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The King of Fighters '98 UMFE/Yashiro Nanakase: Difference between revisions

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== Introduction ==
== Introduction ==
Yashiro is a big buttons poking character with some excellent damage from his good confirms. Yashiro shines when he is in neutral and poking. He has access to a great st.B and cr.D that lets him control the ground really well. He has a series of rekkas with different followups for combos but they also have some poking and mixup use. Yashiro's close range offense is a bit limited but he does have access to an overhead and low confirms into super. On defence Yashiro does have a dp but it's pretty slow so it's hard to rely on. Yashiro is extra deadly when he has access to the extra mode meter as that drives his combo damage up by a lot.


== Changes from previous versions ==
{{StrengthsAndWeaknesses
|ext=jpg
| description =Yashiro is a big-buttons poking character with some excellent damage from his good confirms. Yashiro shines when he is in neutral and poking. He has multiple great poking normals, as well as a series of rekkas with different followups for combos that also have some poking and mixup use. Yashiro's close-range offense is a bit limited, but he does have access to an overhead and low confirms into DMs. On defense, Yashiro does have a DP, but it's pretty slow so it's hard to rely on. Yashiro is extra deadly when he has access to Extra mode meter, as that drives his combo damage up by a lot.}}
 
== Changes from Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''


Normals:
Normals:
* st.C recovery reduced by 5 frames
 
* cl.C activation range reduced
* 5C's recovery has been reduced by 5 frames
* st.B priority reduced
 
* j.D active frames reduced
* cl.C's activation range has been reduced
* j.D priority reduced
 
* raw f+A startup decreased by 4 frames
* 5B's priority has been reduced
* f+A can now otg
 
* j.C has a better crossup hitbox
* j.D's active frames have been reduced
 
* j.D's priority has been reduced
 
* Raw 6A's startup has been decreased by 4 frames
 
* 6A can now OTG
 
* j.C now has a better crossup hitbox


Specials:
Specials:
hcf+P damage reduced
 
hcf+A recovery increased
* 41236P's damage has been reduced
dp+P recovery increased
 
hcf+C now hits overhead
* 41236A's recovery has been increased
 
* 623P's recovery has been increased
 
* 41236C now hits overhead


Supers:
Supers:
qcfx2+P startup decreased and got a longer hitbox so it's easier to hit
 
qcfx2+K is a lot faster
* 2141236P now has invincibility, MAX version is now fast enough to combo from lights


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''
Normals:
Normals:
* cl.D now hits low
* cl.D now hits low
* j.C now easier to cross up with
* j.C now easier to cross up with


Specials:
Specials:
* hcf+A 2 frames less recovery
 
* qcf+A followup after HCF+A - 3 frames less recovery
* 41236A now has 2 frames less recovery
* qcb+K greatly increased the amount it contributes to the stun meter
 
* 41236A > 236A now has 3 frames less recovery
 
* 214K now does much more stun


== Normal Moves ==
== Normal Moves ==


'''Close'''
'''Close'''
*cl. A: whiffs on regular height crouchers. Chainable. Cancelable.
*cl. B: not very useful as it has a short activation range. Chainable. Cancelable.
*cl. C: good as a close up anti air to catch jumps. Good combo normal. whiffs on tiny crouchers. Cancelable.
*cl. D: hits low. another good combo button. Cancelable.


'''Stand'''
* cl.A: Whiffs on regular crouchers. Chainable and cancelable.
*st. A: good long ranged poke for checking. Chainable. Cancelable.
 
*st. B: great long ranged poke. good for stopping hops and forwards movement. Not chainable. Not Cancelable.
* cl.B: Not very useful, as it has a short activation range. Chainable and cancelable.
*st. C: fairly slow and doesn't reach very far. Very good hitbox. Cancelable on whiff and contact.  
 
*st. D: slow move with a lot of recovery. Can work as an anti air if done early enough. Not cancelable.
* cl.C: Good as a close-up anti-air to catch jumps. Good combo normal. Whiffs on tiny crouchers. Cancelable.
 
