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The King of Fighters XV/Yashiro Nanakase: Difference between revisions
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[File:KOFXV Yashiro Profile.png|thumb|A fighter with power over the earth, Yashiro is the lead guitarist of the rock group C.Y.S. However, this is all a front as, for the past 660 years, he has underwent multiple reincarnations as a member of the Four Heavenly Kings of Orochi, which are the true enemies of the Three Sacred Treasures. He and fellow teammate Shermie sacrificed themselves to undo the seal of Orochi and grant his power to Chris during the '97 tournament, but Orochi was defeated by the Three Sacred Treasures soon after.<br/>Yashiro, along with many other formerly dead fighters, was one of the lost souls trapped within the being known as Verse. He develops an interest in the mysterious powers wielded by Verse, and sets out with Shermie and Chris to join KOF once again.]] | <section begin="image"/>[[File:KOFXV Yashiro Profile.png|thumb|A fighter with power over the earth, Yashiro is the lead guitarist of the rock group C.Y.S. However, this is all a front as, for the past 660 years, he has underwent multiple reincarnations as a member of the Four Heavenly Kings of Orochi, which are the true enemies of the Three Sacred Treasures. He and fellow teammate Shermie sacrificed themselves to undo the seal of Orochi and grant his power to Chris during the '97 tournament, but Orochi was defeated by the Three Sacred Treasures soon after.<br/>Yashiro, along with many other formerly dead fighters, was one of the lost souls trapped within the being known as Verse. He develops an interest in the mysterious powers wielded by Verse, and sets out with Shermie and Chris to join KOF once again. | ||
{{TOClimit|3}} | <div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | ||
<big>'''Jump:''' 40f | |||
<br>'''Hop:''' 32f | |||
<br>'''Backdash:''' 23f | |||
<br>'''Run Speed Ranking:''' 5 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | |||
==Movelist== | ==Movelist== | ||
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==Gameplay Overview== | ==Gameplay Overview== | ||
By all counts, Yashiro represents the very definition of a brawler character. No fantasy gimmicks or magical shenanigans—Yashiro uses nothing but his bare fists and fundamentals to deliver a beatdown, and he does so in style. Give him meter, and the party really starts with multiple launching attacks that can end in hard knockdowns. | |||
Yashiro's gameplan is simple: get in the opponent's face and barrage them with your fists until you can't anymore. ''EX'' '''Mighty Missile Bash''' (214AC) is a fast launcher that lies at the heart of Yashiro's combo game. The height of which it launches means it can easily be followed up with yet another launcher in ''EX'' '''Jet Counter Still''' (426AC~236C), and to top it all off, he can end it by comboing Step Side Kick (6B) into '''Sledgehammer''' (214K), a leaping overhead attack that causes a hard knockdown. The amount of oki Yashiro can get off of his basic combo routes is barely unmatched. | |||
What makes Yashiro stand out is, for him, there's no such thing as a stubby button. Every single one of Yashiro's normals, on the ground and in the air, has excellent reach, allowing Yashiro to easily pick away at the opponent without causing much harm to himself. On defense, he has access to Dual Upper (623P), a standing, DP-style move that has upper-body guardpoint on startup, making it an excellent option against opponents on the offensive. | |||
The range of Yashiro's normals greatly complements his special moves. Jet Counter (426P) is a forward-advancing special that leaves Yashiro relatively safe on block, and with a godly crossup in j.C that practically guarantees a combo or blockstring on hit or block, and a long, special-cancellable f.C, Yashiro can easily run his pressure game over and over to the point where he can break the opponent's guard meter in a short amount of time. | |||
Yashiro's only weakness, besides a relative lack of utility and range, is his meter dependency. Yashiro is ''heavily'' reliant on meter; without it, you lose access to the massive damage and hard knockdowns that make Yashiro such an immensely strong character. For these reasons, Yashiro is preferably played on mid or anchor, where he'll start with the meter that makes him an intimidating close-range monster. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = | | intro = '''''{{SUBPAGENAME}} is a close-range specialist who relies on meter for massive damage and okizeme.''''' | ||
