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The King of Fighters '98 UMFE/Orochi Yashiro: Difference between revisions
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{| style="margin-right:1em;" align=" | |||
| __TOC__ | {{CharNavbox 98FE}} | ||
{| style="margin-right:1em;" align="left" | |||
| {{TOClimit|3}}__TOC__ | |||
|} | |} | ||
[[File: | <section begin="image"/>[[File:Oyashiro umfe stance.gif|right|thumb|x400px]]<section end="image"/> | ||
<br clear=all> | <br clear=all> | ||
== Introduction == | == Introduction == | ||
Orochi Yashiro is a grappler with a set of great long-range normals, especially st.B and j.D. These let him control space and lock the opponent's movement down, so he can go in and start his mixups. Once in, he has access to multiple mixup options like lows, an overhead, and 3 command grabs. His weaknesses include a lack of safe specials to cancel into, a lack of a dedicated anti-jump tool, and a lack of meterless fullscreen options. | {{StrengthsAndWeaknesses | ||
|ext=gif | |||
| description =Orochi Yashiro is a grappler with a set of great long-range normals, especially {{Hover|st.B|B}} and j.D. These let him control space and lock the opponent's movement down, so he can go in and start his mixups. Once in, he has access to multiple mixup options like lows, an overhead, and 3 command grabs. His weaknesses include a lack of safe specials to cancel into, a lack of a dedicated anti-jump tool, and a lack of meterless fullscreen options.}} | |||
== | ==Movelist== | ||
''' | '''Throws''' | ||
Baku - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] | |||
Beki - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] | |||
'''Command Normals''' | |||
Saku - [[image:fd.gif]] + [[image:a.gif]] | |||
Bu - [[image:fd.gif]] + [[image:b.gif]] | |||
'''Special Moves''' | |||
Niragu Daichi - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Musebu Daichi - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Odoru Daichi - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] | |||
Kujiku Daichi - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
'''Desperation Moves''' | |||
Ankoku Jigoku Gokuraku Otoshi - [[image:hcb.gif]][[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Araburu Daichi - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] | |||
Hoeru Daichi - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Hold OK) | |||
== Changes from Previous Versions == | |||
'''98UM | '''98 to 98UM''' | ||
Normals: | |||
<ul><li>{{Hover|st.C|C}}'s recovery has been reduced by 5 frames</li> | |||
' | <li>cl.C's activation range has been reduced</li> | ||
<li>{{Hover|st.B|B}}'s priority has been reduced</li></ul> | |||
* | * j.D's active frames have been reduced | ||
* | * j.D's priority has been reduced | ||
<ul><li>Raw {{Hover|f+A|6A}}'s startup has been decreased by 4 frames</li> | |||
<li>{{Hover|f+A|6A}} can now OTG</li></ul> | |||
* | * j.C now has a better crossup hitbox | ||
* | * cl.D now hits low | ||
Specials: | |||
<ul><li>{{Hover|hcf+K|41236K}} now combos from heavies</li> | |||
' | <li>{{Hover|qcb+P|214P}}'s startup has been increased by 2 frames</li></ul> | ||
Supers: | |||
<ul><li>{{Hover|qcfx2+P|236236P}}'s startup has been decreased, and its hitbox has been lengthened</li> | |||
<li>{{Hover|qcfx2+K|236236K}} is now much faster</li></ul> | |||
'''98UM to 98UMFE''' | |||
N/A | |||
* | ==Normals== | ||
===Close Standing Normals=== | |||
====cl.A==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_cla | |||
| description = *Whiffs on regular height crouchers. Chainable and cancelable. | |||
| phases = | |||
}} | |||
====cl.B==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_clb | |||
| description = *Not very useful, as it has a short activation range. Chainable and cancelable. | |||
| phases = | |||
}} | |||
====cl.C==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_clc | |||
| description = *Good as a close-up anti-air to catch jumps. Good combo normal. Whiffs on tiny crouchers. Cancelable. | |||
| phases = | |||
}} | |||
====cl.D==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_cld | |||
| description = *Standing low. Another good combo button. Cancelable. | |||
| phases = | |||
}} | |||
====st.A==== | |||
* j.D | ===Far Standing Normals=== | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_sta | |||
| description = Good long-ranged poke for checking hops. Chainable and cancelable. | |||
| phases = | |||
}} | |||
====st.B==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_stb | |||
| description = *Great long-ranged poke. Good for stopping hops and forwards movement. | |||
| phases = | |||
}} | |||
====st.C==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_stc | |||
| description = *Fairly slow, and doesn't reach very far. Very good hitbox. Cancelable on hit, block, and whiff. | |||
| phases = | |||
}} | |||
====st.D==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_std | |||
| description = *Slow move with a lot of recovery. Can work as an anti-air if done early enough. | |||
| phases = | |||
}} | |||
===Crouch Normals=== | |||
====cr.A==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_cra | |||
| description = <ul><li>Great long-ranged {{Hover|cr.A|2A}}. Good for combos and blockstrings, as well as tick throws. Chainable and cancelable.</li></ul> | |||
| phases = | |||
}} | |||
====cr.B==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_crb | |||
| description = <ul><li>Long-ranged and fairly fast {{Hover|cr.B|2B}}. One of his main low combo and blockstring starters. Chainable.</li></ul> | |||
| phases = | |||
}} | |||
====cr.C==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_crc | |||
| description = *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. | |||
| phases = | |||
}} | |||
====cr.D==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_crd | |||
| description = *A fairly slow sweep with long range and great priority. Cancelable on hit, block, and whiff. | |||
| phases = | |||
}} | |||
===Jump Normals=== | |||
====j.A==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_ja | |||
| description = *A great jumping normal due to its nice priority. Can work as a jump-in or as an air-to-air. | |||
| phases = | |||
}} | |||
====j.B==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_jb | |||
| description = *Good air-to-air normal. Hits quite high up. | |||
| phases = | |||
}} | |||
====j.C==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_jc | |||
| description = *Good jump-in normal. Can crossup. | |||
| phases = | |||
}} | |||
====j.D==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_jd | |||
| description = *Great air-to-air normal. Whiffs on crouchers. | |||
| phases = | |||
}} | |||
===Blowback Normals=== | |||
====st.CD==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_stcd | |||
| description = *Moves forward. Good priority. Cancelable on hit, block, and whiff. | |||
| phases = | |||
}} | |||
====j.CD==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_jcd | |||
| description = *Great air-to-air normal when the opponent is higher up. | |||
| phases = | |||
}} | |||
== Throws == | == Throws == | ||
====Baku==== | |||
'''Baku:''' <code>{{Hover|b/f+C|4/6C}} (close)</code> | |||
*Regular throw, techable. Orochi Yashiro punches the opponent in the stomach, sending them fullscreen away with a soft knockdown. | |||
====Beki==== | |||
'''Beki:''' <code>{{Hover|b/f+D|4/6D}} (close)</code> | |||
*Regular throw, techable. Orochi Yashiro picks the opponent up and slams them behind him, sending them fullscreen away with a backturned hard knockdown. | |||
==Command Normals== | |||
====f+A==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_rawf+a,oyashiro_cancelf+a | |||
| description2 = *Overhead when done raw. Loses that property when canceled into but becomes cancelable instead (unless late-canceled). | |||
*Good to use in combos. | |||
<ul><li>Good anti-mash move when canceled into from {{Hover|cr.A|2A}}.</li></ul> | |||
*Can OTG, so if this hits raw you can do another one for extra damage. | |||
