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 AAA, Standing B
Bread and butter combo off Crouch A pressure.
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.