* cl.D: Hits low. Another good combo button. Cancelable.
 
'''Standing'''
 
* 5A: Good long-ranged poke for checking movement, especially hops. Chainable and cancelable.
 
* 5B: Great long-ranged poke. Good for stopping hops and forwards movement.
 
* 5C: Fairly slow and doesn't reach very far. Very good hitbox. Cancelable on hit, block, and whiff.
 
* 5D: Slow move with a lot of recovery. Can work as an anti-air if done early enough.
 
'''Crouching'''
 
* 2A: Great long-ranged 2A. Good for comboing and blockstrings, as well as tick throws. Chainable and cancelable.
 
* 2B: Long-ranged and fairly fast 2B. One of his main low combo and blockstring starters. Chainable.
 
* 2C: Great anti-air, as it comes out fast and has a lot of priority. Also great as a grounded poke for the same reasons. Cancelable.
 
* 2D: A fairly slow sweep with long range and great priority. Cancelable on hit, block, and whiff.
 
'''Jumping'''
 
* j.A: A great jumping normal due to its nice priority. Can work as a jump-in or as an air-to-air.
 
* j.B: Good air-to-air normal. Hits quite high up.


'''Crouch'''
* j.C: Good jump-in normal. Can crossup.  
*cr. A: great long ranged cr.A good for comboing and blockstrings. Good to tick throw(hcf+P) with. Chainable. Cancelable.
*cr. B: long ranged and fairly fast cr.B. One of his main low combo and blockstring starters. Chainable. Not cancelable.
*cr. C: great anti air as it comes out fast and has a lot of priority. Also great as a grounded poke for the same reasons. Cancelable.
*cr. D: a fairly slow sweep with long range and great priority. Cancelable on whiff and contact.


'''Jump'''
* j.D: Great air-to-air normal. Whiffs on crouchers.
*j. A: a great jumping normal due to it's nice priority. Can work as a jumpin or as an air to air.
*j. B: good air to air normal. hits quite high up.
*j. C: good jumpin normal. can crossup.
*j. D: great air to air normal. whiffs on crouchers.


'''Blowback'''
'''CD Normals'''
*st. CD: moves forward. good priority. Cancelable on whiff and contact.
 
*j. CD: Great air to air normal when the opponent is higher up.
* 5CD: Moves forward. Good priority. Cancelable on hit, block, and whiff.
 
* j.CD: Great air-to-air normal when the opponent is higher up.


== Throws ==
== Throws ==


'''Liver Blow:''' (close) b/f + C
'''Liver Blow:''' <code>4/6C (close)</code>
* Regular throw, techable. Yashiro punches the opponent in the stomach sending them full screen away with a soft knockdown.
 
* Regular throw, techable. Yashiro punches the opponent in the stomach, sending them fullscreen away with a soft knockdown.
 
'''Hatchet Throw:''' <code>4/6D (close)</code>


'''Hatchet Throw:''' b/f + D
* Regular throw, techable. Yashiro picks the opponent up and slams them behind him, sending them fullscreen away with a backturned hard knockdown.
* Regular throw, techable. Yashiro picks the opponent up and slams them behind them sending them full screen away with a backturned hard knockdown.


== Command Moves ==
== Command Moves ==


'''Regret Bash:''' F + A
'''Regret Bash:''' <code>6A</code>
*Hits overhead
*Hard knockdown
*Hits OTG. Can combo into itself
*Can be cancelled into, when doing so it loses the overhead property but becomes cancelable.


'''Step  Side Kick:''' F + B
* Done raw, this is an overhead that causes a hard knockdown and can OTG (and can even combo into itself as a result).
* this move is the same whether cancelled into or done raw.


* good to use in combos as it's cancelable.
* When canceled into, it becomes cancelable combo filler.


* hits mid but does more damage in a combo than f+A.
* When late-canceled into, it maintains its overhead property, allowing you to surprise opponents on defense.
 
