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The King of Fighters 2002 UM/Orochi Yashiro: Difference between revisions
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==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 | * 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 | * 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 | * 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 | * instant one frame grab | ||
* hard knockdown | * hard knockdown | ||
* opponent is knocked down with their back turned | * 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 | * Yashiro runs forward and grabs the opponent | ||
* can't be comboed into unlike in kof98 | * can't be comboed into unlike in kof98 | ||
* hard knockdown | * 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 | * 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 | * if this move is successful, Yashiro switches sides with opponent and has enough time to walk up and combo them | ||
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Unaru Daichi - dp + A/C | '''Unaru Daichi''' - dp + A/C | ||
*Slow startup moves that leaves Yashiro at considerable frame advantage. | *Slow startup moves that leaves Yashiro at considerable frame advantage. | ||
*Can link into hcb,f+P and super in the corner. | *Can link into hcb,f+P and super in the corner. |
Revision as of 01:31, 3 November 2014
Normals
Close
- cl. A/B/C/D are all cancel-able
- cl. A is chain-able into itself, and cl.B
- cl. A whiffs on crouching opponents
- cl. B and cl. D isn't a low
- cl. C and cl. D starts many of his ground combos
Standing
- st. A is chain-able into itself and st. B
- st. A/B/C/D are not cancel-able
- st. B is a good short ranged poked
- st. C/D moves Yashiro forward slightly
- st. D is good for stopping incoming hops
Crouching
- cr. A/C/D are cancel-able on hit and block
- cr. A is chain-able into itself and st. A
- cr. B is chain-able into cr. A and cl. A
- cr. A is a good close ranged poke
- cr. C is an uppercut that can be used as an anti-air or a combo starter
- cr. D can be canceled into special moves on whiffed
Jumping
- j. A points downward, and is a good attack for ground to air, and jumping away
- j. B swings from down to up, is good for air to air situations, and using from ground to the air
- j. C aims downward and is a great jump-in/air to ground
- j. D swings horizontal and is good for air-to-air and jump-in attack
Blowback
- A good ranged shoulder attack, cancel-able on hit and block, and whiff cancel-able
- j. CD is a good attack for air-to-air which can be low profiled and whiffs on crouching opponents
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 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.
Videos
Orochi Yashiro Tutorial by Dune
Discussion Threads
Discuss at Dream Cancel