An uppercut combo. All versions have upper body armor that can armor through highs and mids. The A version starts up the fastest but has the shortest duration of armor. This makes it good for anti-airing, but bad as a reversal, and even in anti-airs its shorter armor means it must be timed better. The C version is the slowest but has armor on frame 1. This makes it harder to use as an anti-air, but can be used as a reversal. The EX version is the best of both worlds, having fast startup and frame 1 armor. Note that all versions lose to lows.
An uppercut combo. All versions have upper body armor that can armor through highs and mids. The A version starts up the fastest but has the shortest duration of armor. This makes it good for anti-airing, but bad as a reversal, and even in anti-airs its shorter armor means it must be timed better. The C version is the slowest but has armor on frame 1. This makes it harder to use as an anti-air, but can be used as a reversal. It also has more combo potential via super cancels, unlike the A version which causes no juggle potential at all. The EX version is the best of both worlds, having fast startup and frame 1 armor. It also can lead to some combos, especially in the corner. Note that all versions lose to lows.
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A dashing mid punch. All versions hit mid. This special is only ok in a vacuum, but works wonders as a cancel from f.C and 2D. The A version is quick and combos from heavies. It's negative on block, but the pushback is enough to be safe in most circumstances. The C version is slower which can act as a frame trap when canceled. It is also safer on block. The EX version is the best of both worlds, being fast and neutral on block. This special has follow-ups on hit or block, but in general should only be used on hit, as they're more negative than if you didn't do a follow up at all.
A dashing mid punch. All versions hit mid. This special is only ok in a vacuum, but works wonders as a cancel from f.C and 2D. The A version is quick , covers about 1/3 of the screen distance, and combos from heavies. It's negative on block, but the pushback is enough to be safe in most circumstances. The C version is slower which can act as a frame trap when canceled. It is also safer on block and travels about half screen. The EX version is the best of both worlds, being fast, haha screen, and neutral on block. Cancelling into thing from your far reaching cancellable normals can give you a lot of mileage. f.C into this special can net you errant hit confirms in neutral. Using this special after 2D helps keep you safe and potentially punish players who are attempting to jump. This special has follow-ups on hit or block, but in general should only be used on hit, as they're more negative than if you didn't do a follow up at all.
A fighter with power over the earth, Yashiro is the lead guitarist of the rock group C.Y.S. However, this is all a front as, for the past 660 years, he has underwent multiple reincarnations as a member of the Four Heavenly Kings of Orochi, which are the true enemies of the Three Sacred Treasures. He and fellow teammate Shermie sacrificed themselves to undo the seal of Orochi and grant his power to Chris during the '97 tournament, but Orochi was defeated by the Three Sacred Treasures soon after.
Yashiro, along with many other formerly dead fighters, was one of the lost souls trapped within the being known as Verse. He develops an interest in the mysterious powers wielded by Verse, and sets out with Shermie and Chris to join KOF once again.
Yashiro is a simple character with far reaching normals and a straight-forward combo game. His special moves lack utility, but he makes up for that with a solid set of buttons, ranging from his quick and large f.B, his beefy, cancellable f.C, and great jump normals between j.A, j.D, and j.CD. Yashiro is a great character to pick up when learning the fundamentals of KOF. Yashiro can function anywhere on a team, but can prefer mid or anchor, as having EX available makes his small confirms from his great normals much more threatening.
Normals
Far Standing Normals
Far A
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Special/Super cancelable
Chains into and from light normals
A quick jab with plus frames. Has good range for a f.A. This not only helps it fare better in neutral, but also lets Yashiro perform longer light normal blockstrings than many other characters (e.g 2A, 2B, f.A, f.A, f.B). End light normal chains with this normal if you want to keep the pressure. Chains into itself and other A and B normals.
Far B
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Chains from light normals
A massive quick kick. This button is excellent at controlling space and can even lead to good reward with Max Cancel. Use frequently to pester the opponent, but remember to take advantage of their annoyance to get bigger hits. Also keep in mind that the recovery is longer than your average light normal, so be wary of abusing this. Chains from A normals, making for easy Max confirms.