== | *Causes a hard knockdown. | ||
| phases = | |||
}} | |||
====f+B==== | |||
* Overhead when done raw. Loses that property when canceled into but becomes cancelable instead (unless late-canceled). | {{FrameDataCargo-KOF98FE | ||
| moveId = oyashiro_f+b | |||
* Good to use in combos. | | description = *This move is the same whether canceled into or done raw. | ||
*Good to use in combos, as it's cancelable. | |||
<ul><li>Does more damage than {{Hover|f+A|6A}}</li></ul>. | |||
| phases = | |||
* Can OTG, so if this hits raw you can do another one for extra damage. | }} | ||
==Special Normals== | |||
* Causes a hard knockdown. | ====Niragu Daichi==== | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_hcf+p | |||
| description = *Command grab with a lot of invincible startup. | |||
* This move is the same whether canceled into or done raw. | *On a successful grab, it launches the opponent high up into the air, putting them in a juggleable state. If you let them fall to the ground, they will take damage and be put into a hard knockdown state. | ||
*This move is the basis for Orochi Yashiro's setups and resets, making it his most dangerous mixup tool. | |||
* Good to use in combos, as it's cancelable. | *Can be used to go through Guard Cancel CDs or counter moves. | ||
| phases = | |||
}} | |||
====Musebu Daichi==== | |||
== Special | {{FrameDataCargo-KOF98FE | ||
| moveId = oyashiro_hcbf+p | |||
| description = *1f command grab that slams the opponent into the ground repeatedly and leaves them in a backturned hard knockdown state. | |||
*Good mixup tool due to its speed, and also your main meterless combo ender. | |||
* Command grab with a lot of invincible startup. | *Very punishable on whiff. | ||
| phases = | |||
* On a successful grab, it launches the opponent high up into the air, putting them in a juggleable state. If you let them fall to the ground, they will take damage and be put into a hard knockdown state. | }} | ||
====Odoru Daichi==== | |||
* This move is the basis for Orochi Yashiro's setups and resets, making it his most dangerous mixup tool. | {{FrameDataCargo-KOF98FE | ||
| moveId = oyashiro_hcf+b,oyashiro_hcf+d | |||
* Can be used to go through Guard Cancel CDs or counter moves. | |input=hcf + B/D | ||
|input2=41236 B/D | |||
| description2 = *A forwards-moving command grab. | |||
*Has low invincibility during the majority of the startup frames, but not at the beginning. | |||
* 1f command grab that slams the opponent into the ground repeatedly and leaves them in a backturned hard knockdown state. | *Risky move to use, due to its long startup speed. | ||
*D version can be used as a tick throw when cancelled from light normals. | |||
* Good mixup tool due to its speed, and also your main meterless combo ender. | <ul><li>Good to buffer when poking with {{Hover|cr.C|2C}}.</li></ul> | ||
| phases = | |||
* Very punishable on whiff. | }} | ||
====Kujiki Daichi==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_qcb+a,oyashiro_qcb+c | |||
* A forwards-moving command grab. | |input=qcb + A/C | ||
|input2=214 A/C | |||
* Has low invincibility during the majority of the startup frames, but not at the beginning. | | description2 = *A jumping command grab. | ||
*On hit, it sideswitches Orochi Yashiro and gives him enough time to connect a cl.C/D into a full combo. | |||
* Risky move to use, due to its long startup speed. | *Very risky move, due to its large amount of startup frames and how telegraphed the jumping part is. | ||
*Can be beaten by an anti-airs or by jumping/hopping. | |||
* D version can be used as a tick throw when cancelled from light normals. | *Newer players will get hit a lot by this, but good opponents will punish it pretty much every time due to how much time there is to react to it. | ||
| phases = | |||
}} | |||
* A jumping command grab. | |||
* On hit, it sideswitches Orochi Yashiro and gives him enough time to connect a cl.C/D into a full combo. | |||
* Very risky move, due to its large amount of startup frames and how telegraphed the jumping part is. | |||
