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The King of Fighters '98 UMFE/Orochi Yashiro: Difference between revisions
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filled out Orochi Yashiros normals section |
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'''Close''' | '''Close''' | ||
*cl. A: | *cl. A: whiffs on regular height crouchers. Chainable. Cancelable. | ||
*cl. B: | *cl. B: not very useful as it has a short activation range. Chainable. Cancelable. | ||
*cl. C: | *cl. C: good as a close up anti air to catch jumps. Good combo normal. whiffs on tiny crouchers. Cancelable. | ||
*cl. D: | *cl. D: hits low. another good combo button. Cancelable. | ||
'''Stand''' | '''Stand''' | ||
*st. A: | *st. A: good long ranged poke for checking. Chainable. Cancelable. | ||
*st. B: | *st. B: great long ranged poke. good for stopping hops and forwards movement. Not chainable. Not Cancelable. | ||
*st. C: | *st. C: fairly slow and doesn't reach very far. Very good hitbox. Cancelable on whiff and contact. | ||
*st. D: | *st. D: slow move with a lot of recovery. Can work as an anti air if done early enough. Not cancelable. | ||
'''Crouch''' | '''Crouch''' | ||
*cr. A: | *cr. A: great long ranged cr.A good for comboing and blockstrings. Good to tick throw(hcf+P) with. Chainable. Cancelable. | ||
*cr. B: | *cr. B: long ranged and fairly fast cr.B. One of his main low combo and blockstring starters. Chainable. Not cancelable. | ||
*cr. C: | *cr. C: great anti air as it comes out fast and has a lot of priority. Also great as a grounded poke for the same reasons. Cancelable. | ||
*cr. D: | *cr. D: a fairly slow sweep with long range and great priority. Cancelable on whiff and contact. | ||
'''Jump''' | '''Jump''' | ||
*j. A: | *j. A: a great jumping normal due to it's nice priority. Can work as a jumpin or as an air to air. | ||
*j. B: | *j. B: good air to air normal. hits quite high up. | ||
*j. C: | *j. C: good jumpin normal. can crossup. | ||
*j. D: | *j. D: great air to air normal. whiffs on crouchers. | ||
'''Blowback''' | '''Blowback''' | ||
*st. CD: | *st. CD: moves forward. good priority. Cancelable on whiff and contact. | ||
*j. CD: | *j. CD: Great air to air normal when the opponent is higher up. | ||
== Throws == | == Throws == | ||
'''Baku:''' (close) b/f + C | '''Baku:''' (close) b/f + C | ||
* Regular throw, techable. Yashiro punches the opponent in the stomach sending them full screen away with a soft knockdown. | |||
'''Beki:''' (close) b/f + D | '''Beki:''' (close) b/f + D | ||
* Regular throw, techable. Yashiro picks the opponent up and slams them behind them sending them full screen away with a backturned hard knockdown. | |||
== Command Moves == | == Command Moves == | ||
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'''Saku:''' f + A | '''Saku:''' f + A | ||
* overhead when done raw, loses that property when cancelled into but becomes cancelable instead. | |||
* good to use in combos. | |||
* good anti mash move when cancelled from cr.A | |||
* Causes a hard knockdown. | |||
'''Bu:''' f + B | '''Bu:''' f + B | ||
* this move is the same whether cancelled into or done raw. | |||
* good to use in combos as it's cancelable. | |||
* Does more damage than f+A | |||
== Special Moves == | == Special Moves == |
Revision as of 01:26, 20 November 2020
Introduction
Normal Moves
Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN
Close
- cl. A: whiffs on regular height crouchers. Chainable. Cancelable.
- cl. B: not very useful as it has a short activation range. Chainable. Cancelable.
- cl. C: good as a close up anti air to catch jumps. Good combo normal. whiffs on tiny crouchers. Cancelable.
- cl. D: hits low. another good combo button. Cancelable.
Stand
- st. A: good long ranged poke for checking. Chainable. Cancelable.
- st. B: great long ranged poke. good for stopping hops and forwards movement. Not chainable. Not Cancelable.
- st. C: fairly slow and doesn't reach very far. Very good hitbox. Cancelable on whiff and contact.
- st. D: slow move with a lot of recovery. Can work as an anti air if done early enough. Not cancelable.
Crouch
- cr. A: great long ranged cr.A good for comboing and blockstrings. Good to tick throw(hcf+P) with. Chainable. Cancelable.
- cr. B: long ranged and fairly fast cr.B. One of his main low combo and blockstring starters. Chainable. Not cancelable.
- cr. C: great anti air as it comes out fast and has a lot of priority. Also great as a grounded poke for the same reasons. Cancelable.
- cr. D: a fairly slow sweep with long range and great priority. Cancelable on whiff and contact.
Jump
- j. A: a great jumping normal due to it's nice priority. Can work as a jumpin or as an air to air.
- j. B: good air to air normal. hits quite high up.
- j. C: good jumpin normal. can crossup.
- j. D: great air to air normal. whiffs on crouchers.
Blowback
- st. CD: moves forward. good priority. Cancelable on whiff and contact.
- j. CD: Great air to air normal when the opponent is higher up.
Throws
Baku: (close) b/f + C
- Regular throw, techable. Yashiro punches the opponent in the stomach sending them full screen away with a soft knockdown.
Beki: (close) b/f + D
- Regular throw, techable. Yashiro picks the opponent up and slams them behind them sending them full screen away with a backturned hard knockdown.
Command Moves
Saku: f + A
- overhead when done raw, loses that property when cancelled into but becomes cancelable instead.
- good to use in combos.
- good anti mash move when cancelled from cr.A
- Causes a hard knockdown.
Bu: f + B
- this move is the same whether cancelled into or done raw.
- good to use in combos as it's cancelable.
- Does more damage than f+A
Special Moves
Niragu Daichi: (close) hcf + A/C
Musebu Daichi: (close) hcb, f + A/C
Odoru Daichi: hcf + B/D
Kujiki Daichi: qcb + A/C
Desperation Moves
Ankoku Jigoku Gokuraku Otoshi: (close) hcb, hcb + A/C
Araburu Daichi: (close) qcf, qcf + B/D
Hoeru Diachi: (close) qcf, qcf + A/C