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The King of Fighters '98 UMFE/Yashiro Nanakase: Difference between revisions
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== Introduction == | == Introduction == | ||
== Changes from | Yashiro is a big-buttons poking character with some excellent damage from his good confirms. Yashiro shines when he is in neutral and poking. He has multiple great poking normals, as well as a series of rekkas with different followups for combos that also have some poking and mixup use. Yashiro's close-range offense is a bit limited, but he does have access to an overhead and low confirms into DMs. On defense, Yashiro does have a DP, but it's pretty slow so it's hard to rely on. Yashiro is extra deadly when he has access to Extra mode meter, as that drives his combo damage up by a lot. | ||
== Changes from Previous Versions == | |||
'''98 to 98UM''' | '''98 to 98UM''' | ||
Normals: | Normals: | ||
* st.C recovery reduced by 5 frames | |||
* cl.C activation range reduced | * st.C's recovery has been reduced by 5 frames | ||
* st.B priority reduced | |||
* j.D active frames reduced | * cl.C's activation range has been reduced | ||
* j.D priority reduced | |||
* | * st.B's priority has been reduced | ||
* f+A can now | |||
* j.C has a better crossup hitbox | * j.D's active frames have been reduced | ||
* j.D's priority has been reduced | |||
* Raw f+A's startup has been decreased by 4 frames | |||
* f+A can now OTG | |||
* j.C now has a better crossup hitbox | |||
Specials: | Specials: | ||
hcf+P damage reduced | |||
hcf+A recovery increased | * hcf+P's damage has been reduced | ||
dp+P recovery increased | |||
hcf+C now hits overhead | * hcf+A's recovery has been increased | ||
* dp+P's recovery has been increased | |||
* hcf+C now hits overhead | |||
Supers: | Supers: | ||
* qcb,hcf+P now has invincibility, MAX version is now fast enough to combo from lights | |||
'''98UM to 98UMFE''' | '''98UM to 98UMFE''' | ||
Normals: | Normals: | ||
* cl.D now hits low | * cl.D now hits low | ||
* j.C now easier to cross up with | * j.C now easier to cross up with | ||
Specials: | Specials: | ||
* hcf+A 2 frames less recovery | |||
* | * hcf+A now has 2 frames less recovery | ||
* qcb+K | |||
* hcf+A > qcf+A now has 3 frames less recovery | |||
* qcb+K now does much more stun | |||
== Normal Moves == | == Normal Moves == | ||
'''Close''' | '''Close''' | ||
''' | * cl.A: Whiffs on regular crouchers. Chainable and cancelable. | ||
*st. A: | |||
*st. B: | * cl.B: Not very useful, as it has a short activation range. Chainable and cancelable. | ||
*st. C: | |||
*st. D: | * 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. | |||
'''Standing''' | |||
* st.A: Good long-ranged poke for checking movement, especially hops. Chainable and cancelable. | |||
* st.B: Great long-ranged poke. Good for stopping hops and forwards movement. | |||
* st.C: Fairly slow and doesn't reach very far. Very good hitbox. Cancelable on hit, block, and whiff. | |||
* st.D: Slow move with a lot of recovery. Can work as an anti-air if done early enough. | |||
'''Crouching''' | |||
* cr.A: Great long-ranged cr.A. Good for comboing and blockstrings, as well as tick throws. Chainable and cancelable. | |||
* cr.B: Long-ranged and fairly fast cr.B. One of his main low combo and blockstring starters. Chainable. | |||
* 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 hit, block, and whiff. | |||
'''Jumping''' | |||
* j.A: A great jumping normal due to its nice priority. Can work as a jump-in or as an air-to-air. | |||
* j.B: Good air-to-air normal. Hits quite high up. | |||
* j.C: Good jump-in normal. Can crossup. | |||
* j.D: Great air-to-air normal. Whiffs on crouchers. | |||
''' | '''CD Normals''' | ||
* st.CD: Moves forward. Good priority. Cancelable on hit, block, and whiff. | |||
* | |||
* j.CD: Great air-to-air normal when the opponent is higher up. | |||
*j. CD: Great air to air normal when the opponent is higher up. | |||
== Throws == | == Throws == | ||
'''Liver Blow:''' | '''Liver Blow:''' <code>b/f+C (close)</code> | ||
'''Hatchet Throw:''' b/f + D | * Regular throw, techable. Yashiro punches the opponent in the stomach, sending them fullscreen away with a soft knockdown. | ||
* Regular throw, techable. Yashiro picks the opponent up and slams them behind | |||
'''Hatchet Throw:''' <code>b/f+D (close)</code> | |||
* Regular throw, techable. Yashiro picks the opponent up and slams them behind him, sending them fullscreen away with a backturned hard knockdown. | |||
== Command Moves == | == Command Moves == | ||
'''Regret Bash:''' | '''Regret Bash:''' <code>f+A</code> | ||
