives you enough time to run up to them or jump in before they get up, even from midscreen


Command Normals

1. Regret Bash - f+A

  • Yashiro does a slow overhead smash with his fist
  • overhead
  • hard knockdown
  • cancellable if cancelled into
  • if cancelled into, this move does almost no damage and loses the overhead property but comes out much faster and doesn't knock down
  • this move makes Yashiro move forward, making combos more likely to land than if using the more damaging f+B


2. Step Side Kick - f+B

  • Yashiro does a horizontal kick forward, which has decent range
  • cancellable


Special Moves

1. Upper Duel - dp+P

  • Yashiro does a rising uppercut attack that has upperbody autoguard
  • if the first hit whiffs, then the rest of the move does not complete - if it does hit, then Yashiro will rise into the air for another hit if dp+A was used and two hits if dp+C was used
  • dp+A free cancellable out of on the first hit, dp+C free cancellable out of on the first two hits
  • free cancellable into


2. Sledgehammer - qcb+K

  • Yashiro leaps into the air and smashes the ground with his fists
  • qcb+D travels further and higher than qcb+B
  • this move has lower body invinciblity on startup
  • hard knockdown
  • free cancellable into

3. Jet Counter - hcf+P

  • Yashiro does a dashing punch forward that does not knockdown the opponent if it hits
  • hcf+A comes out quicker, travels shorter than qcf+C and is safe on block
  • hcf+C is an overhead
  • hcf+A can be followed up with qcf+A, while hcf+C can be followed up with qcf+C. However, there is a glitch in which, executing hcf+AC will result in hcf+A coming out, yet allow you to use a qcf+C followup. This followup isn't the same as his qcf+C followup after hcf+C
  • free cancellable into
  • free cancellable out of


3a. Jet Counter: Still - qcf+P (after hcf+P)

  • after hcf+AC, qcf+A does a simple punch that pushes him back safely and does not knock down the opponent. qcf+C knocks the opponent into the air where they can be juggled
  • after hcf+C, qcf+C does an uppercut punch that launches them into the air where they can be juggled. However, Yashiro recovers when the opponent hits the ground, so he can only juggle if qcf+C is cancelled out of
  • all followups whether after hcf+A, hcf+AC or hcf+C, can be free cancellabled out of
  • qcf+C is supercancellable

DMs

1. Final Impact - qcfx2+P

  • Yashiro does a very quick forward punch that has good range. If blocked, he can be punished unless it was blocked from max distance
  • comes out extremely quick, allowing you to punish many moves on block that would seem unpunishable by most characters


SDMs

1. Final Impact - qcfx2+AC

  • acts just like his normal DM version but with a little extra damage


HSDMs

1. [ERROR] CODE 2002 - qcb hcf+BD

  • Yashiro dashes towards the opponent quickly. If he connects, he will perform a series of attacks
  • if blocked, Yashiro does not perform the rest of the attacks, but recovers quickly
  • there's no point in using this move except for some flashy combos


Notes

  • cancellable normals are close A, crouch A, far A, close B, close C, crouch C, close D, crouch D(1)
  • CD is cancellable into specials and DMs


Combos

Anywhere

1. [Jump attack] Close C/Close D, f+A, hcf+AC, qcf+C, superjump D/qcfx2+P - 37%/50% (0 stocks/1 stock)

This is Yashiro's standard B&B and does very good damage. If you don't have the one stock available (which would be rare since this combo itself generates quite a bit of stock), then finish with superjump D. Otherwise, finish with his DM.


2. Crouch AA, Far A, Far B - 15% (0 stocks)

Pretty basic poke combo that doesn't do good damage but is simple and pushes the opponent back safely.


3. Crouch B, Crouch A, Far A, qcfx2+P - 35% (1 stock)

A useful combo starting from low attacks that requires some practice to get down. Crouch B into crouch A is a difficult link.


4. [Jump attack] Close C/Close D, f+A, BC, run up Close C/Close D, f+A, hcf+A, (C)dp+C(1), (C)hcf+A, (C)dp+C(1), (C)hcf+AC, qcf+C, qcfx2+P/AC - 80%/90% (2 stocks/3 stocks)

This is Yashiro's most damaging combo but requires some practice to get down. After the BC activation, you need to run up so that the Close C/Close D hits close to the opponent. The reason is that if it hits too far away, the first dp+C in the combo will whiff. This fact makes the combo much harder (though still doable) from a jump attack.


5. hcf+C, qcf+C, (S)qcfx2+P(hold) - 43% (2 stocks)

You will be using hcf+C often with Yashiro, which will make this supercancel combo very useful. The DM must be held slightly in order to combo.


Corner

1. Close C/Close D, f+A, hcf+AC, qcf+C, dp+A - 43% (0 stocks)

A variation of Yashiro's standard combo that only works in the corner and does better damage than the superjump D alternative.