Orochi Yashiro has been changed up a bit since his last appearances in decades past—but only for the better. Kujiku Daichi (214P[P]) now has a followup (P) that he can use to apply pressure from the air, making his close-range presence all the more terrifying. Musebu Daichi (632146P[P]) can now grab opponents ''in the air'' (6246C) as well as on the ground (6246AC). Lastly, Orochi Yashiro's CD now causes a wallbounce on counterhit and a sliding hard knockdown on air hit. Overall, these improvements make Orochi Yashiro very threatening to approach, as any predictable movements can easily result in taking a lot of damage. The '''EX''' version of Odoru Daichi (41236K[[K]) even has projectile invincibility during its active frames, making it easy for Orochi Yashiro to muscle through zoning attempts up close.
Orochi Yashiro has been changed up a bit since his last appearances in decades past—but only for the better. Kujiku Daichi (214P[P]) now has a followup (P) that he can use to apply pressure from the air, making his close-range presence all the more terrifying. Musebu Daichi (632146P[P]) can now grab opponents ''in the air'' (6246C) as well as on the ground (6246AC). Lastly, Orochi Yashiro's CD now causes a wallbounce on counterhit and a sliding hard knockdown on air hit. Overall, these improvements make Orochi Yashiro very threatening to approach, as any predictable movements can easily result in taking a lot of damage. The '''EX''' version of Odoru Daichi (41236K[[K]) even has projectile invincibility during its active frames, making it easy for Orochi Yashiro to muscle through zoning attempts up close.
Another bonus Orochi Yashiro has is his above-average super damage. Ankoku Jigoku Gokuraku Otoshi (624624P[P]) has full body invincibility on startup and barely any scaling, making it an excellent, highly damaging combo ender. While Araburu Daichi (214214K[K]) doesn't combo from specials, it instead serves as a long-range punishment tool that is very useful against obvious zoning attempts, all the while doing significantly more damage than any other supers in the game (250 for level 1, 400 for level 2). Both of these supers are very difficult to punish if done correctly, which contributes to Orochi Yashiro's pressure-based gameplan.
Another bonus Orochi Yashiro has is his above-average super damage. Ankoku Jigoku Gokuraku Otoshi (624624P[P]) has full body invincibility on startup and barely any scaling, making it an excellent, highly damaging combo ender. While Araburu Daichi (214214K[K]) doesn't combo from specials, it instead serves as a long-range punishment tool that is very useful against obvious zoning attempts, all the while doing significantly more damage than any other supers in the game (250 for level 1, 400 for level 2). Both of these supers are very difficult to punish if done correctly, which contributes to Orochi Yashiro's pressure-based gameplan. Finally, his level 3 deals nuclear damage, and can beat safejumps for those rare hard reads. All three supers grant diabolical oki, creating a snowball effect that Orochi Yashiro needs to succeed.
In the end, Orochi Yashiro essentially serves as the grappler that everyone else wishes they were. Be it close quarters, mid-range, or long range, Orochi Yashiro can grab you from any distance, as long as you have the meter to do so.
In the end, Orochi Yashiro essentially serves as the grappler that everyone else wishes they were. Be it close quarters, mid-range, or long range, Orochi Yashiro can grab you from any distance, as long as you have the meter to do so.
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = '''''Orochi Yashiro is a pressure-based grappler who seeks to duke it out in midrange and capitalize off any opening to get his game started.'''''
| intro = '''''Orochi Yashiro is a pressure and mixup-based grappler who seeks to duke it out in midrange and capitalize off any opening to get his game started.'''''
| pros=
| pros=
* '''Great Combo Damage''': Be it point, mid, or anchor, Orochi Yashiro tops the damage charts when it comes to grapplers. Fantastic scaling on D Odoru Daichi and C Musebu Daichi grant him terrific super cancel options, and the damage of his combos, in general, are above any other grappler's.
* '''Great Combo Damage''': Be it point, mid, or anchor, Orochi Yashiro tops the damage charts when it comes to grapplers. Fantastic scaling on D Odoru Daichi and C Musebu Daichi grant him terrific super cancel options, and the damage of his combos, on average, are above any other grappler's.
* '''Actually Good Pressure''': Yashiro's stagger pressure gets a sidegrade with closer staggers being a lot more reactable with (cancel)6A CD. Because of this and other aspects of his kit, Orochi Yashiro can get constant tick throws, frametraps, and pressure resets from almost anything. Having all of this puts Yashiro's pressure above any other grappler's, giving him a veritable edge amongst the cast.
