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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 = Yashiro is a simple character with far reaching normals and a straight-forward combo game. His special moves lack utility, but he makes up for that with a solid set of buttons, ranging from his quick and large f.B, his beefy, cancellable f.C, and great jump normals between j.A, j.D, and j.CD. Yashiro is a great character to pick up when learning the fundamentals of KOF. Yashiro can function anywhere on a team, but can prefer mid or anchor, as having EX available makes his small confirms from his great normals much more threatening.
| 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.


| pros=
* Simple, easy to understand gameplan.
* Fantastic ranges on many normals.
* Good air control with j.D and j.CD.
* Far C is cancellable and is both rewarding and safe.
* Has an overhead command normal (6A) that's safe and knocks down.
| cons=
| cons=
* Has few gimmicks to catch people by surprise.
* '''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.
* Very little utility in his moveset, relying solely on fundamentals.
* '''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.
* Has a slight reliance on meter.
* '''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 start, 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 c.C on hit.
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. This normal has the best frame advantage out of Yashiro's moveset, and is quintessential to his mix up game. Use this for setting up frame traps into 2B, 2C, more staggered light normals, or throw. It also links into c.C and 2C, allowing for strong combos. 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.
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 c.A and c.B. Also functions as an anti air.
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=
* Special/Super Cancellable.
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.
* Hits low.
 
A standard close kick. Hits low, which is fairly unique. Although slower than c.C, this is Yashiro's highest damage starter, so use to punish over c.C when possible. Being able to threaten with such a high damage low makes his hops and 6A all the more threatening. Plus on block interestingly, but hard to make use of due to pushback, other than a f.B.
}}
}}


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|moveId=yashiro_2a
|moveId=yashiro_2a
|description=
|description=
* Special/Super Cancellable.
* 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. You can this these out in neutral and buffer a f.B too potentially catch running opponents or errant hurtboxes, and confirm with Max Mode. Neutral on block, allowing for stagger pressure.
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=
* Special/Super Cancellable.
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 c.B, and the lack of a proximity requirement like close normals can make this more consistent than c.C. Bad on block so make sure to cancel this.
 
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=
* Special/Super Cancellable.
* First hit is cancellable.
A spinning sweep. Has great range, hits twice, and is cancellable, but very bad if not cancelled. Pester opponents with this, then mix in hops to establish a simple mix-up at midscreen.
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
*Cross up on crouchers.
|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. A good jump in. Can cross up crouching opponents.
* 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. Also a good jump in. Has more horizontal range, doubling as a good air-to-air. Neutral hop j.D to control space.
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. A good blowback, with a good hitbox and forward movement.
* 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=
*Placeholder
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 cancelable giving it potential use in neutral, but its speed holds it back. It's very useful in combos however; does more damage than 6A and functions the same when canceled from heavies, and also can be used in juggles.
|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. This makes it good for anti-airing, but bad as a reversal, and even in anti-airs its shorter armor means it must be timed better. The C version is the slowest but has armor on frame 1. This makes it harder to use as an anti-air, but can be used as a reversal. It also has more combo potential via super cancels, unlike the A version which causes no juggle potential at all. The EX version is the best of both worlds, having fast startup and frame 1 armor. It also can lead to some combos, especially in the corner. Note that all versions lose to lows.
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. All versions hit mid. This special is only ok in a vacuum, but works wonders as a cancel from f.C and 2D. The A version is quick , covers about 1/3 of the screen distance, and combos from heavies. It's negative on block, but the pushback is enough to be safe in most circumstances. The C version is slower which can act as a frame trap when canceled. It is also safer on block and travels further. The EX version is the best of both worlds, being fast and neutral on block, with a range inbetween the A and C versions. Cancelling into this from your far reaching cancellable normals can give you a lot of mileage. f.C into this special can net you errant hit confirms in neutral. Using this special after 2D helps keep you safe and potentially punish players who are attempting to jump. 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.
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''' = A straight punch ender to 41236P. Not noteworthy, as it does less damage than the 236 C 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 41236 P, but as it's still -10 it's not the best option. If you didn't confirm the 41236 P hitting, such as when you are using it raw or in a frame trap with the C version, you can try using this to fish for a super cancel. When used after 41236 AC, the move is completely safe, and knocks down.
|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''' = 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.
'''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=
* Overhead attack.
 