| pros= | |||
* '''Easy''': Yashiro has a simple, easy to understand gameplan. His low execution and solid reward make him great for teaching KOF fundamentals, which reward him well. | |||
* '''Great Normals''': Yashiro has many great, long-reaching normals. His j.D and j.CD give him great air control, while his f.C is very long and cancelable. 6A is a fast overhead that gives knockdown and is only -3 on block, which gives him good pressure in the corner. | |||
* '''Rewarding Pokes''': Due to his aforementioned great normals, Yashiro has a good poking game. He can cancel anything into good damage and corner carry thanks to Jet Counter. | |||
* '''Frame Traps''': Yashiro has several plus on block normals and chains with small gaps, such as lights into 6A or many different cancels and delay cancels into 41236A, making it scary for the opponent to press buttons when he's on offense. | |||
* '''Defense''': Yashiro has several good anti-airs between cl.C, 2C, and the 623P specials. He also can blow through fireball pressure with 236236P and 214BD. | |||
| cons= | | cons= | ||
* | * '''Brawler Focus''': Very little utility in his moveset, relying solely on fundamentals and close range combat. Yashiro has no fireball or any kind of safe zoning outside of his pokes, which makes it difficult for him to threaten characters sitting on a life lead and playing defensively. | ||
* '''Heavily Meter Dependent''': While he does great damage with meter, Yashiro is extremely reliant on it. His light conversions are mediocre without meter, as he does low damage and does not get a knockdown. | |||
* | * '''Whiff Recovery''': Yashiro's best heavy pokes have a very large amount of whiff recovery, meaning you will have to space them much better than other characters in order to not get punished. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=yashiro_fc | |moveId=yashiro_fc | ||
|captions=Say hi to the corner. | |||
|description= | |description= | ||
* Special/Super Cancellable. | * Special/Super Cancellable. | ||
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* Special/Super Cancellable. | * Special/Super Cancellable. | ||
* Can chain into and from lights. | * Can chain into and from lights. | ||
An upwards jab. With a 4 frame | An upwards jab. With a 4 frame startup, this is a solid defense against close range hops. Has frame advantage on hit and block, and chains into other A and B normals. You can link into cl.C or 2C on hit. | ||
}} | }} | ||
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* Special/Super Cancelable. | * Special/Super Cancelable. | ||
* Can chain from lights. | * Can chain from lights. | ||
A close-hitting knee. | A close-hitting knee. Has the same frame advantage as cl.A, and can be used in similar ways. This normal shifts Yashiro's collision box in a way that pushes him out of throw range when done on a knocked down opponent. You can use this to bait throws. | ||
}} | }} | ||
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|description= | |description= | ||
* Special/Super Cancellable. | * Special/Super Cancellable. | ||
A standard close punch. Yashiro's fastest heavy normal; use for punishes. Can link from | A standard close punch. Yashiro's fastest heavy normal; use for punishes. Can link from cl.A and cl.B. Also functions as an anti air. | ||
}} | }} | ||
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|moveId=yashiro_cld | |moveId=yashiro_cld | ||
|description= | |description= | ||
Yashiro does a standing kick to the shins, which is his fastest low. In most situations, you would probably want to be using cr.B as a go-to low, but Yashiro's is relatively slow and can lose to mashing. Therefore, you should probably be trying to use this instead. Be wary of the range, however, as his st.D is very punishable. | |||
}} | }} | ||
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|moveId=yashiro_2a | |moveId=yashiro_2a | ||
|description= | |description= | ||
* Can chain into and from lights. | * Can chain into and from lights. | ||
A crouching jab. Like Yashiro's f.A, this has good range for a 2A, leading to the same advantages. Chains into itself and other A and B normals, making for easy light confirms. | A crouching jab. Like Yashiro's f.A, this has good range for a 2A, leading to the same advantages. Chains into itself and other A and B normals, making for easy light confirms. Plus on block, allowing for stagger pressure. | ||