* '''Actually Good Pressure''': Yashiro's stagger pressure gets a sidegrade with closer staggers being a lot more reactable with (cancel)6A CD. Because of this and other aspects of his kit, Orochi Yashiro can get constant tick throws, frametraps, and pressure resets. He also has a greedy, slow pressure reset (that can cross up), which can catch opponents sleeping when used very sparingly. Having all of this puts Yashiro's pressure above any other grappler's except Clark's, who receives less reward off said frametraps and must spend more bar to retain both oki and damage.
* '''Big Fat Buttons''': Having every normal Yashiro does grants Orochi Yashiro great midrange and aerial capabilities, allowing him to play neutral in most matchups with great efficiency.
* '''Big Fat Buttons''': Having every normal Yashiro does grants Orochi Yashiro great midrange and aerial capabilities, allowing him to play neutral in most matchups with great efficiency.
* '''Fantastic Light Confirms''': Orochi Yashiro's target combos give him very lengthy, very powerful hitconfirms that have ridiculous range. A keen player will be able to use this to their advantage to take any opportunity to start their pressure game.
* '''Fantastic Light Confirms''': Orochi Yashiro's target combos give him very lengthy, very powerful hitconfirms that have ridiculous range. A keen player will be able to use this to their advantage to take any opportunity to start their pressure game. Much like his more chill counterpart, he can also link from clA into 2C, but from a further range than normal Yashiro due to dodging the nerfs.
* '''Ridiculous Corner Carry''': Odoru Daichi has half a screen of corner carry ''all on its own''. Srsly what else needs to be said?
* '''Ridiculous Corner Carry''': Odoru Daichi has half a screen of corner carry ''all on its own''. Srsly what else needs to be said?
* '''Mixup Potential''': Sporting one of the best crossups in the game with j.C, a great standing overhead, and the ridiculous setups of Niragu Daichi, Orochi Yashiro has any nearly any mixup option a grappler would want.
* '''Offensive Potential''': Sporting one of the best crossups in the game with j.C, a great standing overhead, and the invulnerable, meter building, corner carrying, juggling Niragu Daichi, Orochi Yashiro has any nearly any mixup option a grappler would want. Additionally, his cl.A does extreme heavy lifting in making sure his worst oki isn't disadvantageous, as it gives him a great opportunity for strike throw and a hitconfirmable frametrap all in one.
* '''Great Vortex''': Though he is no Clark, Orochi Yashiro's vortex is still formidable. Midscreen he gets devastating ambiguous left/rights, and in the corner he gets absolutely devious tick throw setups and safejumps. Couple this with everything else, and it all comes together. Though Orochi Yashiro may need meter to get started killing you, he can absolutely mix his way through to get it, ensuring that his meter economy stays within normality.
* '''Explosive Vortex''': With just one bar, Orochi Yashiro can turn the tides off any unscaled conversion. ALL of the supers Orochi Yashiro can combo into give him enough oki to go for either a safejump or a very ambiguous crossup. And don't even think of rolling, because his far.C is so large that a keen player can react to any roll direction and punish you for it. It is one of the most devious left/right mixups in the game, and results in high damage to boot. This is further empowered if he has another bar, allowing him to end games off just 2 or three interactions.
* '''Meter Build''': Due to being able to combo two command grabs in one combo meterlessly, Orochi Yashiro tends to have better meter economy than his peers.
| cons=
| cons=
* '''Committal''': Much of Orochi Yashiro's gameplan is committal, and a messed up confirm, whiffed command grab, or simply accidentally confirming off a stuffed shorthop with a ground throw can mean his demise. This means Orochi Yashiro can't simply do normal > cancel like his less grapply counterpart, which will end up with him overall getting less openings from neutral.
* '''Committal''': Much of Orochi Yashiro's gameplan is committal, and a messed up confirm, whiffed command grab, or simply accidentally confirming off a stuffed shorthop with a ground throw can mean his demise. This means Orochi Yashiro can't simply do normal > cancel like his less grapply counterpart, which will end up with him overall getting less openings from neutral.
* '''Counter Hit Punishable''': Building on the last con, all of Orochi Yashiro's command grabs are counter hit punishable on whiff, making a mistake on offense or defense more costly than for other characters. The wrong command grab at the wrong time could mean death when other characters would survive guessing wrong.
* '''Counter Hit Punishable''': Building on the last con, all of Orochi Yashiro's command grabs are counter hit punishable on whiff, making a mistake on offense or defense more costly than for other characters. The wrong command grab at the wrong time could mean death when other characters would survive guessing wrong.