Far C
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Special/Super Cancellable.
A far reaching punch that's cancellable. Having a cancellable far heavy in KOF is often a boon, and this normal is no exception. Yashiro can get a very easy confirm with f.C > 41236A ~ 236C > super, stopping at 41236A if it's blocked. It's quite fast as well giving Yashiro potentially stronger punishes than other characters in certain situations.
Far D
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Whiffs on crouching opponents.
A massive roundhouse. This move as a similarly large hitbox to f.B, but has bigger damage and reaches higher, making it good at catching jumps as well. However, compared to f.B it has an even higher whiff recovery, so the commitment is higher. It also whiffs on crouchers. Still effective, but must be used more carefully, such as against opponents who hop in neutral frequently.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
25
Mid
command
4
4
6
+5
+3
-
30
60
Special/Super Cancellable.
Can chain into and from lights.
An upwards jab. With a 4 frame start, this is a solid defense against close range hops. Has frame advantage on hit and block, and chains into other A and B normals. You can link into c.C on hit.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
30
Mid
command
6
5
5
+5
+3
-
30
60
Special/Super Cancelable.
Can chain from lights.
A close-hitting knee. This normal has the best frame advantage out of Yashiro's moveset, and is quintessential to his mix up game. Use this for setting up frame traps into 2B, 2C, more staggered light normals, or throw. It also links into c.C and 2C, allowing for strong combos. Does not chain into other normals, but does chain from A normals.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70
Mid
command
4
6
17
-2
-4
-
70
120
Special/Super Cancellable.
A standard close punch. Yashiro's fastest heavy normal; use for punishes. Can link from c.A and c.B. Also functions as an anti air.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
Low
command
6
5
13
+3
+1
-
70
120
Special/Super Cancellable.
A standard close kick. Doesn't hit low. Although slower than c.C, this is Yashiro's highest damage starter, so use to punish over c.C when possible. Plus on block interestingly, but hard to make use of due to pushback, other than a f.B.
Crouch Normals
Crouch A
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Special/Super Cancellable.
Can chain into and from lights.
A crouching jab. Like Yashiro's f.A, this has good range for a 2A, leading to the same advantages. Chains into itself and other A and B normals, making for easy light confirms. You can this these out in neutral and buffer a f.B too potentially catch running opponents or errant hurtboxes, and confirm with Max Mode. Neutral on block, allowing for stagger pressure.
Crouch B
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Can chain into and from lights.
A low kick. Your go-to low starter. Doesn't chain into itself, but does chain into and from A normals.
Crouch C
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Special/Super Cancellable.
A heavy uppercut. This is Yashiro's go-to anti air for most situations. It has a small blind spot behind Yashiro's head so be careful. This frame traps and links from c.B, and the lack of a proximity requirement like close normals can make this more consistent than c.C. Bad on block so make sure to cancel this.
Crouch D
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Special/Super Cancellable.
A spinning sweep. Has great range, hours twice, and is cancellable, but very bad if not cancelled. Pester opponents with this, then mix in hops to establish a simple mix-up at midscreen.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A downwards jab. Deceptively good. This is Yashiro's fastest air button, and also has considerable active frames. Use early j.A to mix up your jump ins.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
75
Mid
special
14
5
20
Splat (+75~+91)
-2
-
100
160
A shoulder tackle blowback. A good blowback, with a good hitbox and forward movement.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop CD
hop CD
80
Mid
-
12
7
1 on ground
SKD
-
-
80
120
jump CD
jump CD
90
Mid
-
12
10
1 on ground
SKD
-
-
80
140
A upwards kick. Great horizontal range. Can use for jumping in and for controlling space in neutral.
Throws
Liver Blow
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Hatchet Throw
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Command Moves
Regret Bash 6A
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
70
90
-
-
-
-
-
Overhead.