* Done raw, this is an overhead that causes a hard knockdown and can OTG (and can even combo into itself as a result). | |||
* this | |||
* | * When canceled into, it becomes cancelable combo filler. | ||
* | '''Step Side Kick:''' <code>f+B</code> | ||
* This move is the same whether canceled into or done raw. | |||
* Good to use in combos, as it's cancelable. | |||
* Hits mid, but does more damage in a combo than f+A. | |||
== Special Moves == | == Special Moves == | ||
'''Mighty Missile Bash:''' hcb + A/C | '''Mighty Missile Bash:''' <code>hcb+A/C</code> | ||
* Yashiro delivers a series of punches. | * Yashiro delivers a series of punches. On hit, the last hit launches the opponent into the air. | ||
* | * The A version only does 2 hits and the C version does 4 hits. | ||
* | * The recovery is too long to connect anything after the launch without Quick MAX. | ||
* | * Both versions are very unsafe on block; therefore, this move is only really useful as a combo ender. | ||
* | * Only combos from heavies. | ||
'''Dual Upper:''' dp + A/C | '''Dual Upper:''' <code>dp+A/C</code> | ||
* Yashiro does a big uppercut | * Yashiro does a big uppercut. | ||
* | * Slow startup, but has full invincibility lasting into the active frames, making it a real reversal. | ||
* | * Also has a guard point on the first hit. | ||
* | * The slow startup makes it hard to use as a reversal, as it's quite easily baited and punished. | ||
* | * Very unsafe on block. | ||
'''Sledgehammer:''' qcb + B/D | '''Sledgehammer:''' <code>qcb+B/D</code> | ||
* Yashiro jumps up and delivers a | |||
* Yashiro jumps up and delivers a hammerfist to the ground. | |||
* Hits overhead. | * Hits overhead. | ||
* | * Causes a hard knockdown. | ||
* | * Very unsafe on block. | ||
'''Jet Counter:''' hcf + A/C | '''Jet Counter:''' <code>hcf+A/C</code> | ||
* Yashiro does a quick forwards dashing punch. | |||
* Yashiro does a quick forwards-dashing punch. | |||
* | * The A version is a small uppercut that hits mid. | ||
* The C version is a slower | * The C version is a slower punch that hits overhead. | ||
* The A version will combo from heavies but the C version won't combo from anything. | * The A version will combo from heavies, but the C version won't combo from anything. | ||
* The A version is safer on block than the C version. | * The A version is safer on block than the C version. |
Revision as of 21:51, 20 January 2022
Introduction
Yashiro is a big-buttons poking character with some excellent damage from his good confirms. Yashiro shines when he is in neutral and poking. He has multiple great poking normals, as well as a series of rekkas with different followups for combos that also have some poking and mixup use. Yashiro's close-range offense is a bit limited, but he does have access to an overhead and low confirms into DMs. On defense, Yashiro does have a DP, but it's pretty slow so it's hard to rely on. Yashiro is extra deadly when he has access to Extra mode meter, as that drives his combo damage up by a lot.
Changes from Previous Versions
98 to 98UM
Normals:
- st.C's recovery has been reduced by 5 frames
- cl.C's activation range has been reduced
- st.B's priority has been reduced
- j.D's active frames have been reduced
- j.D's priority has been reduced
- Raw f+A's startup has been decreased by 4 frames
- f+A can now OTG
- j.C now has a better crossup hitbox
Specials:
- hcf+P's damage has been reduced
- hcf+A's recovery has been increased
- dp+P's recovery has been increased
- hcf+C now hits overhead
Supers:
- qcb,hcf+P now has invincibility, MAX version is now fast enough to combo from lights
98UM to 98UMFE
Normals:
- cl.D now hits low
- j.C now easier to cross up with
Specials:
- hcf+A now has 2 frames less recovery
- hcf+A > qcf+A now has 3 frames less recovery
- qcb+K now does much more stun
Normal Moves
Close
- cl.A: Whiffs on regular crouchers. Chainable and cancelable.
- cl.B: Not very useful, as it has a short activation range. Chainable and 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.
Standing
- st.A: Good long-ranged poke for checking movement, especially hops. Chainable and cancelable.
- st.B: Great long-ranged poke. Good for stopping hops and forwards movement.
- st.C: Fairly slow and doesn't reach very far. Very good hitbox. Cancelable on hit, block, and whiff.
- st.D: Slow move with a lot of recovery. Can work as an anti-air if done early enough.
Crouching
- cr.A: Great long-ranged cr.A. Good for comboing and blockstrings, as well as tick throws. Chainable and cancelable.
- cr.B: Long-ranged and fairly fast cr.B. One of his main low combo and blockstring starters. Chainable.