* '''Bad Oki on Highest Damage Grab''': OYash's oki on his highest damage grab in the corner is so bad that he requires a microwalk back in order to not get hit with a reversal throw, leaving his damage off raw meterless command grabs lower than other grapplers if he wants to maintain okizeme.
* '''Bad Oki on Highest Damage Grab''': OYash's oki on his highest damage grab (and best ender) is so bad that he requires a microwalk back in order to not get hit with a reversal throw in the corner, leaving his damage off raw meterless command grabs lower than other grapplers if he wants to maintain okizeme.
* '''Easily Kept Out''': Not so much a victim to zoning thanks to 41236BD, but Orochi Yashiro's speed and size, very stubby CD, and lack of neutral skips makes him have to play neutral very honestly, allowing him to be kept out quite easily by characters with large, fast, safe buttons such as Geese, Luong, and Meitenkun.
* '''Easily Kept Out''': Not so much a victim to zoning thanks to 41236BD, but Orochi Yashiro's speed and size, very stubby CD, and lack of neutral skips makes him have to play neutral very honestly, allowing him to be kept out quite easily by characters with large, fast, safe buttons such as Geese, Isla, and Heidern. This means his matchup spread across the best characters in the game leaves him at a bit more of a disadvantage compared to other characters.
}}
}}
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|description=
|description=
* First hit is cancellable.
* 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.
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 214A and 214C to prevent it from being whiff punished, but you can be punished even harder if they know you're going to do this.
}}
}}
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|name=jump A
|name=jump A
|input=j.A
|input=j.A
|hitboxCaptions= Hop Version, 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
|hitboxCaptions= Hop Version, 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
|hitboxCaptions= Hop Version, Jump Version
|description2=A downwards punch. This is Yashiro's best jump in for offense. The hitbox is wide enough to cross opponents up, especially if they're crouching.
|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.
* Insanely active
* Insanely active
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|name=jump D
|name=jump D
|input=j.D
|input=j.D
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
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.
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.
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|description=
|description=
Good hitbox for a Shatter Strike.
Good hitbox for a Shatter Strike.
}}
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=oyashiro_214cd
|description=
*Same animation and range as his CD.
* The throw counter is at the feet.
}}
}}
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|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
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.
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=Saku
|name=Saku
|input=6A
|input=6A
|hitboxCaptions= Raw Version, Cancel Version
|description=
|description=
* Overhead.
* Overhead.
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|name=Bu
|name=Bu
|input=6B
|input=6B
|hitboxCaptions= Raw Version, Cancel Version
|description=A step kick. Has a lot of range and is cancellable giving it potential use in neutral. It even causes 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.
|description=A step kick. Has a lot of range and is cancellable giving it potential use in neutral. It even causes 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=Niragu Daichi
|name=Niragu Daichi
|input=41236A/C/AC
|input=41236A/C/AC
|captions= You'll only see this animation if you whiffed. Try not to do that.
|imageCaptions= You'll only see this animation if you whiffed. Try not to do that.
|hitboxCaptions= Normal Version, , EX Version
|description3=
|description3=
* All versions are strike and throw invulnerable on frame 1.
* All versions are strike and throw invulnerable on frame 1.
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* 426P > roll forward > 2A (whiff) > normal jump forward will safe jump 4-frame reversals. Midscreen you can dash~super jump after 2A to set up cross up j.C.
* 426P > roll forward > 2A (whiff) > normal jump forward will safe jump 4-frame reversals. Midscreen you can dash~super jump after 2A to set up cross up j.C.
* The EX version scales damage less than the regular versions, leading to quite efficient damage with 6B 6246C > 624624P/AC super cancel.
* The EX version scales damage less than the regular versions, leading to quite efficient damage with 6B 6246C > 624624P/AC super cancel.
* A/C versions adds 25% DR. EX adds 20% DR (hence damage values in parenthesis)
Orochi Yashiro's slower, but invincible command grab. It can snag opponents trying to press against Orochi Yashiro, but most importantly, by following up this command grab with 6B > 6246C, Orochi Yashiro can increase its relatively weak damage output, send the opponent closer to the corner, and even after 6246C he can follow it up with his 624624P super or level 3. These options make this command grab all the more scarier.
Orochi Yashiro's slower, but invincible command grab. It can snag opponents trying to press against Orochi Yashiro, but most importantly, by following up this command grab with 6B > 6246C, Orochi Yashiro can increase its relatively weak damage output, send the opponent closer to the corner, and even after 6246C he can follow it up with his 624624P super or level 3. These options make this command grab all the more scarier.