'''Step  Side Kick:''' <code>6B</code>
 
* This move is the same whether canceled into or done raw.
 
* Good to use in combos, as it's cancelable.
 
* Hits mid, but does more damage in a combo than 6A.


== Special Moves ==
== Special Moves ==


'''Mighty Missile Bash:''' hcb + A/C
'''Mighty Missile Bash:''' <code>63214A/C</code>


* Yashiro delivers a series of punches. on hit the last hit launches the opponent into the air.
* Yashiro delivers a series of punches. On hit, the last hit launches the opponent into the air.


* the B version only does 2 hits and the D version does 4 hits.
* The A version only does 2 hits and the C version does 4 hits.


* the recovery is too large to connect anything after the launch.
* The recovery is too long to connect anything after the launch without Quick MAX.


* both versions are very unsafe on block therefore this move is only really useful as a combo ender.
* Both versions are very unsafe on block; therefore, this move is only really useful as a combo ender.


* only combos from heavies.
* Only combos from heavies.


'''Dual Upper:''' dp + A/C
'''Dual Upper:''' <code>623A/C</code>


* Yashiro does a big uppercut upwards.
* Yashiro does a big uppercut.


* slow startup but is fully startup invul and does have invul on the active frames making it a real reversal.
* Slow startup, but has full invincibility lasting into the active frames, making it a real reversal.


* also has a guard point on the first hit.
* Also has a guard point on the first hit.


* the slow start up makes it hard to use as a reversal as it's quite easily baited and punished.
* The A version can combo from lights, while the C version has an extra hit and does more damage.


* very unsafe on block.
* The slow startup makes it hard to use as a reversal, as it's quite easily baited and punished.


'''Sledgehammer:''' qcb + B/D
* Very unsafe on block.
* Yashiro jumps up and delivers a hammer punch to the ground.
 
'''Sledgehammer:''' <code>214B/D</code>
 
* Yashiro jumps up and delivers a hammerfist to the ground.


* Hits overhead.
* Hits overhead.


* causes hard knockdown.
* Causes a hard knockdown.


* very unsafe on block.
* Very unsafe on block.
   
   
'''Jet Counter:''' hcf + A/C
'''Jet Counter:''' <code>41236A/C</code>
* Yashiro does a quick forwards dashing punch.
 
* Yashiro does a quick forwards-dashing punch.


* the A version is a small uppercut that hits mid.
* The A version is a small uppercut that hits mid.


* The C version is a slower overhead punch that hits overhead.
* The C version is a slower punch that hits overhead.


* The A version will combo from heavies but the C version won't combo from anything.
* The A version will combo from heavies, but the C version won't combo from anything.


* The A version is safer on block than the C version.
* The A version is safer on block than the C version.


'''Steel Jet Counter:''' (during Jet Counter hit) qcf + A/C
: '''Steel Jet Counter:''' <code>236A/C (during 41236P)</code>
* A version has Yashiro do a straight punch.


* This leaves the opponent standing on hit.
:* Followup to 41236P.


* this followup whiffs on short crouchers.
:* A version has Yashiro do a straight punch that leaves the opponent standing on hit. Whiffs on short crouchers.


* the C version has Yashiro doing an uppercut that launches the opponent. This hits on all crouchers.
:* The C version has Yashiro doing an uppercut that launches the opponent. This hits on all crouchers.


* both of these lets Yashiro combo after them when using the extra mode meters quick max cancel. Without it he doesn't get followups from them.
:* Both of these let Yashiro combo after them if canceled with Quick MAX. Without it, he doesn't get followups from them.


* The C versions quick max combo will only connect from the qcf+C starter and not the qcf+A starter. The A versions quick max combo connects from both.
:* The C version's Quick MAX combo will only connect from the 236C starter and not the 236A starter. The A version's Quick MAX combo connects from both.


== Desperation Moves ==
== Desperation Moves ==


'''Million Bash Stream:''' qcb, hcf + A/C
'''Million Bash Stream:''' <code>2141236A/C (press A/C repeatedly)</code>
* Yashiro delivers a series of punches.


