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The King of Fighters '98 UMFE/Yashiro Nanakase: Difference between revisions
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[[File:kyo98umfeyashiro.jpg]] | <section begin="image"/>[[File:kyo98umfeyashiro.jpg]]<section end="image"/> | ||
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== Introduction == | == Introduction == | ||
== Changes from | {{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: | ||
* | |||
* cl.C activation range reduced | * 5C's recovery has been reduced by 5 frames | ||
* | |||
* j.D active frames reduced | * cl.C's activation range has been reduced | ||
* j.D priority reduced | |||
* | * 5B's priority has been reduced | ||
* | |||
* 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: | ||
* 41236P's damage has been reduced | |||
* 41236A's recovery has been increased | |||
* 623P's recovery has been increased | |||
* 41236C now hits overhead | |||
Supers: | Supers: | ||
* 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: | ||
* | |||
* | * 41236A now has 2 frames less recovery | ||
* | |||
* 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 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. | |||
*j. D: | |||
''' | '''CD Normals''' | ||
* | |||
*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) | '''Liver Blow:''' <code>4/6C (close)</code> | ||
* Regular throw, techable. Yashiro punches the opponent in the stomach sending them | |||
* 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> | |||
* 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 | |||
== Command Moves == | == Command Moves == | ||
'''Regret Bash:''' | '''Regret Bash:''' <code>6A</code> | ||
* Done raw, this is an overhead that causes a hard knockdown and can OTG (and can even combo into itself as a result). | |||
* this | |||
* | * 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:''' <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:''' | '''Mighty Missile Bash:''' <code>63214A/C</code> | ||
* Yashiro delivers a series of punches. | * 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:''' | '''Dual Upper:''' <code>623A/C</code> | ||
* Yashiro does a big uppercut | * 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 | * 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. | ||
'''Sledgehammer:''' | * Very unsafe on block. | ||
* Yashiro jumps up and delivers a | |||
'''Sledgehammer:''' <code>214B/D</code> | |||
* Yashiro jumps up and delivers a hammerfist to the ground. | |||
* Hits overhead. | * Hits overhead. | ||
* | * Causes a hard knockdown. | ||
* | * Very unsafe on block. | ||
'''Jet Counter:''' | '''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 C version is a slower | * 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 | : '''Steel Jet Counter:''' <code>236A/C (during 41236P)</code> | ||
* | :* 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 | :* 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:''' | '''Million Bash Stream:''' <code>2141236A/C (press A/C repeatedly)</code> | ||
* | * 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:''' <code>236236A/C (can be held)</code> | |||
* Yashiro delivers a powerful punch. | * 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 == | == 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'' | ''Low'' | ||
: <code>cr.B/cr.A, cr.Ax2, st.B</code> | |||
: <code>cr.B/cr.A, cr.A, dp+A</code> | |||
''Mid/Jump-In'' | |||
: | |||
: <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=== | |||
''Low'' | ''Low'' | ||
: <code>cr.B/cr.A, cr.A, cr.A/st.A, qcfx2+P</code> | |||
''Mid/Jump-In'' | |||
: <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. | |||
===With Quick MAX=== | |||
: <code>(j.X), cl.D, f+A, hcf+A > qcf+A, ABC, qcfx2+P</code> | |||
== 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