* Can be beaten by an anti-airs or by jumping/hopping. | |||
* Newer players will get hit a lot by this, but good opponents will punish it pretty much every time due to how much time there is to react to it. | |||
* His best and only DM for finishing combos with. | ==Desperation Moves== | ||
====Ankoku Jigoku Gokuraku Otoshi==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_hcbhcb+P | |||
| description = *A 1f command grab DM. | |||
*Deals good damage. | |||
*His best and only DM for finishing combos with. | |||
*Can be used as a reversal. | |||
*Causes a hard knockdown. | |||
| phases = | |||
}} | |||
====Araburu Daichi==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_qcfqcf+k | |||
| description = *A DM version of his jumping command grab. | |||
*It's faster and goes further than the regular version of his jumping grab. | |||
*Good for jumping over and punishing projectiles on a read. | |||
*It still has the problem of his regular jumping command grab, as this DM has a super flash that can let the opponent react to it easier when done in neutral. | |||
*Causes a backturned hard knockdown. | |||
| phases = | |||
}} | |||
====Hoeru Daichi==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_qcfqcf+a,oyashiro_qcfqcf+c | |||
|input=qcf,qcf + A/C | |||
|input2=236236 A/C | |||
| description2 = *A long-ranged projectile punch that goes fullscreen. | |||
*Can be charged up by holding the button down to increase the power of the move. | |||
*When fully charged, it becomes unblockable. | |||
*Has a deadzone where his arm is. | |||
*Causes soft knockdown. | |||
| phases = | |||
}} | |||
* | ==Super Desperation Moves== | ||
====Ankoku Jigoku Gokuraku Otoshi==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_hcbhcb+Psdm | |||
| description = *MAX version does more damage. | |||
| phases = | |||
}} | |||
====Araburu Daichi==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_qcfqcf+ksdm | |||
| description = *MAX version does more damage. | |||
| phases = | |||
}} | |||
====Hoeru Daichi==== | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = oyashiro_qcfqcf+psdm | |||
| description = *MAX version does more damage. | |||
| phases = | |||
}} | |||
==General Notes== | |||
<ul><li>{{Hover|cr.B, cr.A|2B, 2A}} is a tight link, so in situations where hitting low is not strictly required it can be useful to start with {{Hover|cr.A|2A}} instead.</li> | |||
<li>Orochi Yashiro can use either of his command normals, {{Hover|f+A or f+B, in combos: f+B does more damage, but f+A|6A or 6B, in combos: 6B does more damage, but 6A}} is safer on block, so less need to hit confirm it and you have the option of delaying the cancel to get an overhead hit.</li> | |||
<li>In any metered combo, you can replace {{Hover|hcbx2+P with hcbx2+AC|6321463214P with 6321463214AC}} for more damage if you have the resources.</li></ul> | |||
== Strategy & Tips == | == Strategy & Tips == | ||
Line 269: | Line 338: | ||
{{#ev:youtube|cxjjtuRX2a0|||'''King of Fighters 98 UM FE: Orochi Yashiro Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}} | {{#ev:youtube|cxjjtuRX2a0|||'''King of Fighters 98 UM FE: Orochi Yashiro Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}} | ||
== | == Navigation == | ||
{{CharNavbox 98FE}} | |||
{{Navbox 98UMFE}} | {{Navbox 98UMFE}} | ||
[[Category:The King of Fighters '98 Ultimate Match Final Edition]] | [[Category:The King of Fighters '98 Ultimate Match Final Edition]] | ||
[[Category:Orochi Yashiro]] | [[Category:Orochi Yashiro]] |
Latest revision as of 12:52, 11 December 2024
Introduction
Orochi Yashiro is a grappler with a set of great long-range normals, especially st.B B and j.D. These let him control space and lock the opponent's movement down, so he can go in and start his mixups. Once in, he has access to multiple mixup options like lows, an overhead, and 3 command grabs. His weaknesses include a lack of safe specials to cancel into, a lack of a dedicated anti-jump tool, and a lack of meterless fullscreen options.