* has invul so can be used as a reversal.
* Yashiro delivers a series of punches. Can be mashed for more hits and damage.


* combos from heavies but not from lights.
* Has invincibility, so can be used as a reversal.


* mainly good to use for the invul as it is outshined by his other super for combos.
* Combos from heavies but not from lights.
 
* Mainly good to use for the invincibility, as it is outshined by his other DM for combos.
 
* MAX version does more hits and damage, and can also be mashed for more.
 
'''Final Impact:''' <code>236236A/C (can be held)</code>


'''Final Impact:''' qcf, qcf + A/C
* Yashiro delivers a powerful punch.
* Yashiro delivers a powerful punch.


* can combo from lights and heavies. This move is extra important because it's Yashiros main way of comboing from lows as all his specials are too slow for it.
* Can combo from lights and heavies, making it Yashiro's go-to for metered combos.
 
* Very fast startup, which makes it great for punishing.


* very fast startup which makes it great for punishing.
* Can be held to charge it up. The more you charge it, the longer its range becomes, and at full charge it becomes unblockable and does 40% damage.


* can be held to charge it up. The more you charge it the longer it's range becomes and at full charge it becomes unblockable and does 40% damage.
* MAX version works the same as the regular version, but does more damage.


* Max version works the same as the regular version but has more damaage.
== Combos ==
== Combos ==


-Note: cr.B, cr.A is quite a hard link (2f), so you can also use cr.A in place of cr.B in any of the following combos, although cr.A doesn't hit low
'''General Notes:'''
===0 Stock===
 
* Linking cr.B into cr.A is a difficult 2f link, so in combos where you need the speed of a light button but don't necessarily need to hit low you can use another cr.A in place of cr.B.
 
* In any metered combo, you can replace qcfx2+P with qcfx2+AC or qcb,hcf+P with qcb,hcf+AC for more damage if you have the resources.
 
===Meterless===


''Low''
''Low''
* cr.B/cr.A, cr.Ax2, st.B


* cr.B/cr.A, cr.A, dp+A
: <code>cr.B/cr.A, cr.Ax2, st.B</code>


''Anywhere''
: <code>cr.B/cr.A, cr.A, dp+A</code>
* (jump-in), cl.D, f+A, hcf+A, qcf+C


* (jump-in), cl.D, f+A, hcb+C
''Mid/Jump-In''
: -Note: same damage as the first combo, this one grants slightly better oki but you have one less hit to hit confirm
 
: <code>(j.X), cl.D, f+A, hcf+A > qcf+C</code>
 
: <code>(j.X), cl.D, f+A, hcb+C</code>
: Does the same damage as the first combo and grants slightly better oki, but you have one less hit to hit-confirm.
 
===With Meter===


===1 Stock===
''Low''
''Low''
* cr.B/cr.A, cr.A, cr.A/st.A, qcfx2+P


''Anywhere''
: <code>cr.B/cr.A, cr.A, cr.A/st.A, qcfx2+P</code>
* (jump-in), cl.D, f+A, qcb,hcf+P (mash)
 
: -Note: qcb,hcf+P normally does 5 hits, but you can mash to get up to 13 hits
''Mid/Jump-In''


'''Quick Max'''
: <code>(j.X), cl.D, f+A, qcb,hcf+C > mash P</code>
: qcb,hcf+C normally does 5 hits, but you can mash to get up to 13 hits.