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|name=Musebu Daichi
|name=Musebu Daichi
|input=632146A/C/AC
|input=632146A/C/AC
|hitboxCaptions= A Version (Ground Grab), C Version (Air Grab), , EX Version (OTG Grab)
|description3=
|description3=
* Light version grabs grounded opponents, heavy version grabs aerial opponents.
* Light version grabs grounded opponents, heavy version grabs aerial opponents.
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|name=Odoru Daichi
|name=Odoru Daichi
|input=41236B/D/BD
|input=41236B/D/BD
|hitboxCaptions= B Version, D Version, EX Version
|description3=
|description3=
* Light version is a true running grab, heavy version is a hitgrab but does more damage.
* Light version is a true running grab, heavy version is a hitgrab but does more damage.
* EX version is also a hitgrab, but goes through projectiles during the running animation and leaves the opponent right in front of Orochi Yashiro.
* EX version is also a hitgrab, but goes through projectiles during the running animation and leaves the opponent right in front of Orochi Yashiro.
* Heavy and EX versions do not inflict any guard or chip damage if blocked.
Orochi Yashiro's running command grab. The light version has little use, beyond catching the opponent off guard. The heavy version, although being a hitgrab and thus needing to be confirmed, is much more important. It has better damage, better oki, and can be comboed into 6246AC in the right scenarios.
Orochi Yashiro's running command grab. The light version has little use, beyond catching the opponent off guard. The heavy version, although being a hitgrab and thus needing to be confirmed, is much more important. It has better damage, better oki, and can be comboed into 6246AC in the right scenarios.
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|name=Kujiku Daichi
|name=Kujiku Daichi
|input=214A/C/AC
|input=214A/C/AC
|captions= , Sideswitch grab from previous games.
|imageCaptions= , Sideswitch grab from previous games.
|hitboxCaptions= Normal Version, EX Version
|description3=
|description3=
* 214AC is Orochi Yashiro's old hitgrab and applies a scaling penalty of 20% (80 > 64 / 70 > 56)
* 214AC is Orochi Yashiro's old hitgrab and applies a scaling penalty of 20% (80 > 64 / 70 > 56)
Kujiku Daichi is a strange command jump with a single followup if used meterless. This special is useful as a knowledge-check; if they don't try to anti-air you, use the follow-up late to stay plus. If they try to anti-air you, use the follow-up early to condition them into not anti-airing.
Kujiku Daichi is a strange command jump with a single followup if used meterless. This special is useful as a knowledge-check; if they don't try to anti-air you, use the follow-up late to stay plus. If they try to anti-air you, use the follow-up early to condition them into not anti-airing.
The '''EX''' version is unblockable with a +20 frame advantage, giving Orochi Yashiro plenty of time to run up and perform a close heavy starter. Do note that it will scale the following combo, starting at 20%.
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|name=Tsubusu Daichi
|name=Tsubusu Daichi
|input=214A/C~P
|input=214A/C~P
|captions= Condition them into not anti-airing you
|imageCaptions= Condition them into not anti-airing you
|hitboxCaptions= A Version, C Version
|description2= The followup you should be doing.
|description2= The followup you should be doing.
* ~+3-~+6 when done as late as possible.
* ~+3-~+6 when done as late as possible.
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|name=Ankoku Jigoku Gokuraku Otoshi
|name=Ankoku Jigoku Gokuraku Otoshi
|input=6321463214A/C/AC
|input=6321463214A/C/AC
|hitboxCaptions= Normal Version, Max Version
|description2=
|description2=
* ''The'' combo ender super.
* ''The'' combo ender super.
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|name=Araburu Daichi
|name=Araburu Daichi
|input=214214B/D/BD
|input=214214B/D/BD
|hitboxCaptions= Normal Version, Max Version
|description2=
|description2=
* D version causes Orochi Yashiro to leap farther than the B version.
* D version causes Orochi Yashiro to leap farther than the B version.
cl.C > 6B > BC > cl.C > 6B > CD > 632146P > 63214663214P = 507 dmg
Gameplay Overview
What do you get when you cross the godly normals of Yashiro with nearly every grounded command grab in existence? You get Orochi Yashiro, a committal yet oppressive grappler that demands respect for his level of mixups and screen presence.
Orochi Yashiro has nearly every grounded command grab you could wish for in a grappler: frame-1 command grab, invincible command grab, running command grab... even a leaping, side-switching command grab (if you've got half a bar). Having so many options to snag the opponent with can make Orochi Yashiro frightening to deal with.
