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The King of Fighters '98 UMFE/EX Ryo: Difference between revisions

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Normals:
Normals:


* Recovery of st.B is now 2 frames longer
* Recovery of f.B is now 2 frames longer


* Recovery of st.C is now 10 frames shorter
* Recovery of f.C is now 10 frames shorter


* The startup of st.CD is now 2 frames slower, and the active frames are now 1 frame shorter
* The startup of 5CD is now 2 frames slower, and the active frames are now 1 frame shorter


* The startup of f+A is now 2 frames faster
* The startup of 6A is now 2 frames faster


* GCCD's hitbox has been increased, can no longer be low-profiled
* GCCD's hitbox has been increased, can no longer be low-profiled
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Specials:
Specials:


* dp+A now has 2 frames more recovery
* 623A now has 2 frames more recovery


* dp+C's damage has been reduced
* 623C's damage has been reduced


* hcb+K became like the KOF '94 version
* 63214K became like the KOF '94 version


* j.qcf+P can now OTG
* j.236P can now OTG


* f,b,f+P now causes a hard knockdown, you can get guaranteed OTG j.qcf+P after it
* 646P now causes a hard knockdown, you can get guaranteed OTG j.236P after it


* The sound effects of some moves were changed to their KOF '94 versions
* The sound effects of some moves were changed to their KOF '94 versions
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Supers:
Supers:


* qcf,hcb+AC now starts up faster and has the same frame data as the A version
* 2363214AC now starts up faster and has the same frame data as the A version


* The sound effects of some moves were changed to their KOF '94 versions
* The sound effects of some moves were changed to their KOF '94 versions
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Normals:
Normals:


* f+A, if not canceled into, causes a hard knockdown
* 6A, if not canceled into, causes a hard knockdown


Specials:
Specials:


* hcb+B's landing recovery has been reduced by 8 frames
* 63214B's landing recovery has been reduced by 8 frames


* j.qcf+A's projectile now flies at a slightly shallower angle
* j.236A's projectile now flies at a slightly shallower angle


Supers:
Supers:


* hcb,f+P now has faster startup; A and MAX versions will connect from light attacks
* 632146P now has faster startup; A and MAX versions will connect from light attacks


== Normal Moves ==
== Normal Moves ==
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'''Close'''
'''Close'''


* cl.A: Will hit where st.A might whiff on small characters. Use in confirms from cr.B. Chainable and cancelable.
* c.A: Will hit where f.A might whiff on small characters. Use in confirms from 2B. Chainable and cancelable.


* cl.B: cl.A and st.A are better, do not use this. Cancelable.
* c.B: c.A and f.A are better, do not use this. Cancelable.


* cl.C: Less damage than cr.C, but easier to use as combo filler. Cancelable.
* c.C: Less damage than 2C, but easier to use as combo filler. Cancelable.


* cl.D: Interchangeable with cl.C in combos, same damage. Activates further away but comes out a little slower. Cancelable.
* c.D: Interchangeable with c.C in combos, same damage. Activates further away but comes out a little slower. Cancelable.


'''Standing'''
'''Standing'''


* st.A: Good range, useful for stopping hops or combo-ing from cr.B from further out. Whiffs on most crouchers. Chainable and cancelable.
* f.A: Good range, useful for stopping hops or combo-ing from 2B from further out. Whiffs on most crouchers. Chainable and cancelable.


* st.B: Great poke to keep the opponent at bay and whiff-punish.
* f.B: Great poke to keep the opponent at bay and whiff-punish.


* st.C: Decent button to throw out as a poke. His most damaging normal outside of st.CD.
* f.C: Decent button to throw out as a poke. His most damaging normal outside of 5CD.


* st.D: Can anti-air in situations where cr.C lacks horizontal range, but too slow to use as a reaction anti-air; use st.A or dp+A instead.
* f.D: Can anti-air in situations where 2C lacks horizontal range, but too slow to use as a reaction anti-air; use f.A or 623A instead.