- 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 hit, block, and whiff.
Jumping
- j.A: A great jumping normal due to its nice priority. Can work as a jump-in or as an air-to-air.
- j.B: Good air-to-air normal. Hits quite high up.
- j.C: Good jump-in normal. Can crossup.
- j.D: Great air-to-air normal. Whiffs on crouchers.
CD Normals
- st.CD: Moves forward. Good priority. Cancelable on hit, block, and whiff.
- j.CD: Great air-to-air normal when the opponent is higher up.
Throws
Liver Blow: b/f+C (close)
- Regular throw, techable. Yashiro punches the opponent in the stomach, sending them fullscreen away with a soft knockdown.
Hatchet Throw: b/f+D (close)
- Regular throw, techable. Yashiro picks the opponent up and slams them behind him, sending them fullscreen away with a backturned hard knockdown.
Command Moves
Regret Bash: f+A
- Done raw, this is an overhead that causes a hard knockdown and can OTG (and can even combo into itself as a result).
- When canceled into, it becomes cancelable combo filler.
Step Side Kick: f+B
- This move is the same whether canceled into or done raw.
- Good to use in combos, as it's cancelable.
- Hits mid, but does more damage in a combo than f+A.
Special Moves
Mighty Missile Bash: hcb+A/C
- Yashiro delivers a series of punches. On hit, the last hit launches the opponent into the air.
- The A version only does 2 hits and the C version does 4 hits.
- The recovery is too long to connect anything after the launch without Quick MAX.
- Both versions are very unsafe on block; therefore, this move is only really useful as a combo ender.
- Only combos from heavies.
Dual Upper: dp+A/C
- Yashiro does a big uppercut.
- Slow startup, but has full invincibility lasting into the active frames, making it a real reversal.
- Also has a guard point on the first hit.
- The slow startup makes it hard to use as a reversal, as it's quite easily baited and punished.
- Very unsafe on block.
Sledgehammer: qcb+B/D
- Yashiro jumps up and delivers a hammerfist to the ground.
- Hits overhead.
- Causes a hard knockdown.
- Very unsafe on block.
Jet Counter: hcf+A/C
- Yashiro does a quick forwards-dashing punch.
- The A version is a small uppercut that hits mid.
- The C version is a slower punch that hits overhead.
- The A version will combo from heavies, but the C version won't combo from anything.
- The A version is safer on block than the C version.
Steel Jet Counter: (during Jet Counter hit) qcf + A/C
- A version has Yashiro do a straight punch.
- This leaves the opponent standing on hit.
- this followup whiffs on short crouchers.
- the C version has Yashiro doing an uppercut that launches the opponent. This hits on all crouchers.
- both of these lets Yashiro combo after them when using the extra mode meters quick max cancel. Without it he doesn't get followups from them.
- The C versions quick max combo will only connect from the qcf+C starter and not the qcf+A starter. The A versions quick max combo connects from both.
Desperation Moves
Million Bash Stream: qcb, hcf + A/C
- Yashiro delivers a series of punches.
- has invul so can be used as a reversal.
- combos from heavies but not from lights.
- mainly good to use for the invul as it is outshined by his other super for combos.
Final Impact: qcf, qcf + A/C
- Yashiro delivers a powerful punch.
- can combo from lights and heavies. This move is extra important because it's Yashiros main way of comboing from lows as all his specials are too slow for it.
- very fast startup which makes it great for punishing.
- can be held to charge it up. The more you charge it the longer it's range becomes and at full charge it becomes unblockable and does 40% damage.
- Max version works the same as the regular version but has more damaage.
Combos
-Note: cr.B, cr.A is quite a hard link (2f), so you can also use cr.A in place of cr.B in any of the following combos, although cr.A doesn't hit low
0 Stock
Low
- cr.B/cr.A, cr.Ax2, st.B
- cr.B/cr.A, cr.A, dp+A
Anywhere
- (jump-in), cl.D, f+A, hcf+A, qcf+C
- (jump-in), cl.D, f+A, hcb+C
- -Note: same damage as the first combo, this one grants slightly better oki but you have one less hit to hit confirm
1 Stock
Low
- cr.B/cr.A, cr.A, cr.A/st.A, qcfx2+P
Anywhere
- (jump-in), cl.D, f+A, qcb,hcf+P (mash)
- -Note: qcb,hcf+P normally does 5 hits, but you can mash to get up to 13 hits
Quick Max
Anywhere
- (jump-in), cl.D, f+A, hcf+A > qcf+A, ABC, qcfx2+P
3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode
- In any 1 stock combo, replace qcfx2+P with qcfx2+AC or qcb,hcf+P with qcb,hcf+AC
- -Note: qcb,hcf+AC normally does 7 hits, but you can mash to get up to 23 hits