}} | }} | ||
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|description= | |description= | ||
* Can chain into and from lights. | * Can chain into and from lights. | ||
A low kick. Your go-to low starter. Doesn't chain into itself, but does chain into and from A normals. | A low kick. Your go-to low starter. Doesn't chain into itself or cancel into specials, but does chain into and from A normals. | ||
}} | }} | ||
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|moveId=yashiro_2c | |moveId=yashiro_2c | ||
|description= | |description= | ||
A heavy uppercut. This is Yashiro's go-to anti air for most situations. It has a small blind spot behind Yashiro's head so be careful. On the ground the range is notable, reaching further than proximity range for his close normals while being command cancellable. You can use this in close quarters situations and hitconfirm into 6A/6B and go into a combo from there if you land a hit. | |||
A heavy uppercut. This is Yashiro's go-to anti air for most situations. It has a small blind spot behind Yashiro's head so be careful. This frame traps and links from | |||
This frame traps and links from cl.B and cl.A. Bad on block so make sure to cancel this. | |||
}} | }} | ||
====Crouch D==== | ====Crouch D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=yashiro_2d | |moveId=yashiro_2d | ||
|description= | |description= | ||
* | * First hit is cancellable. | ||
A spinning sweep. Has great range, hits twice, and is cancellable, | A spinning sweep. Has great range, hits twice, and the first hit is cancellable. Shrinks Yashiro's hurtbox allowing him to go under some jump ins. You can cancel the first hit into his overhead special, 214K, for a gimmicky mix-up, but the risk reward is not in your favor. This sweep is terrible on whiff so be careful of hops. | ||
}} | }} | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2= | |description2= | ||
A downwards jab. Deceptively good. This is Yashiro's fastest air button, and also has considerable active frames. Use early j.A to mix up your jump ins, or a very late j.A to trick people thinking you will empty jump low/throw. | A downwards jab. Deceptively good. This is Yashiro's fastest air button, and also has considerable active frames. Use early j.A to mix up your jump ins, or a very late j.A to trick people thinking you will empty jump low/throw. | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2= | |description2= | ||
An upwards kick. Good at meeting opponents in the air. Hard to hit crouchers with. | An upwards kick. Good at meeting opponents in the air. Hard to hit crouchers with. | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2= | |captions= Hop Version (Hitbox),, Jump Version | ||
|description2=A downwards punch. This is Yashiro's best jump in for offense. The hitbox is wide enough to cross opponents up, especially if they're crouching. | |||
A downwards punch. | * Insanely active | ||
* Deceptively good at crossing up | |||
* Quite large underneath him as well. | |||
Because of how fast Yashiro touches the floor and his fast close normals, this normal almost always will grant a combo on hit. You can use it at the maximum height of his arc during a short hop and it will still combo and grant great pressure on hit or block. Nigh busted jumping normal that, by all means, you should abuse on offense. | |||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2= | |description2= | ||
An arcing kick | An arcing kick. Has incredible horizontal range. Neutral hop j.D to control space. This is easier to low profile than j.C so be careful. | ||
}} | }} | ||
===Rush Moves=== | ===Rush Moves=== | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=yashiro_cd | |moveId=yashiro_cd | ||
|description= | |description= A shoulder tackle blowback. | ||
A shoulder tackle blowback. | * On hit, Yashiro can always confirm with a 6B provided he runs far enough. | ||
An amazing blowback, with a good hitbox and forward movement. Yashiro leans back during the start-up which lets him dodge some moves making this an effective counter poke. You can use this after blocked A normals or even a blocked 41236A to evade your opponent's attempt to take their turn and effectively steal your turn back. Safe on block and abusable, even being plus on block at the perfect spacing. | |||
}} | }} | ||