Movelist
Throws
Command Normals
Special Moves
Desperation Moves
Ankoku Jigoku Gokuraku Otoshi - + /
Changes from Previous Versions
98 to 98UM
Normals:
- st.C C's recovery has been reduced by 5 frames
- cl.C's activation range has been reduced
- st.B B's priority has been reduced
- j.D's active frames have been reduced
- j.D's priority has been reduced
- Raw f+A 6A's startup has been decreased by 4 frames
- f+A 6A can now OTG
- j.C now has a better crossup hitbox
- cl.D now hits low
Specials:
- hcf+K 41236K now combos from heavies
- qcb+P 214P's startup has been increased by 2 frames
Supers:
- qcfx2+P 236236P's startup has been decreased, and its hitbox has been lengthened
- qcfx2+K 236236K is now much faster
98UM to 98UMFE
N/A
Normals
Close Standing Normals
cl.A
close A
cl.A
cl.A |
---|
cl.B
close B
cl.B
cl.B |
---|
cl.C
close C
cl.C
cl.C |
---|
cl.D
close D
cl.D
cl.D |
---|
st.A
Far Standing Normals
stand A
st.A
A |
---|
st.B
stand B
st.B
B |
---|
st.C
stand C
st.C
C |
---|
st.D
stand D
st.D
D |
---|
Crouch Normals
cr.A
crouch A
cr.A
2A |
---|
cr.B
crouch B
cr.B
2B |
---|
cr.C
crouch C
cr.C
2C |
---|
cr.D
crouch D
cr.D
2D |
---|
Jump Normals
j.A
jump A
j.A
j.A |
---|
j.B
jump B
j.B
j.B |
---|
j.C
jump C
j.C
j.C |
---|
j.D
jump D
j.D
j.D |
---|
Blowback Normals
st.CD
stand CD
st.CD
CD |
---|
j.CD
jump CD
j.CD
j.CD |
---|
Throws
Baku
Baku:
b/f+C
4/6C (close)
- Regular throw, techable. Orochi Yashiro punches the opponent in the stomach, sending them fullscreen away with a soft knockdown.
Beki
Beki:
b/f+D
4/6D (close)
- Regular throw, techable. Orochi Yashiro picks the opponent up and slams them behind him, sending them fullscreen away with a backturned hard knockdown.
Command Normals
f+A
Saku
f+A
6A |
---|
f+B
Baku
f+B
6B |
---|
Special Normals
Niragu Daichi
Niragu Daichi
hcf+P
hcf+P |
---|
Musebu Daichi
Musebu Daichi
hcb,f+P
hcb,f+P |
---|
Odoru Daichi
Odoru Daichi
hcf + B/D
41236 B/D |
---|
Kujiki Daichi
Kujiki Daichi
qcb + A/C
214 A/C |
---|
Desperation Moves
Ankoku Jigoku Gokuraku Otoshi
Ankoku Jigoku Gokuraku Otoshi
hcb,hcb+P
6321463214P |
---|
Araburu Daichi
Araburu Daichi
qcf,qcf+K
236236K |
---|
Hoeru Daichi
Hoeru Daichi
qcf,qcf + A/C
236236 A/C |
---|
Super Desperation Moves
Ankoku Jigoku Gokuraku Otoshi
Ankoku Jigoku Gokuraku Otoshi
hcb,hcb+P
6321463214P |
---|
Araburu Daichi
Araburu Daichi
qcf,qcf+K
236236K |
---|
Hoeru Daichi
Hoeru Daichi
qcf,qcf+P
236236P |
---|
General Notes
- cr.B, cr.A 2B, 2A is a tight link, so in situations where hitting low is not strictly required it can be useful to start with cr.A 2A instead.
- Orochi Yashiro can use either of his command normals, f+A or f+B, in combos: f+B does more damage, but f+A 6A or 6B, in combos: 6B does more damage, but 6A is safer on block, so less need to hit confirm it and you have the option of delaying the cancel to get an overhead hit.
- In any metered combo, you can replace hcbx2+P with hcbx2+AC 6321463214P with 6321463214AC for more damage if you have the resources.