* EX version is projectile invincible.
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.
A leaping overhead. Button pressed determines the distance travelled. Hits overhead, but is very unsafe on block. Can be used as a gimmick but shouldn't be relied upon. The leaping movement can help against projectiles, but what can be done with 214K in neutral can often also be done with regular KOF movement, with much less risk. Using this as a combo ender however, does grant a hard knockdown. The EX version travels the furthest, has projectile invincibility, is only -5 on block, and allows for a juggle after, which makes it more useful.
----
'''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 powerful punch super. Can be charged, though the damage does not increase. Has no invincibility; use only for combos. Can be followed up with an OTG 6A in the corner.
* 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 6 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.
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
Line 368: Line 428:
|name=Variable Bash Stream
|name=Variable Bash Stream
|input=236236B/D/BD
|input=236236B/D/BD
|description2=* Invincible
|captions= Normal Version (Hitbox),,,, Max Version
|description2=


A rushing super. Does more damage than 236236P in most circumstances. Has invincibility on start up. Can be followed up with an OTG 6A in the corner.
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.
}}


2 bar version does more damage and is faster.
}}
===Climax===
===Climax===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 380: Line 440:
|description=* Projectile
|description=* Projectile


A projectile that causes a cinematic. The projectile is slow but could be used on some hard reads against zoners. Considering the cost however, this is generally not worth it.
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

The King of Fighters XV

OverviewStrategyDataCombosReplays

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.
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.
Jump: 40f
Hop: 32f
Backdash: 23f
Run Speed Ranking: 5

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Liver Blow - (close) / +

Hatchet Throw - (close) / +

Command Normals

Regret Bash - +

Step Side Kick - +

Special Moves

Missile Might Bash - + / (*)

Upper Duel - + / (*)

Jet Counter - + / (*)

Jet Counter Still - + / (*)

Sledgehammer - + / (*)

Super Special Moves

Final Impact - + / (!)

Variable Bash Stream - + / (!)

Climax Super Special Moves

Ultimate Billion Bash - ++

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Anywhere
Anywhere
Corner

2B > 2A > 2A > 214A = 151 dmg
c.D > 6B > 41236A ~ 236C = 240 dmg
c.D > 6B > 214C, 623A = 280 dmg

1 Meter

Anywhere
Corner
Corner

2B > 2A > 2A > 214AC, 41236AC ~ 236C, 6B > 214D = 320 dmg
2B > 2A > 2A > 214AC, 41236AC ~ 236C, 6B > 623C, cl.D = 330 dmg
c.D > 6B > 41236A ~ 236C > 236236D, 6A = 410 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
  • 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.
  • 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.


Normals

Far Standing Normals

Far A

far A
f.A
f.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 4 8 +3 +1 - 30 60
  • Special/Super cancelable
  • Chains into and from light normals

A quick jab with plus frames. Has good range for a f.A. This not only helps it fare better in neutral, but also lets Yashiro perform longer light normal blockstrings than many other characters (e.g 2A, 2B, f.A, f.A, f.B). End light normal chains with this normal if you want to keep the pressure. Chains into itself and other A and B normals.

Far B

far B
f.B
f.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid super 6 4 15 -4 -6 - 30 60
  • Chains from light normals

A massive quick kick. This button is excellent at controlling space and can even lead to good reward with Max Cancel. Use frequently to pester the opponent, but remember to take advantage of their annoyance to get bigger hits. Also keep in mind that the recovery is longer than your average light normal, so be wary of abusing this. Chains from A normals, making for easy Max confirms.

Far C

far C
f.C
f.C

Say hi to the corner.

Say hi to the corner.

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid special 9 3 24 -6 -8 - 70 120
  • Special/Super Cancellable.

A far reaching punch that's cancellable. Having a cancellable far heavy in KOF is often a boon, and this normal is no exception. Yashiro can get a very easy confirm with f.C > 41236A ~ 236C > super, stopping at 41236A if it's blocked. It's quite fast as well giving Yashiro potentially stronger punishes than other characters in certain situations.