Orochi Yashiro has been changed up a bit since his last appearances in decades past—but only for the better. Kujiku Daichi (214P[P]) now has a followup (P) that he can use to apply pressure from the air, making his close-range presence all the more terrifying. Musebu Daichi (632146P[P]) can now grab opponents in the air (6246C) as well as on the ground (6246AC). Lastly, Orochi Yashiro's CD now causes a wallbounce on counterhit and a sliding hard knockdown on air hit. Overall, these improvements make Orochi Yashiro very threatening to approach, as any predictable movements can easily result in taking a lot of damage. The EX version of Odoru Daichi (41236K[[K]) even has projectile invincibility during its active frames, making it easy for Orochi Yashiro to muscle through zoning attempts up close.
Another bonus Orochi Yashiro has is his above-average super damage. Ankoku Jigoku Gokuraku Otoshi (624624P[P]) has full body invincibility on startup and barely any scaling, making it an excellent, highly damaging combo ender. While Araburu Daichi (214214K[K]) doesn't combo from specials, it instead serves as a long-range punishment tool that is very useful against obvious zoning attempts, all the while doing significantly more damage than any other supers in the game (250 for level 1, 400 for level 2). Both of these supers are very difficult to punish if done correctly, which contributes to Orochi Yashiro's pressure-based gameplan. Finally, his level 3 deals nuclear damage, and can beat safejumps for those rare hard reads. All three supers grant diabolical oki, creating a snowball effect that Orochi Yashiro needs to succeed.
In the end, Orochi Yashiro essentially serves as the grappler that everyone else wishes they were. Be it close quarters, mid-range, or long range, Orochi Yashiro can grab you from any distance, as long as you have the meter to do so.
Orochi Yashiro is a pressure and mixup-based grappler who seeks to duke it out in midrange and capitalize off any opening to get his game started.
Pros
Cons
Great Combo Damage: Be it point, mid, or anchor, Orochi Yashiro tops the damage charts when it comes to grapplers. Fantastic scaling on D Odoru Daichi and C Musebu Daichi grant him terrific super cancel options, and the damage of his combos, on average, are above any other grappler's.
Actually Good Pressure: Yashiro's stagger pressure gets a sidegrade with closer staggers being a lot more reactable with (cancel)6A CD. Because of this and other aspects of his kit, Orochi Yashiro can get constant tick throws, frametraps, and pressure resets. He also has a greedy, slow pressure reset (that can cross up), which can catch opponents sleeping when used very sparingly. Having all of this puts Yashiro's pressure above any other grappler's except Clark's, who receives less reward off said frametraps and must spend more bar to retain both oki and damage.
Big Fat Buttons: Having every normal Yashiro does grants Orochi Yashiro great midrange and aerial capabilities, allowing him to play neutral in most matchups with great efficiency.
Fantastic Light Confirms: Orochi Yashiro's target combos give him very lengthy, very powerful hitconfirms that have ridiculous range. A keen player will be able to use this to their advantage to take any opportunity to start their pressure game. Much like his more chill counterpart, he can also link from clA into 2C, but from a further range than normal Yashiro due to dodging the nerfs.
Ridiculous Corner Carry: Odoru Daichi has half a screen of corner carry all on its own. Srsly what else needs to be said?
Offensive Potential: Sporting one of the best crossups in the game with j.C, a great standing overhead, and the invulnerable, meter building, corner carrying, juggling Niragu Daichi, Orochi Yashiro has any nearly any mixup option a grappler would want. Additionally, his cl.A does extreme heavy lifting in making sure his worst oki isn't disadvantageous, as it gives him a great opportunity for strike throw and a hitconfirmable frametrap all in one.
Explosive Vortex: With just one bar, Orochi Yashiro can turn the tides off any unscaled conversion. ALL of the supers Orochi Yashiro can combo into give him enough oki to go for either a safejump or a very ambiguous crossup. And don't even think of rolling, because his far.C is so large that a keen player can react to any roll direction and punish you for it. It is one of the most devious left/right mixups in the game, and results in high damage to boot. This is further empowered if he has another bar, allowing him to end games off just 2 or three interactions.
Meter Build: Due to being able to combo two command grabs in one combo meterlessly, Orochi Yashiro tends to have better meter economy than his peers.
Committal: Much of Orochi Yashiro's gameplan is committal, and a messed up confirm, whiffed command grab, or simply accidentally confirming off a stuffed shorthop with a ground throw can mean his demise. This means Orochi Yashiro can't simply do normal > cancel like his less grapply counterpart, which will end up with him overall getting less openings from neutral.