'''Crouching'''
'''Crouching'''


* cr.A: Not great, but use it after cr.B instead of st.A/cl.A if the opponent can crouch under those buttons. Chainable and cancelable.
* 2A: Not great, but use it after 2B instead of f.A/c.A if the opponent can crouch under those buttons. Chainable and cancelable.


* cr.B: Low combo starter. Links into cr.C at point-blank range for more damaging but more difficult confirms. Chainable.
* 2B: Low combo starter. Links into 2C at point-blank range for more damaging but more difficult confirms. Chainable.


* cr.C: Very reliable anti-air normal, one of the best in the game. Insanely fast at 1f startup. Links from cr.B for combos. Leaves you very open when whiffed, so use with care. Cancelable.
* 2C: Very reliable anti-air normal, one of the best in the game. Insanely fast at 1f startup. Links from 2B for combos. Leaves you very open when whiffed, so use with care. Cancelable.


*cr.D: Fast sweep with okay range. Cancelable.
* 2D: Fast sweep with okay range. Cancelable.


'''Jumping'''
'''Jumping'''
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'''CD Normals'''
'''CD Normals'''


* st.CD: Quite fast for a st.CD, recovers fast enough to juggle into dp+A on counterhit in the corner. Enough range to connect after a cr.B, cr.B blockstring. Nice to fish for counterhits to combo. Cancelable on hit, block, and whiff.
* 5CD: Quite fast for a 5CD, recovers fast enough to juggle into 623A on counterhit in the corner. Enough range to connect after a 2B > 2B blockstring. Nice to fish for counterhits to combo. Cancelable on hit, block, and whiff.


* j.CD: Good move. Easy to hit crouchers with. Great for pressure. Enough blockstun to run up or jump in an again after connecting. Also good air-to-air. Lets you juggle out of it on counterhit.
* j.CD: Good move. Easy to hit crouchers with. Great for pressure. Enough blockstun to run up or jump in an again after connecting. Also good air-to-air. Lets you juggle out of it on counterhit.
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== Throws ==
== Throws ==


'''Tani Otoshi:''' <code>b/f+C (close)</code>
'''Tani Otoshi:''' <code>4/6C (close)</code>


* Normal throw, not techable. Causes a hard knockdown, leaves opponent backturned and allows for pressure. Does not switch sides.
* Normal throw, not techable. Causes a hard knockdown, leaves opponent backturned and allows for pressure. Does not switch sides.


'''Tomoe Nage:''' <code>b/f+D (close)</code>
'''Tomoe Nage:''' <code>4/6D (close)</code>


* Normal throw, techable. Soft knockdown, making it only useful to throw the opponent into the corner. Switches sides.
* Normal throw, techable. Soft knockdown, making it only useful to throw the opponent into the corner. Switches sides.
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== Command Moves ==
== Command Moves ==


'''Hyouchuu Wari:''' <code>f+A</code>
'''Hyouchuu Wari:''' <code>6A</code>


* Overhead when done raw. Reaches surprisingly far and causes hard knockdown. Pretty safe to throw out.
* Overhead when done raw. Reaches surprisingly far and causes hard knockdown. Pretty safe to throw out.
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== Special Moves ==
== Special Moves ==


'''Lightning Legs Knockout Kick:''' <code>hcb+B/D</code>
'''Lightning Legs Knockout Kick:''' <code>63214B/D</code>


* EX Ryo sticks his leg out and flies toward.
* EX Ryo sticks his leg out and flies toward.
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* D version has a worse hitbox and startup and is more punishable on block, but does more damage (still less than EX Ryo's other combo enders).
* D version has a worse hitbox and startup and is more punishable on block, but does more damage (still less than EX Ryo's other combo enders).


'''Tiger Blast Smash:''' <code>qcf+A/C (can be performed in the air)</code>
'''Tiger Blast Smash:''' <code>236A/C (can be performed in the air)</code>


* A very standard airborne projectile. Has nice frame data, and the projectile itself flies at nice speed and height.
* A very standard airborne projectile. Has nice frame data, and the projectile itself flies at nice speed and height.
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* Air version travels at an angle and can OTG.
* Air version travels at an angle and can OTG.