Far D

far D
f.D
f.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 9 4 27 -10 -12 - 70 120
  • Whiffs on crouching opponents.

A massive roundhouse. This move as a similarly large hitbox to f.B, but has bigger damage and reaches higher, making it good at catching jumps as well. However, compared to f.B it has an even higher whiff recovery, so the commitment is higher. It also whiffs on crouchers. Still effective, but must be used more carefully, such as against opponents who hop in neutral frequently.

Close Standing Normals

Close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 4 6 +5 +3 - 30 60
  • Special/Super Cancellable.
  • Can chain into and from lights.

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.

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 6 5 5 +5 +3 - 30 60
  • Special/Super Cancelable.
  • Can chain from lights.

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.

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 4 6 17 -2 -4 - 70 120
  • Special/Super Cancellable.

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.

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 6 5 13 +3 +1 - 70 120

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.

Crouch Normals

Crouch A

crouch A
2A
2A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 4 8 +3 +1 - 30 60
  • 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. Plus on block, allowing for stagger pressure.

Crouch B

crouch B
2B
2B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low super 7 3 13 -1 -3 - 15 30
  • Can chain into and from lights.

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.

Crouch C

crouch C
2C
2C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 5 4 30 -14 -16 - 70 120

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.

This frame traps and links from cl.B and cl.A. Bad on block so make sure to cancel this.

Crouch D

crouch D
2D
2D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 10 5 (3) 5 23 KND (+13) -9 - 70 120
  • First hit 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.

Jump Normals

Jump A

jump A
j.A
j.A

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High - 6 10 1 on ground - - - 30 50

jump A jump A

45 High - 6 12 1 on ground - - - 30 60

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.

Jump B

jump B
j.B
j.B

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 5 9 1 on ground - - - 30 50

jump B jump B

45 High - 5 9 1 on ground - - - 30 60

An upwards kick. Good at meeting opponents in the air. Hard to hit crouchers with.

Jump C

jump C
j.C
j.C

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

70 High - 9 6 1 on ground - - - 70 100

jump C jump C

70 High - 9 7 1 on ground - - - 70 120

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.

  • 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
j.D
j.D

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 High - 8 7 1 on ground - - - 70 100

jump D jump D

70 High - 8 8 1 on ground - - - 70 120

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
cl.AA/cl.AAX
cl.AA/cl.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

23 Mid - 4,5 4 - -6 -8 - 0 60

cl.AAX cl.AAX

22 Mid - 4,5,6 5 - -5 -7 - 0 60
  • Placeholder

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 14 5 20 Splat (+75~+91) -2 - 100 160

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.

ShatterStrike

ShatterStrike
236CD
236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple (+93) -10 Full Body Armor: 4 to 14 (11 frames) 0 200

Good hitbox for a Shatter Strike, but the fact that Yashiro moves forward makes it easier to punish on block than some others.

AdvanceStrike

AdvanceStrike
214CD
214CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as his CD.
  • The throw counter is at the feet.

jump CD

jump CD
j.CD
j.CD

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop CD hop CD

80 Mid - 12 7 1 on ground SKD - - 80 120

jump CD jump CD

90 Mid - 12 10 1 on ground SKD - - 80 140

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.

Throws

Liver Blow

Liver Blow
(close) 4/6C
(close) 4/6C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (55) Unblockable - - -
  • Placeholder

Hatchet Throw

Hatchet Throw
(close) 4/6D
(close) 4/6D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (50) Unblockable - - -
  • Placeholder

Command Moves

Regret Bash

Regret Bash
6A
6A

Raw Version (Hitbox)

Raw Version (Hitbox)
Cancel Version

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 [35] High [Mid] max [special] 24 [15] 3 19 [21] KND (+42) [-3] -3 [-5] - 90 [40] 110 [60]
  • Overhead.
  • 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 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
6B
6B

Raw Version (Hitbox)

Raw Version (Hitbox)
Cancel Version

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
50 Mid special 15 [18] 5 24 -8 [-9] -10 - 40 80

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.