Counter Hit Punishable: Building on the last con, all of Orochi Yashiro's command grabs are counter hit punishable on whiff, making a mistake on offense or defense more costly than for other characters. The wrong command grab at the wrong time could mean death when other characters would survive guessing wrong.
Bad Oki on Highest Damage Grab: OYash's oki on his highest damage grab (and best ender) is so bad that he requires a microwalk back in order to not get hit with a reversal throw in the corner, leaving his damage off raw meterless command grabs lower than other grapplers if he wants to maintain okizeme.
Easily Kept Out: Not so much a victim to zoning thanks to 41236BD, but Orochi Yashiro's speed and size, very stubby CD, and lack of neutral skips makes him have to play neutral very honestly, allowing him to be kept out quite easily by characters with large, fast, safe buttons such as Geese, Isla, and Heidern. This means his matchup spread across the best characters in the game leaves him at a bit more of a disadvantage compared to other characters.
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
Target Combos into far C.
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.
Hit-confirming this normal into far C from other lights is what gives Orochi Yashiro some of the best light confirms in the game. This is one of the most important parts of his abare, neutral, punishment, and stagger.
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.
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
20
-2
-4
-
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. It's quite fast as well giving Yashiro potentially stronger punishes than other characters in certain situations.
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.
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.
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.
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.
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
Special/Super Cancellable.
Hits low.
A kick to the legs. This is a low hitting heavy normal, which gives Yashiro stronger low conversions than most of the cast. Yashiro has an easy time making his heavy normals safe as well. Use frequently to open opponents up.
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.
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
-
Can chain into and from lights.
On block up close, perfectly sets up the tick throw timing for all versions of 426P (beats guard and 4 frame 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.
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
24
-8
-10
-
70
120
A heavy uppercut. Unlike regular Yashiro, Orochi Yashiro is still capable of connecting this move from cr.B, cl.A links, giving him an excellent low conversion game. This is typically your go-to anti-air, but if you're clever or your opponent isn't very savvy, you can just go for 6246C.
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
SKD (13: Tech / 40: Non-tech) - 1st hit
-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 214A and 214C to prevent it from being whiff punished, but you can be punished even harder if they know you're going to do this.
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 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.
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
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 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.
UNLIKE normal Yashiro, Orochi Yashiro lands like a normal person, and therefore this doesn't combo as leniently. Still, it's one of the best crossup tools in the game and is absolutely ridiculous.
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
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
-
5
4
-
-6
-8
-
0
60
cl.AAX
cl.AAX
22
Mid
-
6
5
-
-5
-7
-
0
60
Enders include 632146A, punch super, and Climax.
Unlike Dinosaur and Clark, Orochi Yashiro has no need for rush combo. Anything this can do is done better either by a three-light sequence or his target combo.
In addition to being outclassed, Orochi Yashiro's rush combo ends in a command grab, making it genuinely terrible on block.
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
16
5
20
Splat (+75~+91)
-2 (Close Range) to 2 (Max Range)
-
100
160
A shoulder tackle blowback.
On hit, Yashiro can always confirm with a 6B provided he runs far enough.
Causes a sliding hard knockdown on air hit.
Wall bounces on air or ground counter-hit.
Can whiff-cancel into any of his command grabs to give them more range.
Very high reward blowback with horrible range for its startup. Orochi Yashiro leans back during the start-up which lets him dodge some moves making this somewhat of an effective counter poke. You can sometimes try to use this after blocked A normals to evade your opponent's attempt to take their turn and effectively steal your turn back. Safe on block and even plus on at the perfect spacing.
When compared with normal Yashiro, Orochi Yashiro's blowback is 2 frames slower and has shorter range, but it wallbounces on counterhit and knocks down on air hit. These aspects make it quite a bit more rewarding than your average stand CD, and make up both for OYash's lack of good CD cancel options and slower startup.
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
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
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
8
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.
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
-
-
-
Grants a safe jump anywhere with manual timing.
Alternatively, you can do empty 214C after the grab and still be plus.
You'd think that a character with frame 1 and invincible command grabs would have no use for his regular throw, but that's where you'd be wrong.
This throw is actually amazing on defense. If an opponent tries to hop or jump to bait out your other command grabs, they have to deal with Orochi Yashiro's 4f close C, which not only is extremely fast for a heavy, but is more than capable of stuffing hops and jumps while being safe against, if not hitting, backdashes. It also gives Orochi Yashiro a safe jump anywhere on the screen on hit, although you may have to manually time your jump. Alternatively, you can do an empty 214C after the throw to follow and potentially threaten your opponent into some kind of panic reversal.