''Anywhere''
===With Quick MAX===
*(jump-in), cl.D, f+A, hcf+A > qcf+A, ABC, qcfx2+P


===3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode===
: <code>(j.X), cl.D, f+A, hcf+A > qcf+A, ABC, qcfx2+P</code>
* In any 1 stock combo, replace qcfx2+P with qcfx2+AC or qcb,hcf+P with qcb,hcf+AC
: -Note: qcb,hcf+AC normally does 7 hits, but you can mash to get up to 23 hits


== Strategy & Tips ==
== Strategy & Tips ==

Latest revision as of 20:19, 20 November 2023


Introduction

Yashiro is a big-buttons poking character with some excellent damage from his good confirms. Yashiro shines when he is in neutral and poking. He has multiple great poking normals, as well as a series of rekkas with different followups for combos that also have some poking and mixup use. Yashiro's close-range offense is a bit limited, but he does have access to an overhead and low confirms into DMs. On defense, Yashiro does have a DP, but it's pretty slow so it's hard to rely on. Yashiro is extra deadly when he has access to Extra mode meter, as that drives his combo damage up by a lot.

Changes from Previous Versions

98 to 98UM

Normals:

  • 5C's recovery has been reduced by 5 frames
  • cl.C's activation range has been reduced
  • 5B's priority has been reduced
  • j.D's active frames have been reduced
  • j.D's priority has been reduced
  • Raw 6A's startup has been decreased by 4 frames
  • 6A can now OTG
  • j.C now has a better crossup hitbox

Specials:

  • 41236P's damage has been reduced
  • 41236A's recovery has been increased
  • 623P's recovery has been increased
  • 41236C now hits overhead

Supers:

  • 2141236P now has invincibility, MAX version is now fast enough to combo from lights

98UM to 98UMFE

Normals:

  • cl.D now hits low
  • j.C now easier to cross up with

Specials:

  • 41236A now has 2 frames less recovery
  • 41236A > 236A now has 3 frames less recovery
  • 214K now does much more stun

Normal Moves

Close

  • cl.A: Whiffs on regular crouchers. Chainable and cancelable.
  • cl.B: Not very useful, as it has a short activation range. Chainable and cancelable.
  • cl.C: Good as a close-up anti-air to catch jumps. Good combo normal. Whiffs on tiny crouchers. Cancelable.
  • cl.D: Hits low. Another good combo button. Cancelable.

Standing

  • 5A: Good long-ranged poke for checking movement, especially hops. Chainable and cancelable.
  • 5B: Great long-ranged poke. Good for stopping hops and forwards movement.
  • 5C: Fairly slow and doesn't reach very far. Very good hitbox. Cancelable on hit, block, and whiff.
  • 5D: Slow move with a lot of recovery. Can work as an anti-air if done early enough.

Crouching

  • 2A: Great long-ranged 2A. Good for comboing and blockstrings, as well as tick throws. Chainable and cancelable.
  • 2B: Long-ranged and fairly fast 2B. One of his main low combo and blockstring starters. Chainable.
  • 2C: Great anti-air, as it comes out fast and has a lot of priority. Also great as a grounded poke for the same reasons. Cancelable.
  • 2D: A fairly slow sweep with long range and great priority. Cancelable on hit, block, and whiff.

Jumping

  • j.A: A great jumping normal due to its nice priority. Can work as a jump-in or as an air-to-air.
  • j.B: Good air-to-air normal. Hits quite high up.
  • j.C: Good jump-in normal. Can crossup.
  • j.D: Great air-to-air normal. Whiffs on crouchers.

CD Normals

  • 5CD: Moves forward. Good priority. Cancelable on hit, block, and whiff.
  • j.CD: Great air-to-air normal when the opponent is higher up.

Throws

Liver Blow: 4/6C (close)

  • Regular throw, techable. Yashiro punches the opponent in the stomach, sending them fullscreen away with a soft knockdown.

Hatchet Throw: 4/6D (close)

  • Regular throw, techable. Yashiro picks the opponent up and slams them behind him, sending them fullscreen away with a backturned hard knockdown.

Command Moves

Regret Bash: 6A

  • Done raw, this is an overhead that causes a hard knockdown and can OTG (and can even combo into itself as a result).
  • When canceled into, it becomes cancelable combo filler.
  • When late-canceled into, it maintains its overhead property, allowing you to surprise opponents on defense.