'''Koho:''' <code>dp+A/C</code>
'''Koho:''' <code>623A/C</code>


* One of the best DPs in the game, without a doubt.
* One of the best DPs in the game, without a doubt.
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* C version does two hits and is more committal, making it better for combos.
* C version does two hits and is more committal, making it better for combos.


'''Zan Retsu Ken:''' <code>f,b,f+A/C</code>
'''Zan Retsu Ken:''' <code>646A/C</code>


* EX Ryo does some furious punches while standing still. Extremely active hitgrab move.
* EX Ryo does some furious punches while standing still. Extremely active hitgrab move.


* Does the same damage as dp+C. Causes a hard knockdown on hit, guaranteeing a well-timed OTG j.qcf+A afterward.
* Does the same damage as 623C. Causes a hard knockdown on hit, guaranteeing a well-timed OTG j.236A afterward.


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


'''Haoh Sho Koh Ken:''' <code>f,hcf+A/C</code>
'''Haoh Sho Koh Ken:''' <code>641236A/C</code>


* A projectile DM with big hitbox.
* A projectile DM with big hitbox.
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* C version travels very fast, making it good for punishing the opponent's projectiles and checking their approach.
* C version travels very fast, making it good for punishing the opponent's projectiles and checking their approach.


'''Ryuko Ranbu:''' <code>qcf,hcb+A/C</code>
'''Ryuko Ranbu:''' <code>2363214A/C</code>


* Generic ranbu move. Better for combos but worse for neutral than f,hcf+P.
* Generic ranbu move. Better for combos but worse for neutral than 641236P.


== Combos ==
== Combos ==
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'''General Notes:'''
'''General Notes:'''


* In any metered combo, you can replace qcf,hcb+P with qcf,hcb+AC or f,hcf+P with f,hcf+AC for more damage if you have the resources.
* In any metered combo, you can replace 2363214P with 2363214AC or 641236P with 641236AC for more damage if you have the resources.


=== Meterless ===
=== Meterless ===
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''Low''
''Low''


: <code>cr.Bx1-3, cr.A/st.A, hcb+B</code>
: <code>2Bx1-3 > 2A/f.A > 63214B</code>
: To use 3 cr.B's, you need to chain them rather quickly and you must use st.A.
: To use 3 2B's, you need to chain them rather quickly and you must use f.A.


: <code>cr.B, cr.C, qcf+C</code>
: <code>2B > 2C > 236C</code>


''Mid/Jump-In''
''Mid/Jump-In''


: <code>(j.X), cl.C, hcb+D/dp+C</code>:
: <code>(j.X) > c.C > 63214D/623C</code>:
: dp+C ender does more damage than hcb+D ender, but gives less oki and corner carry.
: 623C ender does more damage than 63214D ender, but gives less oki and corner carry.


: <code>(j.X), cl.C, f+A, j.qcf+C</code>
: <code>(j.X) > c.C > 6A > j.236C</code>
: Most meterless damage that works on all crouchers. f+A must be late-canceled into.
: Most meterless damage that works on all crouchers. 6A must be late-canceled into.


''Very Close''
''Very Close''


: <code>(j.X), cl.C, f,b,f+A, j.qcf+C</code>
: <code>(j.X) > c.C > 646A > j.236C</code>
: f,b,f+A will whiff on most crouching characters, except for the largest ones.
: 646A will whiff on most crouching characters, except for the largest ones.


===With Meter===
===With Meter===
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''Low''
''Low''


: <code>cr.B, cr.A, f,hcf+A</code>
: <code>2B > 2A > 641236A</code>
: You can use st.A for easier execution, but it only works on standing opponents.
: You can use f.A for easier execution, but it only works on standing opponents.