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|moveId=yashiro_236cd | |moveId=yashiro_236cd | ||
|description= | |description= | ||
* | Good hitbox for a Shatter Strike, but the fact that Yashiro moves forward makes it easier to punish on block than some others. | ||
}} | |||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=yashiro_214cd | |||
|description= | |||
*Same animation and range as his CD. | |||
* The throw counter is at the feet. | |||
}} | }} | ||
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|input=j.CD | |input=j.CD | ||
|description2= | |description2= | ||
A upwards kick. Great horizontal range. Can use for jumping in and for controlling space in neutral. | A upwards kick. Great horizontal range. Can use for jumping in and for controlling space in neutral. When used as a jump in, make sure to delay it a little to avoid being low-profiled. | ||
}} | }} | ||
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|name=Regret Bash | |name=Regret Bash | ||
|input=6A | |input=6A | ||
|captions=Raw Version (Hitbox), Cancel Version | |||
|description=* Overhead. | |description=* Overhead. | ||
* Values in [] indicate when move is cancelled into | * Values in [] indicate when move is cancelled into | ||
A slamming overhead. When done by itself, hits overhead and causes a hard knockdown. Hits OTG (off the ground), tacking on additional damage after a super. The range is good, and while it can't be comboed after with a Max Cancel, it is unique among overhead command normals in having substantial reward meterless with its knockdown. Safe on block. When canceled from a normal, combos from heavy normals and can be canceled, but is rendered obselete compared to 6B. When cancelled from light normals, this acts as a frame trap. | A slamming overhead. When done by itself, hits overhead and causes a hard knockdown. Hits OTG (off the ground), tacking on additional damage after a super and setting up a safe jump with whiffed cl.A > immediate hop. The range is good, and while it can't be comboed after with a Max Cancel, it is unique among overhead command normals in having substantial reward meterless with its knockdown. Safe on block. When canceled from a normal, combos from heavy normals and can be canceled, but is rendered obselete compared to 6B. When cancelled from light normals, this acts as a frame trap. | ||
}} | }} | ||
===Step Side Kick=== | ===Step Side Kick=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Step Side Kick | |name=Step Side Kick | ||
|input=6B | |input=6B | ||
|description=A step kick. Has a lot of range and is | |captions=Raw Version (Hitbox), Cancel Version | ||
|description=A step kick. Has a lot of range and is cancellable giving it potential use in neutral. It even cause a juggle state on air hit, allowing for combos if your opponent gets hit out of a hop. It's quite slow however and vulnerable on whiff. This does more damage than 6A and functions the same when canceled from heavies, and also can be used to extend juggle combos. | |||
}} | }} | ||
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|name=Missile Might Bash | |name=Missile Might Bash | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|captions= A Version (Hitbox),, C Version,,,, EX Version | |||
|description3= * Combo tool | |description3= * Combo tool | ||
* Unsafe | * Unsafe | ||
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A rapid series of punches. A version combos from lights and C version combos from heavies. C version allows for small juggles in the corner. EX version launches much higher, opening up further combos. Has no neutral use, and is unsafe on block. When used in juggles, only the first 214P variant in the combo will connect the last hit; any further uses of the move will only have the first few hits connect, which don't lead to bigger juggles. | A rapid series of punches. A version combos from lights and C version combos from heavies. C version allows for small juggles in the corner. EX version launches much higher, opening up further combos. Has no neutral use, and is unsafe on block. When used in juggles, only the first 214P variant in the combo will connect the last hit; any further uses of the move will only have the first few hits connect, which don't lead to bigger juggles. | ||
}} | }} | ||
===Upper Duel=== | ===Upper Duel=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Upper Duel | |name=Upper Duel | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|captions= A Version (Hitbox),,, C Version,,,, EX Version | |||