A slamming overhead. When done by itself, hits overhead and causes a hard knockdown. Hits OTG (off the ground), tacking on additional damage after a super. The range is good, and while it can't be comboed after with a Max Cancel, it is unique among overhead command normals in having substantial reward meterless with its knockdown. Safe on block. When canceled from a normal, combos from heavy normals and can be canceled, but is rendered obselete compared to 6B.
Step Side Kick 6B
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
A step kick. Has a lot of range and is cancelable giving it potential use in neutral, but its speed holds it back. It's very useful in combos however; does more damage than 6A and functions the same when canceled from heavies, and also can be used in juggles.
Special Moves
Missile Might Bash 214A/C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
A rapid series of punches. A version combos from lights and C version combos from heavies. C version allows for small juggles in the corner. EX version launches much higher, opening up further combos. Has no neutral use, and is unsafe on block.
Upper Duel 623A/C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
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An uppercut combo. All versions have upper body armor that can armor through highs and mids. The A version starts up the fastest but has the shortest duration of armor. This makes it good for anti-airing, but bad as a reversal, and even in anti-airs its shorter armor means it must be timed better. The C version is the slowest but has armor on frame 1. This makes it harder to use as an anti-air, but can be used as a reversal. It also has more combo potential via super cancels, unlike the A version which causes no juggle potential at all. The EX version is the best of both worlds, having fast startup and frame 1 armor. It also can lead to some combos, especially in the corner. Note that all versions lose to lows.
Jet Counter 41236A/C
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A dashing mid punch. All versions hit mid. This special is only ok in a vacuum, but works wonders as a cancel from f.C and 2D. The A version is quick , covers about 1/3 of the screen distance, and combos from heavies. It's negative on block, but the pushback is enough to be safe in most circumstances. The C version is slower which can act as a frame trap when canceled. It is also safer on block and travels about half screen. The EX version is the best of both worlds, being fast, haha screen, and neutral on block. Cancelling into thing from your far reaching cancellable normals can give you a lot of mileage. f.C into this special can net you errant hit confirms in neutral. Using this special after 2D helps keep you safe and potentially punish players who are attempting to jump. This special has follow-ups on hit or block, but in general should only be used on hit, as they're more negative than if you didn't do a follow up at all.
Jet Counter Still 236A/C after Jet Counter
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236 A = A straight punch ender to 41236 P. Not noteworthy, as it does less damage than the 236 C follow-up and doesn't knockdown. It's slightly safer which could give it some frame trapping potential by delaying the follow up after a blocked 426 P, but as it's still -10 it's not the best option. If you didn't confirm the 426 P hitting, such as when you are using it raw or in a frame trap with the C version, you can try using this to fish for a super cancel. When used after 41236 AC, the move is completely safe, and knocks down.
236 C = An uppercut ender to 41236 P. Very unsafe, but does more damage and connects into supers just as well as the 236 A follow up. Since you should ideally should be hit confirming the 41236 P, this will be the preferred ender. When used after 41236 AC, you get a higher launch, allowing for further combos.
Sledgehammer 214B/D
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A leaping overhead. Hits overhead, but is very unsafe on block. Can be used as a gimmick but shouldn't be relied upon. The leaping movement can help against projectiles, but what can be done with 214K in neutral can often also be done with regular KOF movement, with much less risk. Using this as a combo ender however, does grant a hard knockdown. The EX version has projectile invincibility, is only -5 on block, and allows for a juggle after, which makes it more useful.
Super Special Moves
Final Impact 236236A/C
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A powerful punch super. Can be charged, though the damage does not increase. Has no invincibility; use only for combos. Can be followed up with an OTG 6A.
The 2 bar version has a 6 frame start-up, which makes it one of Yashiro's fastest special moves.
Variable Bash Stream 236236B/D
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A rushing super. Does more damage than 236236P in most circumstances. Has invincibility on start up. Can be followed up with an OTG 6A.
Ultimate Billion Bash 2141236CD
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A projectile that causes a cinematic. The projectile is slow but could be used on some hard reads against zoners. Considering the cost however, this is generally not worth it.