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The King of Fighters '98 UMFE/Orochi Yashiro: Difference between revisions
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wrote Orochi Yashiros special and super descriptions |
added a few combos |
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* causes soft knockdown. | * causes soft knockdown. | ||
== Combos == | == Combos == | ||
* cr.B st.A hcb,f+P | |||
: a fairly tight cr.B combo but it's the best he has access to meterless. | |||
* (j.X) cl.D f+B hcb,f+P/hcbx2+P | |||
: his main combo from heavy normals or jumpins, you can also do it after a qcb+P | |||
== Strategy & Tips == | == Strategy & Tips == |
Revision as of 17:24, 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.
- Can otg so if this hits raw you can do another one for extra damage.
- 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
- slower startup command grab with invincible startup.
- on a successful grab it launches the opponent high up into the air putting them in a juggleable state. If you let them fall to the ground they will take damage and be put into a hard knockdown state.
- This move is the basis for Orochi Yashiros setups and resets making it his most dangerous mixup tool.
- Can be used to go through guard cancel CDs or counter moves.
Musebu Daichi: (close) hcb, f + A/C
- 1f command grab that slams the opponent to the ground repeteadly and leaves them in a backturned hard knockdown state.
- good mixup tool due to it's speed and also your main meterless combo ender.
- very punishable on whiff.
Odoru Daichi: hcf + B/D
- a forwards moving command grab.
- has low invincibility during the majority of the startup frames but not at the beginning.
- risky move to use due to it's long startup speed.
- D version can be used as a tick throw when cancelled from light normals.
- good to buffer when poking with cr.C.
Kujiki Daichi: qcb + A/C
- a jumping command grab.
- on hit it sideswitches O.Yashiro and gives him enough time to connect a cl.C/D into a full combo.
- Very risky move due to its large amount of startup frames and how telegraphed the jumping part is.
- can be beaten by an anti airs or by jumping/hopping.
- newer players will get hit a lot by this but good opponents will punish it pretty much every time due to how much time there is to react to it.
Desperation Moves
Ankoku Jigoku Gokuraku Otoshi: (close) hcb, hcb + A/C
- a 1f command grab.
- deals good damage.
- his best and only super for finishing combos with.
- can be used as a reversal.
- causes hard knockdown.
- Max version does more damage.
Araburu Daichi: (close) qcf, qcf + B/D
- a super version of his jumping command grab.
- it's faster and goes further than the regular version of his jumping grab.
- good for jumping over and punishing fireballs on reads.
- it still has the problem of his regular jumping command grab as this super has a superflash that can let the opponent react to it easier when done in neutral.
- Max version does more damage.
- Causes a backturned hard knockdown.
Hoeru Diachi: (close) qcf, qcf + A/C
- a long ranged projectile punch that goes full screen.
- can be charged up by holding the button down to increase the power of the move.
- when fully charged it becomes unblockable.
- has a blindspot where his arm is.
- causes soft knockdown.
Combos
- cr.B st.A hcb,f+P
- a fairly tight cr.B combo but it's the best he has access to meterless.
- (j.X) cl.D f+B hcb,f+P/hcbx2+P
- his main combo from heavy normals or jumpins, you can also do it after a qcb+P