|description3=* Upper body armor frame 1 | |description3=* Upper body armor frame 1 | ||
* A version is faster, C version has longer armor duration | * A version is faster, C version has longer armor duration | ||
An uppercut combo. All versions have upper body armor that can armor through highs and mids. The A version starts up the fastest but has the shortest duration of armor | An uppercut combo. All versions have upper body armor that can armor through highs and mids, making this a fantastic anti air and situational reversal. The A version starts up the fastest but has the shortest duration of armor. The C version is the slowest but has a longer duration of armor. You can also nullify projectiles with the armor, gaining meter in the process. The C version is best for this, as it recovers faster when it absorbs a projectile. Both versions can be super cancelled on the first hit, but only the C version can be followed-up after the second hit. | ||
The EX version is immune to throws and has full body armor, letting it armor through lows, which the regular versions cannot. This functions as a reliable reversal. On hit this move puts the opponent into an invulnerable state which prevents Yashiro from hitting them any further until they touch the ground. | |||
}} | }} | ||
===Jet Counter=== | ===Jet Counter=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Jet Counter | |name=Jet Counter | ||
|input=41236A/C/AC | |input=41236A/C/AC | ||
|captions= A Version (Hitbox),, No longer hits overhead/ C Version, EX Version | |||
|description3= | |description3= | ||
A dashing mid punch | A dashing mid punch. The A version is quick, covers about 1/3 of the screen distance, and combos from heavies. It's negative on block, but safe, and has enough pushback to where Yashiro can counter his opponent's response. Knowing your options after a blocked 41236A is an integral part of Yashiro's pressure. Since this is safe, you can use it as a hitconfirm from far C into super, greatly increasing Yashiro's threat at mid range. You can also juggle into 623A if this hits airborne in the corner. | ||
The C version is slower which can act as a frame trap when canceled, although a savvy opponent can throw Yashiro out of the start up. It's plus on block and travels further, but overall the A version is more useful. | |||
The EX version is fast and neutral on block, with a range inbetween the A and C versions. Although Yashiro isn't plus, you could continue your offense on block if your opponent doesn't have any good normals to contest your 2A. | |||
This special has follow-ups on hit or block, but in general should only be used on hit, as they're more negative than if you didn't do a follow up at all. | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="Ranges" data-collapsetext="Hide">[[File:XV_Yashiro_41236P_ima.png|x400px|center]]</div> | <div class="mw-collapsible mw-collapsed" data-expandtext="Ranges" data-collapsetext="Hide">[[File:XV_Yashiro_41236P_ima.png|x400px|center]]</div> | ||
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|name=Jet Counter Still | |name=Jet Counter Still | ||
|input=41236A/C/AC~236A/C | |input=41236A/C/AC~236A/C | ||
|description4='''A version''' | |captions= A Version (Hitbox), C Version (Hitbox) | ||
|description4='''A version:''' A straight punch ender to 41236P. Not noteworthy, as it does less damage than the 236C follow-up and doesn't knockdown. It's slightly safer which could give it some frame trapping potential by delaying the follow up after a blocked 41236P, but as it's still -12 it's not the best option. In juggles, this can be used as a super cancel option of 236C has already been used. When used after 41236AC, the move is completely safe(aside from a few character-specific punishes, usually command grabs), and causes a hard knockdown. The knockdown is very long, allowing you to connect OTG 6As even from midscreen, and can be worth the bar to set up a safe jump. | |||
---- | ---- | ||
'''C version''' | '''C version:''' An uppercut ender to 41236P. Very unsafe, but does more damage and connects into supers just as well as the 236A follow up. Since you should ideally should be hit confirming the 41236P, this will be the preferred ender. When used after 41236AC, you get a higher launch, allowing for further combos. This only connects once per juggle, so if it's already been used in your combo, use 236A instead. | ||