Special Moves

Missile Might Bash

Missile Might Bash
214A/C/AC
214A/C/AC

A Version (Hitbox)

A Version (Hitbox)
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

87 (40+50) Mid super 10 2 (14) 6 32 SKD (+29) -19 - 30+50 60 (30+30)

C C

124 (30+30+30+40) Mid super 15 2 (12) 2 (13) 2 (14) 6 27 Juggle (+34) -14 - 20+20+20+40 130 (30+30+30+40)

AC AC

124 (30+30+30+40) Mid - 10 2 (12) 2 (13) 2 (14) 6 22 Juggle (+44) -9 - 0 130 (30+30+30+40)
  • Combo tool
  • Unsafe

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
623A/C/AC
623A/C/AC

A Version (Hitbox)

A Version (Hitbox)
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

88 (60+30) Mid super 6 6 35 SKD (+29) -13 Upper Body Armor: 1 to 6 (6 frames) 50+50 60 (30+30)

C C

98 (60+40) Mid - 14 6 31 SKD (+28) -18 Upper Body Armor: 1 to 15 (15 frames) 50+50 60 (30+30)

AC AC

148 (30+30+100) Mid - 6 6 31 Juggle (+39) -17 Full Body Armor: 1 to 7 (7 frames) / Throw Invincible: 1 to 11 (11 Frames) 0 110 (30+40+40)
  • Upper body armor frame 1
  • 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, 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
41236A/C/AC
41236A/C/AC

A Version (Hitbox)

A Version (Hitbox)
No longer hits overhead/ C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

60 Mid super 15 5 17 -1 -5 - 60 60

C C

70 Mid super 25 4 15 +3 +2 - 60 60

AC AC

80 Mid - 15 7 12 +2 0 - 0 80

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.

Jet Counter Still
41236A/C/AC~236A/C
41236A/C/AC~236A/C

A Version (Hitbox)
C Version (Hitbox)

A Version (Hitbox)
C Version (Hitbox)

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

50 Mid super 12 4 25 +2 -12 - 60 80

C C

70 Mid super 15 4 33 SKD (+30) -20 - 60 80

EX A EX A

70 Mid - 12 4 18 HKD (+72) -3 - 0 80

EX C EX C

50 Mid - 15 4 30 Juggle (+40) -15 - 0 80

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: 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.

Sledgehammer

Sledgehammer
214B/D/BD
214B/D/BD

B Version (Hitbox)

B Version (Hitbox)
D Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

100 Mid - 21 7 14 HKD (+44) -2 - 60 80

D D

120 High super 26 6 27 HKD (+32) -14 - 60 80

BD BD

80 Mid super 28 6 22 Juggle (+64) -2 Projectile Invincibility: 6 to 33 (28 frames) 0 100

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.

Super Special Moves

Final Impact

Final Impact
236236A/C/AC
236236A/C/AC

Normal Version (Hitbox)

Normal Version (Hitbox)
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

180 [270] Mid advanced, climax 12 [102] 15 38 HKD (+43) -34 Full Body: 1 to 3 (3 Frames) / Projectile Invincibility: 5 to 17 (13 Frames) - -

AC AC

320 [420] Mid climax 8 [98] 28 36 HKD (+32) -45 Full Body: 1 (1 Frame) / Projectile Invincibility: 3 to 12 (10 Frames) - -
  • 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 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
236236B/D/BD
236236B/D/BD

Normal Version (Hitbox)

Normal Version (Hitbox)
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

200 Mid advanced, climax 9 5 (6) 4 (6) 4 (6) 4 (11) 4 (25) 6 40 HKD (+67) -27 Full Body: 1 to 11 (11 Frames) - -

BD BD

350 Mid climax 10 5 (5) 5 (5) 5 (5) 5 (7) 5 (5) 5 (6) 5 (6) 5 (7) 5 (6) 5 (6) 5 (9) 5 (40) 6 41 KND (+66) -28 Full Body: 1 to 13 (13 Frames) - -

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

Ultimate Billion Bash
2141236CD
2141236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
452 (20+40+40+4*38+200) Min:276 Mid - 10 Full Screen Projectile 62 HKD (+30) -52 Full Body: 1 to 15 (15 Frames) - -
  • Projectile

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

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8


Videos

Yashiro Nanakase Reveal Trailer
The King of Fighters XV

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