''Mid/Jump-In''
''Mid/Jump-In''


: <code>(j.X), cl.C/cr.C, qcf,hcb+P</code>
: <code>(j.X) > c.C/2C > 2363214P</code>


===With Quick MAX===
===With Quick MAX===
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''Low''
''Low''


: <code>cr.Bx2-3, ABC, cl.D, f,hcf+P</code>
: <code>2Bx2-3 > ABC > c.D > 641236P</code>
: Hold forward during Quick MAX activation to ensure you're close enough for cl.D. To add a third cr.B, you must be very close to your opponent.
: Hold forward during Quick MAX activation to ensure you're close enough for c.D. To add a third 2B, you must be very close to your opponent.


''Mid/Jump-In''
''Mid/Jump-In''


: <code>(j.X), cr.Bx2, ABC, cl.D, f,hcf+P</code>
: <code>(j.X) > 2Bx2 > ABC > c.D > 641236P</code>
: Hold forward during Quick MAX activation to ensure you're close enough for cl.D.
: Hold forward during Quick MAX activation to ensure you're close enough for c.D.


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


'''EX Ryo f+A to Air Fireball (j.qcf+P) OTG Execution Tips:'''
'''EX Ryo 6A to Air Fireball (j.236P) OTG Execution Tips:'''
* Use the C version of the air fireball, it has a lower angle making it easier to hit the grounded opponent with.
* Use the C version of the air fireball, it has a lower angle making it easier to hit the grounded opponent with.
* You need to input the air fireball by doing a forward tiger knee motion: qcf,uf+C/2369C, be careful not to input C too early otherwise you will get a grounded fireball.
* You need to input the air fireball by doing a forward tiger knee motion: 2369C/qcf,uf+C, be careful not to input C too early otherwise you will get a grounded fireball.
* Note that after the overhead hits, the opponent will fall and there is a yellow splash when they hit the ground, and the endlag for Ryo's f+A ends slightly after this. Here is a cue that may help your timing: try to start the tiger knee motion about the same time the yellow splash appears.
* Note that after the overhead hits, the opponent will fall and there is a yellow splash when they hit the ground, and the endlag for Ryo's 6A ends slightly after this. Here is a cue that may help your timing: try to start the tiger knee motion about the same time the yellow splash appears.


Some reasons you may be failing the combo:
Some reasons you may be failing the combo:
* '''You got a grounded fireball''': try to input C right after (not before or at the same time as) the last input (up-forward/9) of the tiger knee motion, also try not to do the motion so early that Ryo is still in endlag before the up-forward/9 can register a jump.
* '''You got a grounded fireball''': try to input C right after (not before or at the same time as) the last input (9/up-forward) of the tiger knee motion, also try not to do the motion so early that Ryo is still in endlag before the 9/up-forward can register a jump.
* '''The fireball missed the opponent or didn't hit them in time''': you need to be standing further back (space the f+A further away when using it), and/or you need to hit C more quickly after jumping.
* '''The fireball missed the opponent or didn't hit them in time''': you need to be standing further back (space the 6A further away when using it), and/or you need to hit C more quickly after jumping.
* '''You got a jump, but no fireball came out''': check to make sure you didn't miss any of the quarter circle inputs (down/2, down-forward/3, forward/6) when doing the tiger knee motion.
* '''You got a jump, but no fireball came out''': check to make sure you didn't miss any of the quarter circle inputs (2/down, 3/down-forward, 6/forward) when doing the tiger knee motion.


== Videos ==
== Videos ==

Latest revision as of 14:24, 15 February 2025

EX Ryo is an alternate version of Ryo, adapting his moveset from The King of Fighters '94 into the gameplay style of '98.


Introduction

EX Ryo is a well-rounded character that leans towards zoning, due to him having access to a fullscreen projectile and an air projectile. Additionally, he has a strong set of normals to control the ground or anti-air with. On defense, he has access to the best DP in the game. Up close, he has a fast overhead and a good low confirm for some deent mixups. Due to the nature of his kit, he doesn't have many weaknesses, as he has moves to cover most functions.