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
-
-
-
Using 2A as a frame kill lets Yashiro hop in for a safe jump if you corner the opponent with this throw.
Orochi Yashiro's only (meterless) throw that switches sides, which alone makes it pretty useful. Keep in mind that if you input 6D against more passive players while you're point blank, either they're blocking low and they get thrown, or they're trying to walk out of throw range and they get hit by Yashiro's strongest starter. Not something you actively want to go for every time, since there are ways to play around it, but it's worth thinking about.
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
6246AC is guaranteed after the raw overhead version.
Raw overhead or otg version can be followed with cl.A (whiff) > immediate hop/hyper hop safe jump vs 4 frame reversals.
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, and is generally quite safe, giving it some niche use cases over 6B. When canceled from light normals, this acts as a frame trap and is incredibly important in Orochi Yashiro's pressure game.
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
-10
-
40
80
A step kick. Has a lot of range and is cancellable giving it potential use in neutral. It even causes 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.
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
60
Mid
special
16
3
25
SKD (30: Tech / 70: Non-tech)
-5 (Close) to -3 (Max Range)
-
50
50
CD cancel after command normals.
Can be followed up with 6246C or 426BD.
While this has the same input and animation as Orochi Yashiro's blowback, it has different properties. Only usable after canceling into one of his command normals (6A or 6B), this move will not cause a wallsplat, and does less damage that his regular blowback. It is essentially used to tack on extra damage in Orochi Yashiro's combos and allow comboing into 632146C.
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
72 (25+50)
Mid
special
9
3
30
-12
-14
-
80 (30+50)
-
This unique chain works from both close A and far A.
The C has much more recovery than raw far C and is punishable on block from most distances.
Special Moves
Niragu Daichi
Niragu Daichi
41236A/C/AC
41236A/C/AC
You'll only see this animation if you whiffed. Try not to do that.
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
105 (0+150)
-
-
9
1
37
HKD (67)
Unblockable
Full Body: 1 to 9 (9 Frames)
-
-
C
C
105 (0+150)
-
-
9
1
37
HKD (67)
Unblockable
Full Body: 1 to 9 (9 Frames)
-
-
AC
AC
192 (80+150)
-
-
9
1
31
HKD (67)
Unblockable
Upper body: 1 (1 Frame) / Full body against Physical Air Strike: 2 to 9 (9 Frames)
-
-
All versions are strike and throw invulnerable on frame 1.
The 426AC EX version has more range than the normal version.
All versions can be followed up with OTG 6A (max damage and hard knock down for no additional meter).
426P > roll forward > 2A (whiff) > normal jump forward will safe jump 4-frame reversals. Midscreen you can dash~super jump after 2A to set up cross up j.C.
The EX version scales damage less than the regular versions, leading to quite efficient damage with 6B 6246C > 624624P/AC super cancel.
A/C versions adds 25% DR. EX adds 20% DR (hence damage values in parenthesis)
Orochi Yashiro's slower, but invincible command grab. It can snag opponents trying to press against Orochi Yashiro, but most importantly, by following up this command grab with 6B > 6246C, Orochi Yashiro can increase its relatively weak damage output, send the opponent closer to the corner, and even after 6246C he can follow it up with his 624624P super or level 3. These options make this command grab all the more scarier.
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
160 (30+30+30+70)
-
super
1
1
39
HKD (10)
Unblockable
Full Body: 1 (1 Frame)
-
-
C
C
140 (30+30+30+50)
-
super
7
4
41
HKD (10)
-
Upper body invulnerable: 1 (1 frame) / Full body against non-projectile air moves: 2 to 10 (9 frames)
-
-
AC
AC
20+20+20+60
-
-
7
4
30
HKD (10)
-
-
-
-
Light version grabs grounded opponents, heavy version grabs aerial opponents.
EX version only confirms OTG.
Has bad oki that becomes genuinely horrible in the corner.
Great scaling.
Orochi Yashiro's signature frame-1 command grab. Compared to his previous iterations, it has significantly more utility. Now, this command grab can snatch an opponent regardless of what state they are in, be it grounded, aerial, or knocked down. Thus, this command grab is a signature part of Orochi Yashiro's pressure/combo game.
