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The King of Fighters XV/Orochi Yashiro/Strategy: Difference between revisions
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→Safejumps: added a safejump |
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{{#ev:youtube|fR7KbndViL4|||'''Orochi Yashiro Safe Jumps by B Cole'''|frame}} | {{#ev:youtube|fR7KbndViL4|||'''Orochi Yashiro Safe Jumps by B Cole'''|frame}} | ||
<ul><li> (after 6321463214P in corner) '''cl.5A 2A jump''' - 4F safe, or 6F safe against wide opponents that push Yashiro out of cl.5A's proximity. | <ul><li> (after 6321463214P in corner) '''cl.5A 2A jump''' - 4F safe, or 6F safe against wide opponents that push Yashiro out of cl.5A's proximity. Is not safe against Ryo as he is wide and possesses a 4F reversal. <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|fK3TpmBZvRM}}</div></ul> | ||
==Countering Orochi Yashiro== | ==Countering Orochi Yashiro== |
Latest revision as of 08:44, 21 October 2023
General Gameplan
Neutral
Pressure
Mixups
Defense
Safejumps
- (after 6321463214P in corner) cl.5A 2A jump - 4F safe, or 6F safe against wide opponents that push Yashiro out of cl.5A's proximity. Is not safe against Ryo as he is wide and possesses a 4F reversal.