Changes from Previous Versions

98 to 98UM

Normals:

  • Recovery of f.B is now 2 frames longer
  • Recovery of f.C is now 10 frames shorter
  • The startup of 5CD is now 2 frames slower, and the active frames are now 1 frame shorter
  • The startup of 6A is now 2 frames faster
  • GCCD's hitbox has been increased, can no longer be low-profiled

Specials:

  • 623A now has 2 frames more recovery
  • 623C's damage has been reduced
  • 63214K became like the KOF '94 version
  • j.236P can now OTG
  • 646P now causes a hard knockdown, you can get guaranteed OTG j.236P after it
  • The sound effects of some moves were changed to their KOF '94 versions

Supers:

  • 2363214AC now starts up faster and has the same frame data as the A version
  • The sound effects of some moves were changed to their KOF '94 versions

98UM to 98UMFE

Normals:

  • 6A, if not canceled into, causes a hard knockdown

Specials:

  • 63214B's landing recovery has been reduced by 8 frames
  • j.236A's projectile now flies at a slightly shallower angle

Supers:

  • 632146P now has faster startup; A and MAX versions will connect from light attacks

Normal Moves

Close

  • c.A: Will hit where f.A might whiff on small characters. Use in confirms from 2B. Chainable and cancelable.
  • c.B: c.A and f.A are better, do not use this. Cancelable.
  • c.C: Less damage than 2C, but easier to use as combo filler. Cancelable.
  • c.D: Interchangeable with c.C in combos, same damage. Activates further away but comes out a little slower. Cancelable.

Standing

  • f.A: Good range, useful for stopping hops or combo-ing from 2B from further out. Whiffs on most crouchers. Chainable and cancelable.
  • f.B: Great poke to keep the opponent at bay and whiff-punish.
  • f.C: Decent button to throw out as a poke. His most damaging normal outside of 5CD.
  • f.D: Can anti-air in situations where 2C lacks horizontal range, but too slow to use as a reaction anti-air; use f.A or 623A instead.

Crouching

  • 2A: Not great, but use it after 2B instead of f.A/c.A if the opponent can crouch under those buttons. Chainable and cancelable.
  • 2B: Low combo starter. Links into 2C at point-blank range for more damaging but more difficult confirms. Chainable.
  • 2C: Very reliable anti-air normal, one of the best in the game. Insanely fast at 1f startup. Links from 2B for combos. Leaves you very open when whiffed, so use with care. Cancelable.
  • 2D: Fast sweep with okay range. Cancelable.

Jumping

  • j.A: No use for it, really. Maybe air-to-air, but j.B works just as well.
  • j.B: Best horizontal range of his air normals. Use for air-to-air or to poke when too far away for j.C/j.D/j.CD.
  • j.C: Same damage as j.D and just as fast. Can crossup.
  • j.D: Same damage as j.C and just as fast, but has more horizontal range. Can crossup.

CD Normals

  • 5CD: Quite fast for a 5CD, recovers fast enough to juggle into 623A on counterhit in the corner. Enough range to connect after a 2B > 2B blockstring. Nice to fish for counterhits to combo. Cancelable on hit, block, and whiff.
  • j.CD: Good move. Easy to hit crouchers with. Great for pressure. Enough blockstun to run up or jump in an again after connecting. Also good air-to-air. Lets you juggle out of it on counterhit.

Throws

Tani Otoshi: 4/6C (close)

  • Normal throw, not techable. Causes a hard knockdown, leaves opponent backturned and allows for pressure. Does not switch sides.

Tomoe Nage: 4/6D (close)

  • Normal throw, techable. Soft knockdown, making it only useful to throw the opponent into the corner. Switches sides.

Command Moves

Hyouchuu Wari: 6A

  • Overhead when done raw. Reaches surprisingly far and causes hard knockdown. Pretty safe to throw out.
  • Loses its overhead and hard knockdown properties when canceled into, unless late-canceled. Not cancelable into other moves, but it is possible to combo out of it with a Quick MAX or dodge cancel.