}} | }} | ||
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|moveId=yashiro_214b,yashiro_214d,yashiro_214bd | |moveId=yashiro_214b,yashiro_214d,yashiro_214bd | ||
|input=214B/D/BD | |input=214B/D/BD | ||
|captions= B Version (Hitbox),, D Version,, EX Version | |||
|description3= | |description3= | ||
Yashiro leaps and slams his fist into the ground. Sledgehammer is one of Yashiro's main pressure tools; all versions of Sledgehammer have a hard knockdown, which makes them risky to try and punish. It's also mostly safe, except for 214D, which is an actual overhead. | |||
---- | |||
'''214B:''' Not an overhead. Too slow to combo from heavies, but is otherwise a pretty quick attack. Safe on block and cannot be punished by 4-frame attacks. | |||
---- | |||
'''214D:''' Actual overhead. Slow, but does more damage than 214B. Very punishable on block. | |||
---- | |||
'''214BD:''' Not an overhead. Slower than 214B and 214D, but is very safe. Groundbounces on hit, allowing for certain followups. | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="Ranges" data-collapsetext="Hide">[[File:XV_Yashiro_214K_ima.png|x200px|center]]</div> | <div class="mw-collapsible mw-collapsed" data-expandtext="Ranges" data-collapsetext="Hide">[[File:XV_Yashiro_214K_ima.png|x200px|center]]</div> | ||
}} | }} | ||
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|name=Final Impact | |name=Final Impact | ||
|input=236236A/C/AC | |input=236236A/C/AC | ||
|captions= Normal Version (Hitbox),, Max Version | |||
|description2= | |description2= | ||
A | * Data in [] refers to properties when charged. | ||
A big punch that travels about half-screen distance. Can be charged to hit later in combos, which will also increase the damage slightly. Generally outclassed by Variable Bash Stream as a combo ender. Can be followed up with 6A in the corner, but this is harder to do than with 236236K. | |||
The 2 bar version has a | The 2 bar version has a 7 frame start-up, which makes it one of Yashiro's fastest special moves. This can be useful in some punishes. This can only be followed-up by OTG 6A if this hits late. | ||
}} | }} | ||
===Variable Bash Stream=== | ===Variable Bash Stream=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Variable Bash Stream | |name=Variable Bash Stream | ||
|input=236236B/D/BD | |input=236236B/D/BD | ||
|description2= | |captions= Normal Version (Hitbox),,,, Max Version | ||
|description2= | |||
A | A ranbu-style super with excellent corner carry. Does more damage than 236236P in most scenarios, and is easier to follow up with 6A in the corner. | ||
}} | |||
===Climax=== | ===Climax=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|description=* Projectile | |description=* Projectile | ||
A projectile that causes a cinematic. The projectile is slow but could be used on some hard reads against zoners. | A projectile that causes a cinematic. The projectile is slow but could be used on some hard reads against zoners, though 236236P is preferable for this purpose. While the damage is high, the corner carry and oki from Yashiro's level 2 supers are generally more valuable, so saving your meter for those can usually be worth it unless this will kill. | ||
The projectile generally beats any other projectile in the game including supers like Maxima's beam and Ryo/Robert super. It can still be erased by Vanessa 623A and loses to projectile counters like Kula's and Whip's, but will hit any opponent attempting to do a reflect. | |||
}} | }} | ||
==Misc== | ==Misc== | ||
{{Colors-KOFXV}} | |||
==Videos== | ==Videos== | ||
{{#ev:youtube|yz8aCcwUo8c|||'''Yashiro Nanakase Reveal Trailer'''|frame}} | {{#ev:youtube|yz8aCcwUo8c|||'''Yashiro Nanakase Reveal Trailer'''|frame}} |
Latest revision as of 23:01, 9 June 2024
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Variable Bash Stream - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
2B > 2A > 2A > 214A = 151 dmg |
1 Meter |
Anywhere |
2B > 2A > 2A > 214AC, 41236AC ~ 236C, 6B > 214D = 320 dmg |
2 Meters |
Anywhere |
2B > 2A > 2A > BC, c.D > 6B > 41236A ~ 236C > [SC] 236236D = 361 dmg |
Gameplay Overview
By all counts, Yashiro represents the very definition of a brawler character. No fantasy gimmicks or magical shenanigans—Yashiro uses nothing but his bare fists and fundamentals to deliver a beatdown, and he does so in style. Give him meter, and the party really starts with multiple launching attacks that can end in hard knockdowns.