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
-
-
20
5
36
HKD (41)
Unblockable
-
-
-
D
D
120 (0+120)
Mid
-
12
7
36
HKD (41)
-24
-
-
-
BD
BD
130 (0+130)
Mid
-
8
15
36
HKD (41)
-32
Projectile Invincibility: 8 to 22 (15 Frames)
-
-
Light version is a true running grab, heavy version is a hitgrab but does more damage.
EX version is also a hitgrab, but goes through projectiles during the running animation and leaves the opponent right in front of Orochi Yashiro.
Heavy and EX versions do not inflict any guard or chip damage if blocked.
Orochi Yashiro's running command grab. The light version has little use, beyond catching the opponent off guard. The heavy version, although being a hitgrab and thus needing to be confirmed, is much more important. It has better damage, better oki, and can be comboed into 6246AC in the right scenarios.
While the EX version can only be followed up with 6246AC, it is powerful in its own right. Its active frame vulnerability makes it go through projectiles, allowing Orochi Yashiro to shrug off zoning attempts. Furthermore, it knocks the opponent down right in front of Orochi Yashiro, leading to better oki.
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
-
-
-
-
-
48 (13 on ground)
-
-
-
-
-
C
C
-
-
-
-
-
48 (6 on ground)
-
-
-
-
-
AC
AC
-
-
-
32
10
28
20
Unblockable
-
-
-
214AC is Orochi Yashiro's old hitgrab and applies a scaling penalty of 20% (80 > 64 / 70 > 56)
Kujiku Daichi is a strange command jump with a single followup if used meterless. This special is useful as a knowledge-check; if they don't try to anti-air you, use the follow-up late to stay plus. If they try to anti-air you, use the follow-up early to condition them into not anti-airing.
The EX version is unblockable with a +20 frame advantage, giving Orochi Yashiro plenty of time to run up and perform a close heavy starter. Do note that it will scale the following combo, starting at 20%.
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
100
Mid
-
11
7
15 on ground
HKD (+?)
3 (Lowest height) to -8 (Highest height)
-
80
-
C
C
120
Mid
-
11
7
12 on ground
HKD
6 (Lowest height) to -7 (Highest height)
-
80
-
The followup you should be doing.
~+3-~+6 when done as late as possible.
Deals 16/20 chip damage.
Decent pressure reset, but it's on a grappler so it's actually a good ass pressure reset. Considering that you can frametrap 2A 5A after this and it will beat shatter strike, this tool is quite important to keeping the opponent scared, as it adds yet another option to Orochi Yashiro's pressure game.
Speaking of options: Orochi Yashiro can actually do quirky ambiguous crossups with this move, though they are very unsafe. Alternatively, he can also do plus on block but reactable crossups with 214A vs 214C. There are also many ways to set up leftrights where crossup is plus and unreactable, while same side is punishable and unreactable. Why do these two moves have so much that you can do with them? Because he needs it.
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
220 (30*6+40)
N/A
climax
3
2
60
HKD (+67)
Unblockable
Full Body: 1 to 4 (4 Frames)
-
-
AC
AC
350 (20+30*7+120)
N/A
climax
1
2
59
HKD (+42)
Unblockable
Full Body: 1 to 2 (2 Frames)
-
-
The combo ender super.
Orochi Yashiro's signature command grab super, and the only one out of his two Super Special moves that can be used as a combo ender after a special. For a grappler, this move does a lot of damage, even more than Clark and Shermie. This is probably the move that will be on your opponent's mind the most during a match, as comboing into this will hurt a lot.
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
250 (50+50+150)
N/A
climax
20
10
48
HKD (+57)
Unblockable
Full Body: 1 to 5 (5 Frames) / Projectile Invincibility: 6 to 29 (24 Frames)
-
-
BD
BD
400 (20*4+40+80+200)
N/A
climax
17
10
48
HKD (+62)
Unblockable
Full Body: 1 to 5 (5 Frames) / Projectile Invincibility: 6 to 26 (21 Frames)
-
-
D version causes Orochi Yashiro to leap farther than the B version.
Orochi Yashiro's leaping command grab super. Does more damage than his other command grab super, but it is not as useful or easy to perform as a combo ender. This move is mostly intended to catch the opponent off guard if they try to run away from Orochi Yashiro or for punishing fireballs.
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
450 (120+330) Min: 225
-
-
1
10 (Counter Window)
35
HKD (+74)
-
-
-
-
Counter by default. Transitions into a standard super if cancelled from specials.
Frame-1 counter/climax super with great damage. Combined with Orochi Yashiro's already high damage output, this can easily spell the end of a round if used properly.