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The King of Fighters 2002 UM/Yashiro Nanakase: Difference between revisions
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[[File:Kof02ummovelistyashiro.png]] | [[File:Kof02ummovelistyashiro.png]] | ||
==Normals== | |||
'''Standing''' | |||
*st. A is a cancel-able jab that is good poking at a close range | |||
*st. B is a quick long ranged kick that is very good to use as a poke | |||
*st. C is a short ranged right hook punch that moves Yashiro forward slightly | |||
*st. D is a reversed roundhouse kick which can be used as an standing anti-air but it is fairly slow, and may activate into cl. D if someone hops in too close. It also whiffs on some crouching opponents. | |||
'''Close''' | |||
*cl. A/B/C/D are cancel-able | |||
*cl. A is a cancel-able quick back hand punch that may be used in some combos. It whiffs on some crouching opponents. | |||
*cl. B looks like a low, but hits mid. | |||
*cl. C is a close uppercut that is used in the beginning of his combos, and covers the front of his head in-case someone tries to jump over Yashiro at a close range. | |||
*cl. D hits mid, and is also used in the beginning of many of his combos. | |||
'''Crouching''' | |||
*cr. A/C/D are cancel-able | |||
*cr. A is chain-able into itself, st. A, cl. A and st. B | |||
*cr. B is chain-able into cr. A, cl. A and st. A | |||
*cr. A is a long ranged jab that can be used poke and to apply pressure | |||
*cr. B is a very short crouching kick that is hard to combo into Yashiro's cr. A | |||
*cr. C is a very good uppercut that can be used as an anti-air | |||
*cr. D is long range two hit sweep that can be whiff cancelled | |||
'''Jumping''' | |||
*j. A is a jumping jab that can be used in many ways, as a air-to-air, ground-to-air, or a jump-in attack. It can also hit crouching opponents rather easily. | |||
*j. B is a swinging jump kick that can be used as an air-to-air | |||
*j. C is good to as a jump-in attack to start combos but it whiffs on some crouching opponents. | |||
*j. D is good to use as an air-to-air or to use from air-to-ground. | |||
'''Blowback''' | |||
*st. CD is a cancel-able shoulder tackle. Pushes Yashiro back away from the opponent if blocked. | |||
*j. CD is a high angled kick that is good for air-to-air but whiffs on some crouching opponents. | |||
==Throws== | ==Throws== | ||
Hatchet Throw - b/f + D | '''Liver Blow''' - close (b/f + C) | ||
* Yashiro quick grabs the opponent then uppercuts them in the midsection. They land near the corner of the screen. | |||
* Soft knockdown | |||
'''Hatchet Throw''' - close (b/f + D) | |||
* Yashiro picks up and slams the opponent; switching sides. | |||
* Hard knockdown | |||
==Command Moves== | ==Command Moves== | ||
Step Side Kick - f + B | '''Regret Bash''' - (f + A) | ||
* Yashiro steps forward then slams his fist on the ground. Good to use in combos after his cl. C or cl. D as an easy confirm. | |||
* Hits overhead by itself | |||
* Cancel-able only when cancelled into | |||
'''Step Side Kick''' - (f + B) | |||
* Yashiro steps forward to deliver a side kick. When used in some combos, it can push Yashiro back a bit far to connect a special move, but the push back can be used if blocked. | |||
* Cancel-able only when cancelled into | |||
Revision as of 06:28, 26 February 2015
Movelist
Normals
Standing
- st. A is a cancel-able jab that is good poking at a close range
- st. B is a quick long ranged kick that is very good to use as a poke
- st. C is a short ranged right hook punch that moves Yashiro forward slightly
- st. D is a reversed roundhouse kick which can be used as an standing anti-air but it is fairly slow, and may activate into cl. D if someone hops in too close. It also whiffs on some crouching opponents.
Close
- cl. A/B/C/D are cancel-able
- cl. A is a cancel-able quick back hand punch that may be used in some combos. It whiffs on some crouching opponents.
- cl. B looks like a low, but hits mid.
- cl. C is a close uppercut that is used in the beginning of his combos, and covers the front of his head in-case someone tries to jump over Yashiro at a close range.
- cl. D hits mid, and is also used in the beginning of many of his combos.
Crouching
- cr. A/C/D are cancel-able
- cr. A is chain-able into itself, st. A, cl. A and st. B
- cr. B is chain-able into cr. A, cl. A and st. A
- cr. A is a long ranged jab that can be used poke and to apply pressure
- cr. B is a very short crouching kick that is hard to combo into Yashiro's cr. A
- cr. C is a very good uppercut that can be used as an anti-air
- cr. D is long range two hit sweep that can be whiff cancelled
Jumping
- j. A is a jumping jab that can be used in many ways, as a air-to-air, ground-to-air, or a jump-in attack. It can also hit crouching opponents rather easily.
- j. B is a swinging jump kick that can be used as an air-to-air
- j. C is good to as a jump-in attack to start combos but it whiffs on some crouching opponents.
- j. D is good to use as an air-to-air or to use from air-to-ground.
Blowback
- st. CD is a cancel-able shoulder tackle. Pushes Yashiro back away from the opponent if blocked.
- j. CD is a high angled kick that is good for air-to-air but whiffs on some crouching opponents.
Throws
Liver Blow - close (b/f + C)
- Yashiro quick grabs the opponent then uppercuts them in the midsection. They land near the corner of the screen.
- Soft knockdown
Hatchet Throw - close (b/f + D)
- Yashiro picks up and slams the opponent; switching sides.
- Hard knockdown
Command Moves
Regret Bash - (f + A)
- Yashiro steps forward then slams his fist on the ground. Good to use in combos after his cl. C or cl. D as an easy confirm.
- Hits overhead by itself
- Cancel-able only when cancelled into
Step Side Kick - (f + B)
- Yashiro steps forward to deliver a side kick. When used in some combos, it can push Yashiro back a bit far to connect a special move, but the push back can be used if blocked.
- Cancel-able only when cancelled into
Special Moves
Dual Upper - dp + A/C
Jet Counter - hcf + A/C
> Steel Jet Counter - Jet Counter, qcf + A/C
- C version Steel Jet Counter is super cancellable
Sledgehammer - qcb + B/D
Mighty Missile Bash - hcb + A/C
- A version is super cancellable
Desperation
Final Impact: qcf x 2 + A/C
- Can be charged
- Full charge causes wire damage
Super Desperation
Final Impact: qcf x 2 + AC
- Can be charged
- Full charge causes wire damage
Million Bash Stream: qcb hcf + AC (mash A/C)
HSDM
ERROR... "code**2002**: qcb hcf + BD
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