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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==
Liver Blow - b/f + C


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==
Regret Bash - f + A


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

File:Yashiro.jpg

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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