Special Moves

Lightning Legs Knockout Kick: 63214B/D

  • EX Ryo sticks his leg out and flies toward.
  • B version is safe on block if spaced right at the end of its trajectory.
  • D version has a worse hitbox and startup and is more punishable on block, but does more damage (still less than EX Ryo's other combo enders).

Tiger Blast Smash: 236A/C (can be performed in the air)

  • A very standard airborne projectile. Has nice frame data, and the projectile itself flies at nice speed and height.
  • Air version travels at an angle and can OTG.

Koho: 623A/C

  • One of the best DPs in the game, without a doubt.
  • A version is fast, difficult to punish, and has a huge hitbox in front of EX Ryo. Great for checking any kind of approach.
  • C version does two hits and is more committal, making it better for combos.

Zan Retsu Ken: 646A/C

  • EX Ryo does some furious punches while standing still. Extremely active hitgrab move.
  • Does the same damage as 623C. Causes a hard knockdown on hit, guaranteeing a well-timed OTG j.236A afterward.

Desperation Moves

Haoh Sho Koh Ken: 641236A/C

  • A projectile DM with big hitbox.
  • A version has very fast startup, enough to anti-air and combo from lights, but travels slowly.
  • C version travels very fast, making it good for punishing the opponent's projectiles and checking their approach.

Ryuko Ranbu: 2363214A/C

  • Generic ranbu move. Better for combos but worse for neutral than 641236P.

Combos

General Notes:

  • In any metered combo, you can replace 2363214P with 2363214AC or 641236P with 641236AC for more damage if you have the resources.

Meterless

Low

2Bx1-3 > 2A/f.A > 63214B
To use 3 2B's, you need to chain them rather quickly and you must use f.A.
2B > 2C > 236C

Mid/Jump-In

(j.X) > c.C > 63214D/623C:
623C ender does more damage than 63214D ender, but gives less oki and corner carry.
(j.X) > c.C > 6A > j.236C
Most meterless damage that works on all crouchers. 6A must be late-canceled into.

Very Close

(j.X) > c.C > 646A > j.236C
646A will whiff on most crouching characters, except for the largest ones.

With Meter

Low

2B > 2A > 641236A
You can use f.A for easier execution, but it only works on standing opponents.

Mid/Jump-In

(j.X) > c.C/2C > 2363214P

With Quick MAX

Low

2Bx2-3 > ABC > c.D > 641236P
Hold forward during Quick MAX activation to ensure you're close enough for c.D. To add a third 2B, you must be very close to your opponent.

Mid/Jump-In

(j.X) > 2Bx2 > ABC > c.D > 641236P
Hold forward during Quick MAX activation to ensure you're close enough for c.D.

Strategy & Tips

EX Ryo 6A to Air Fireball (j.236P) OTG Execution Tips:

  • Use the C version of the air fireball, it has a lower angle making it easier to hit the grounded opponent with.
  • You need to input the air fireball by doing a forward tiger knee motion: 2369C/qcf,uf+C, be careful not to input C too early otherwise you will get a grounded fireball.
  • Note that after the overhead hits, the opponent will fall and there is a yellow splash when they hit the ground, and the endlag for Ryo's 6A ends slightly after this. Here is a cue that may help your timing: try to start the tiger knee motion about the same time the yellow splash appears.

Some reasons you may be failing the combo:

  • You got a grounded fireball: try to input C right after (not before or at the same time as) the last input (9/up-forward) of the tiger knee motion, also try not to do the motion so early that Ryo is still in endlag before the 9/up-forward can register a jump.
  • The fireball missed the opponent or didn't hit them in time: you need to be standing further back (space the 6A further away when using it), and/or you need to hit C more quickly after jumping.
  • You got a jump, but no fireball came out: check to make sure you didn't miss any of the quarter circle inputs (2/down, 3/down-forward, 6/forward) when doing the tiger knee motion.

Videos

King of Fighters 98 UM FE: EX Ryo 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