Yashiro's gameplan is simple: get in the opponent's face and barrage them with your fists until you can't anymore. EX Mighty Missile Bash (214AC) is a fast launcher that lies at the heart of Yashiro's combo game. The height of which it launches means it can easily be followed up with yet another launcher in EX Jet Counter Still (426AC~236C), and to top it all off, he can end it by comboing Step Side Kick (6B) into Sledgehammer (214K), a leaping overhead attack that causes a hard knockdown. The amount of oki Yashiro can get off of his basic combo routes is barely unmatched.
What makes Yashiro stand out is, for him, there's no such thing as a stubby button. Every single one of Yashiro's normals, on the ground and in the air, has excellent reach, allowing Yashiro to easily pick away at the opponent without causing much harm to himself. On defense, he has access to Dual Upper (623P), a standing, DP-style move that has upper-body guardpoint on startup, making it an excellent option against opponents on the offensive.
The range of Yashiro's normals greatly complements his special moves. Jet Counter (426P) is a forward-advancing special that leaves Yashiro relatively safe on block, and with a godly crossup in j.C that practically guarantees a combo or blockstring on hit or block, and a long, special-cancellable f.C, Yashiro can easily run his pressure game over and over to the point where he can break the opponent's guard meter in a short amount of time.
Yashiro's only weakness, besides a relative lack of utility and range, is his meter dependency. Yashiro is heavily reliant on meter; without it, you lose access to the massive damage and hard knockdowns that make Yashiro such an immensely strong character. For these reasons, Yashiro is preferably played on mid or anchor, where he'll start with the meter that makes him an intimidating close-range monster.
Yashiro Nanakase is a close-range specialist who relies on meter for massive damage and okizeme. | |
Pros | Cons |
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Normals
Far Standing Normals
Far A
far A
f.A
f.A
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Far B
far B
f.B
f.B
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Far C
far C
f.C
f.C
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Far D
far D
f.D
f.D
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Close Standing Normals
Close A
close A
cl.A
cl.A
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Close B
close B
cl.B
cl.B
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Close C
close C
cl.C
cl.C
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Close D
close D
cl.D
cl.D
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Crouch Normals
Crouch A
crouch A
2A
2A
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Crouch B
crouch B
2B
2B
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Crouch C
crouch C
2C
2C
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Crouch D
crouch D
2D
2D
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Jump Normals
Jump A
jump A
j.A
j.A
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Jump B
jump B
j.B
j.B
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Jump C
jump C
j.C
j.C
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Jump D
jump D
j.D
j.D
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Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
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Blowback
Blowback
Blowback
CD
CD
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ShatterStrike
ShatterStrike
236CD
236CD
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AdvanceStrike
AdvanceStrike
214CD
214CD
|
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jump CD
jump CD
j.CD
j.CD
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Throws
Liver Blow
Liver Blow
(close) 4/6C
(close) 4/6C
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Hatchet Throw
Hatchet Throw
(close) 4/6D
(close) 4/6D
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Command Moves
Regret Bash
Regret Bash
6A
6A
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Step Side Kick
Step Side Kick
6B
6B
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Special Moves
Missile Might Bash
Missile Might Bash
214A/C/AC
214A/C/AC
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Upper Duel
Upper Duel
623A/C/AC
623A/C/AC
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Jet Counter
Jet Counter
41236A/C/AC
41236A/C/AC
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Jet Counter Still
41236A/C/AC~236A/C
41236A/C/AC~236A/C
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Sledgehammer
Sledgehammer
214B/D/BD
214B/D/BD
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Super Special Moves
Final Impact
Final Impact
236236A/C/AC
236236A/C/AC
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Variable Bash Stream
Variable Bash Stream
236236B/D/BD
236236B/D/BD
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Climax
Ultimate Billion Bash
2141236CD
2141236CD
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Misc
Alternate Colors