Step Side Kick: 6B

  • This move is the same whether canceled into or done raw.
  • Good to use in combos, as it's cancelable.
  • Hits mid, but does more damage in a combo than 6A.

Special Moves

Mighty Missile Bash: 63214A/C

  • Yashiro delivers a series of punches. On hit, the last hit launches the opponent into the air.
  • The A version only does 2 hits and the C version does 4 hits.
  • The recovery is too long to connect anything after the launch without Quick MAX.
  • Both versions are very unsafe on block; therefore, this move is only really useful as a combo ender.
  • Only combos from heavies.

Dual Upper: 623A/C

  • Yashiro does a big uppercut.
  • Slow startup, but has full invincibility lasting into the active frames, making it a real reversal.
  • Also has a guard point on the first hit.
  • The A version can combo from lights, while the C version has an extra hit and does more damage.
  • The slow startup makes it hard to use as a reversal, as it's quite easily baited and punished.
  • Very unsafe on block.

Sledgehammer: 214B/D

  • Yashiro jumps up and delivers a hammerfist to the ground.
  • Hits overhead.
  • Causes a hard knockdown.
  • Very unsafe on block.

Jet Counter: 41236A/C

  • Yashiro does a quick forwards-dashing punch.
  • The A version is a small uppercut that hits mid.
  • The C version is a slower punch that hits overhead.
  • The A version will combo from heavies, but the C version won't combo from anything.
  • The A version is safer on block than the C version.
Steel Jet Counter: 236A/C (during 41236P)
  • Followup to 41236P.
  • A version has Yashiro do a straight punch that leaves the opponent standing on hit. Whiffs on short crouchers.
  • The C version has Yashiro doing an uppercut that launches the opponent. This hits on all crouchers.
  • Both of these let Yashiro combo after them if canceled with Quick MAX. Without it, he doesn't get followups from them.
  • The C version's Quick MAX combo will only connect from the 236C starter and not the 236A starter. The A version's Quick MAX combo connects from both.

Desperation Moves

Million Bash Stream: 2141236A/C (press A/C repeatedly)

  • Yashiro delivers a series of punches. Can be mashed for more hits and damage.
  • Has invincibility, so can be used as a reversal.
  • Combos from heavies but not from lights.
  • Mainly good to use for the invincibility, as it is outshined by his other DM for combos.
  • MAX version does more hits and damage, and can also be mashed for more.

Final Impact: 236236A/C (can be held)

  • Yashiro delivers a powerful punch.
  • Can combo from lights and heavies, making it Yashiro's go-to for metered combos.
  • Very fast startup, which makes it great for punishing.
  • Can be held to charge it up. The more you charge it, the longer its range becomes, and at full charge it becomes unblockable and does 40% damage.
  • MAX version works the same as the regular version, but does more damage.

Combos

General Notes:

  • Linking cr.B into cr.A is a difficult 2f link, so in combos where you need the speed of a light button but don't necessarily need to hit low you can use another cr.A in place of cr.B.
  • In any metered combo, you can replace qcfx2+P with qcfx2+AC or qcb,hcf+P with qcb,hcf+AC for more damage if you have the resources.

Meterless

Low

cr.B/cr.A, cr.Ax2, st.B
cr.B/cr.A, cr.A, dp+A

Mid/Jump-In

(j.X), cl.D, f+A, hcf+A > qcf+C
(j.X), cl.D, f+A, hcb+C
Does the same damage as the first combo and grants slightly better oki, but you have one less hit to hit-confirm.

With Meter

Low

cr.B/cr.A, cr.A, cr.A/st.A, qcfx2+P

Mid/Jump-In

(j.X), cl.D, f+A, qcb,hcf+C > mash P
qcb,hcf+C normally does 5 hits, but you can mash to get up to 13 hits.

With Quick MAX

(j.X), cl.D, f+A, hcf+A > qcf+A, ABC, qcfx2+P

Strategy & Tips

Videos

King of Fighters 98 UM FE: Yashiro Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro