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The King of Fighters XV/Yashiro Nanakase: Difference between revisions

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* cr.B > Rush Autocombo (168 DMG)
* cr.B > Rush Autocombo (168 DMG)


Might actually be better to go into Rush Autocombo if you don't even have enough meter for an EX special. It does more damage and builds a bit more meter than the above.
Might actually be better to go into Rush Autocombo if you don't even have enough meter for an EX special. It does more damage and builds a bit more meter than the above. Absolutely do not use this combo if you have 1 bar or more, as it will go to waste.


* (j.X) cl.C > f+B > qcb+C (234 DMG)
* (j.X) cl.C > f+B > qcb+C (234 DMG)

Revision as of 19:12, 20 November 2021

Introduction

A fighter with power over the earth, Yashiro is the lead guitarist of the rock group C.Y.S. However, this is all a front as, for the past 660 years, he has underwent multiple reincarnations as a member of the Four Heavenly Kings of Orochi, which are the true enemies of the Three Sacred Treasures. He and fellow teammate Shermie sacrificed themselves to undo the seal of Orochi and grant his power to Chris during the '97 tournament, but Orochi was defeated by the Three Sacred Treasures soon after.

Yashiro, along with many other formerly dead fighters, was one of the lost souls trapped within the being known as Verse. He develops an interest in the mysterious powers wielded by Verse, and sets out with Shermie and Chris to join KOF once again.

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Liver Blow - / +

Hatchet Throw - / +

Command Normals

Regret Bash - +

Step Side Kick - +

Special Moves

Missile Might Bash - + / (*)

Upper Duel - + / (*)

Jet Counter - + / (*)

Jet Counter Still - + / (*)

Sledgehammer - + / (*)

Super Special Moves

Final Impact - + / (!)

Variable Bash Stream - + / (!)

Climax Super Special Moves

Ultimate Billion Bash - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Normals

Far Standing Normals

Far A
Damage Stun Startup Active Recovery Hit Adv Block Adv
25 30 - - - - -
  • Special/Super cancelable. A quick jab.


Far B
Damage Stun Startup Active Recovery Hit Adv Block Adv
30 30 - - - - -
  • Midrange poke with good startup.


Far C
Damage Stun Startup Active Recovery Hit Adv Block Adv
70 70 - - - - -
  • Special/Super Cancellable.
  • Heavy slug that moves Yashiro forward a bit.


Far D
Damage Stun Startup Active Recovery Hit Adv Block Adv
80 80 - - - - -
  • Long reaching kick that aims about shoulder length.
  • Whiffs on crouching opponents.

Close Standing Normals

Close A
Damage Stun Startup Active Recovery Hit Adv Block Adv
25 25 - - - - -
  • Special/Super Cancelable.
  • Can link into cl.C.


Close B
Damage Stun Startup Active Recovery Hit Adv Block Adv
30 30 - - - - -
  • Special/Super Cancelable.
  • Can link into st.A, cr.A, and cr.B.


Close C
Damage Stun Startup Active Recovery Hit Adv Block Adv
70 70 - - - - -
  • Special/Super Cancelable.


Close D
Damage Stun Startup Active Recovery Hit Adv Block Adv
80 80 - - - - -
  • Special/Super Cancelable.

Crouch Normals

Crouch A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Crouch B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Crouch C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Crouch D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Jump Normals

Jump A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Jump B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Jump C
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
- - - - - - - - -
  • Enter move description here.


Jump D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hop Normals

Hop A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hop B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hop C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hop D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Blowback

Stand CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Jump CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hop CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Throws

Liver Blow
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hatchet Throw
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Command Moves

Regret Bash
6A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Step Side Kick
6B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Special Moves

Missile Might Bash
214A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Upper Duel
623A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Jet Counter
41236A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Jet Counter Still
236A/C after Jet Counter
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Sledgehammer
214B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Super Special Moves

Final Impact
236236A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Variable Bash Stream
236236B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Ultimate Billion Bash
2141236CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Combos

Notation Guide (placeholder XIV page for now, replace w/ XV page when available)

General Notes

  • ...

Rush Auto Combo

Meterless: Backhand, turn punch, knee in the stomach. Ends with qcb+A. (146 DMG)

1 Meter: Ends with qcfx2+K. (240 DMG)

2 Meter: Ends with qcfx2+BD. (367 DMG)

3 Meter: Ends with qcb,hcf+CD. (439 DMG)

0 Meter

Anywhere

  • cr.B > cr.A > cr.A > qcb+A (151 DMG)

Quick and easy meterless BNB off a low starter. Ends in soft knockdown.

  • cr.B > Rush Autocombo (168 DMG)

Might actually be better to go into Rush Autocombo if you don't even have enough meter for an EX special. It does more damage and builds a bit more meter than the above. Absolutely do not use this combo if you have 1 bar or more, as it will go to waste.

  • (j.X) cl.C > f+B > qcb+C (234 DMG)

Corner Only

  • (j.X) cl.C > f+B > qcb+C, dp+A (293 DMG)

0.5 Meters

Anywhere

  • cr.B > cr.A > cr.A > qcb+AC, hcf+A ~ qcf+A (253 DMG)

Can also end this combo with hcf+A ~ qcf+C if you want slightly more damage in exchange for less corner carry.

  • (j.X) cl.C > f+B > qcb+AC, hcf+A ~ qcf+A (308 DMG)

Corner Only

  • cr.B > cr.A > cr.A > qcb+AC, dp+C (235 DMG)
  • cr.B > cr.A > cr.A > qcb+AC, hcf+A ~ qcf+C (266 DMG)

Corner carry doesn't matter if you're in the corner, so feel free to go into the C ender instead of the A one for the higher damage.

  • cr.B > cr.A > cr.A > qcb+AC, delay qcb+A, dp+A (287 DMG)

Wait a tiny bit before inputting the qcb+A, otherwise you'll only get the first hit and the combo will drop. You don't want to delay too long though, as in that case the dp+A will whiff.

  • (j.X) cl.C > f+B > qcb+AC, delay qcb+A, dp+A (344 DMG)

1 Meter

Anywhere

  • cr.B > cr.A > cr.A > qcb+A > SC qcfx2+K (311 DMG)
  • cr.B > cr.A > cr.A > qcb+AC, hcf+AC ~ qcf+C, hcf+A ~ hcf+A (330 DMG)

Good corner carry, will take you from corner to midscreen.

  • (j.X) cl.C > f+B > qcb+C > SC qcfx2+K (404 DMG)
  • (j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C, hcf+A ~ qcf+A (378 DMG)

Corner Only

  • cr.A > cr.A > cr.A > qcb+AC, delay qcb+A, dp+AC, delay qcb+A, dp+A (387 DMG)
  • (j.X) cl.C > f+B > qcb+AC, delay qcb+A, dp+AC, delay qcb+A, dp+A (453 DMG)

1.5 Meters

Anywhere

  • ...

Corner Only

  • ...

2 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

3 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

4 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

5 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Anchor

Anywhere

  • ...

Corner Only

  • ...

Misc

Videos

Yashiro Nanakase Reveal Trailer

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters