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The King of Fighters 2002 UM/Orochi Yashiro: Difference between revisions
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Added some of Emils OG 2k2 info, and added some info myself. |
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==Throws== | ==Throws== | ||
Baku - Close, b/f + C | Baku - Close, b/f + C | ||
* Yashiro knocks them back in the direction that he was facing | |||
Beki - Close, b/f + D | Beki - Close, b/f + D | ||
* Yashiro grabs them and throws them in the opposite direction they were facing | |||
* hard knockdown and the opponent's back is turned when waking up | |||
* gives you enough time to run up to them or jump in before they get up, even from midscreen | |||
==Command Moves== | ==Command Moves== | ||
Saku - f + A | Saku - f + A | ||
* Yashiro does a slow overhead smash with his fist | |||
* overhead | |||
* cancellable if cancelled into | |||
* if cancelled into, this move does almost no damage and loses the overhead property but comes out much faster and doesn't knock down | |||
* this move makes Yashiro move forward, making combos more likely to land than if using the more damaging f+B | |||
Bu - f + B | Bu - f + B | ||
* Yashiro does a horizontal kick forward, which has decent range | |||
* cancellable | |||
==Special Moves== | ==Special Moves== | ||
Niragu Daichi - hcf + A/C | Niragu Daichi - hcf + A/C | ||
* delayed command throw that has invincibility before the point when the throw contact will register. The opponent is thrown into the air, and can be juggled on the way down | |||
* if Yashiro does not hit the opponent, opponent suffers a hard knockdown and falls with their back turned | |||
* great move for setting up some resets that lead to some good damage | |||
Musebu Daichi - hcb, f + A/C | Musebu Daichi - hcb, f + A/C | ||
* instant one frame grab | |||
* hard knockdown | |||
* opponent is knocked down with their back turned | |||
Odoru Daichi - hcf + B/D | Odoru Daichi - hcf + B/D | ||
* Yashiro runs forward and grabs the opponent | |||
* can't be comboed into unlike in kof98 | |||
* hard knockdown | |||
Kujiku Daichi - qcb + A/C | Kujiku Daichi - qcb + A/C | ||
* Yashiro jumps into the air, and grabs the opponent if he falls on them and they are on the ground. qcb+C jumps further and higher than qcb+A | |||
* if this move is successful, Yashiro switches sides with opponent and has enough time to walk up and combo them | |||
* very easy to evade and punish and not recommended to be used much, if at all | |||
* free cancellable into | |||
Unaru Daichi - dp + A/C | Unaru Daichi - dp + A/C | ||
*Slow startup moves that leaves Yashiro at considerable frame advantage. | |||
*Can link into hcb,f+P and super in the corner. | |||
*This move has an enormous amount of active frame and is therefore good to hit meaty which opens possibilities to walk in and combo. | |||
==Desperation Moves== | ==Desperation Moves== | ||
Ankoku Jigoku Otoshi Gokuraku - hcb x 2 + A/C | Ankoku Jigoku Otoshi Gokuraku - hcb x 2 + A/C | ||
* instant one frame grab | |||
* Yashiro has alot of time to move around as the opponent falls, giving him opportunity for mixups | |||
Araburu Daichi - qcf x 2 + B/D | Araburu Daichi - qcf x 2 + B/D | ||
* Yashiro leaps across the screen, about 3/4 screen length and grabs the opponent if he connects | |||
* hard knockdown and opponent gets up with their back turned | |||
* extremely easy to see coming and evade due to the super flash before he leaps | |||
==Super Desperation== | ==Super Desperation== | ||
Ankoku Jigoku Otoshi Gokuraku - hcb x 2 + AC | Ankoku Jigoku Otoshi Gokuraku - hcb x 2 + AC | ||
* one frame grab that does more damage than his hcbx2+P DM | |||
Araburu Daichi - qcf x 2 + BD | Araburu Daichi - qcf x 2 + BD | ||
* same as his DM version, but alot more damaging | |||
* unblockable | |||
* hard knockdown and opponent gets up with their back turned | |||
* extremely easy to see coming and evade because of the super flash | |||
==Hidden Super Desperation Move== | ==Hidden Super Desperation Move== | ||
Armaggedon - hcb x 2 + BD | Armaggedon - hcb x 2 + BD | ||
* Yashiro does a massive punch across the screen that takes a long time to come out | |||
* Yashiro has full body autoguard and invincibility during the entire startup and active period. | |||
* unblockable | |||
* Combos of a hcf+P in the corner. | |||
==Combos== | |||
[jump attack] Close C/D, f+A/B, hcb,f+P/2xhcb+P/2xhcb+AC | |||
*Bread and butter combo | |||
Crouch B, Close A, hcb,f+P/2xhcb+P/2xhcb+AC | |||
*Chaining from crouch B to close A is difficult. | |||
*Close A to the next move is a link. | |||
*Close A whiffs on crouching opponents, but this move can be buffered in such a way, that if the close A whiffs, it is whiff cancelled and the combo hits anyway. | |||
Crouch/Close A, hcf+P | |||
*Not a very useful combo, but good to know it exists. | |||
[jump attack] Close C/D, f+A, BC bypass, Close C/D, f+A, 2xhcb+AC | |||
*Does not require you to run in after the BC bypass, just hold forward, and press Close C/D and it will hit. | |||
Crouch B BC bypass Crouch C, f+A, 2xhcb+AC | |||
*Comboes into SDM off a low. Not very useful, but good to know. | |||
Revision as of 13:00, 8 May 2011
Throws
Baku - Close, b/f + C
- Yashiro knocks them back in the direction that he was facing
Beki - Close, b/f + D
- Yashiro grabs them and throws them in the opposite direction they were facing
- hard knockdown and the opponent's back is turned when waking up
- gives you enough time to run up to them or jump in before they get up, even from midscreen
Command Moves
Saku - f + A
- Yashiro does a slow overhead smash with his fist
- overhead
- cancellable if cancelled into
- if cancelled into, this move does almost no damage and loses the overhead property but comes out much faster and doesn't knock down
- this move makes Yashiro move forward, making combos more likely to land than if using the more damaging f+B
Bu - f + B
- Yashiro does a horizontal kick forward, which has decent range
- cancellable
Special Moves
Niragu Daichi - hcf + A/C
- delayed command throw that has invincibility before the point when the throw contact will register. The opponent is thrown into the air, and can be juggled on the way down
- if Yashiro does not hit the opponent, opponent suffers a hard knockdown and falls with their back turned
- great move for setting up some resets that lead to some good damage
Musebu Daichi - hcb, f + A/C
- instant one frame grab
- hard knockdown
- opponent is knocked down with their back turned
Odoru Daichi - hcf + B/D
- Yashiro runs forward and grabs the opponent
- can't be comboed into unlike in kof98
- hard knockdown
Kujiku Daichi - qcb + A/C
- Yashiro jumps into the air, and grabs the opponent if he falls on them and they are on the ground. qcb+C jumps further and higher than qcb+A
- if this move is successful, Yashiro switches sides with opponent and has enough time to walk up and combo them
- very easy to evade and punish and not recommended to be used much, if at all
- free cancellable into
Unaru Daichi - dp + A/C
- Slow startup moves that leaves Yashiro at considerable frame advantage.
- Can link into hcb,f+P and super in the corner.
- This move has an enormous amount of active frame and is therefore good to hit meaty which opens possibilities to walk in and combo.
Desperation Moves
Ankoku Jigoku Otoshi Gokuraku - hcb x 2 + A/C
- instant one frame grab
- Yashiro has alot of time to move around as the opponent falls, giving him opportunity for mixups
Araburu Daichi - qcf x 2 + B/D
- Yashiro leaps across the screen, about 3/4 screen length and grabs the opponent if he connects
- hard knockdown and opponent gets up with their back turned
- extremely easy to see coming and evade due to the super flash before he leaps
Super Desperation
Ankoku Jigoku Otoshi Gokuraku - hcb x 2 + AC
- one frame grab that does more damage than his hcbx2+P DM
Araburu Daichi - qcf x 2 + BD
- same as his DM version, but alot more damaging
- unblockable
- hard knockdown and opponent gets up with their back turned
- extremely easy to see coming and evade because of the super flash
Hidden Super Desperation Move
Armaggedon - hcb x 2 + BD
- Yashiro does a massive punch across the screen that takes a long time to come out
- Yashiro has full body autoguard and invincibility during the entire startup and active period.
- unblockable
- Combos of a hcf+P in the corner.
Combos
[jump attack] Close C/D, f+A/B, hcb,f+P/2xhcb+P/2xhcb+AC
- Bread and butter combo
Crouch B, Close A, hcb,f+P/2xhcb+P/2xhcb+AC
- Chaining from crouch B to close A is difficult.
- Close A to the next move is a link.
- Close A whiffs on crouching opponents, but this move can be buffered in such a way, that if the close A whiffs, it is whiff cancelled and the combo hits anyway.
Crouch/Close A, hcf+P
- Not a very useful combo, but good to know it exists.
[jump attack] Close C/D, f+A, BC bypass, Close C/D, f+A, 2xhcb+AC
- Does not require you to run in after the BC bypass, just hold forward, and press Close C/D and it will hit.
Crouch B BC bypass Crouch C, f+A, 2xhcb+AC
- Comboes into SDM off a low. Not very useful, but good to know.
Videos
Orochi Yashiro Tutorial by Dune
Discussion Threads
Discuss at Dream Cancel