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The King of Fighters '98 UMFE/Yashiro Nanakase: Difference between revisions
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'''Standing''' | '''Standing''' | ||
* | * 5A: Good long-ranged poke for checking movement, especially hops. Chainable and cancelable. | ||
* | * 5B: Great long-ranged poke. Good for stopping hops and forwards movement. | ||
* | * 5C: Fairly slow and doesn't reach very far. Very good hitbox. Cancelable on hit, block, and whiff. | ||
* | * 5D: Slow move with a lot of recovery. Can work as an anti-air if done early enough. | ||
'''Crouching''' | '''Crouching''' | ||
* | * 2A: Great long-ranged 2A. Good for comboing and blockstrings, as well as tick throws. Chainable and cancelable. | ||
* | * 2B: Long-ranged and fairly fast 2B. One of his main low combo and blockstring starters. Chainable. | ||
* | * 2C: 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. | ||
* | * 2D: A fairly slow sweep with long range and great priority. Cancelable on hit, block, and whiff. | ||
'''Jumping''' | '''Jumping''' | ||
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'''CD Normals''' | '''CD Normals''' | ||
* | * 5CD: 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. |
Revision as of 20:16, 20 November 2023
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:
- 5C's recovery has been reduced by 5 frames
- cl.C's activation range has been reduced
- 5B's priority has been reduced
- j.D's active frames have been reduced
- j.D's priority has been reduced
- Raw 6A's startup has been decreased by 4 frames
- 6A can now OTG
- j.C now has a better crossup hitbox
Specials:
- 41236P's damage has been reduced
- 41236A's recovery has been increased
- 623P's recovery has been increased
- 41236C now hits overhead
Supers:
- 2141236P 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:
- 41236A now has 2 frames less recovery
- 41236A > 236A now has 3 frames less recovery
- 214K 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
- 5A: Good long-ranged poke for checking movement, especially hops. Chainable and cancelable.
- 5B: Great long-ranged poke. Good for stopping hops and forwards movement.
- 5C: Fairly slow and doesn't reach very far. Very good hitbox. Cancelable on hit, block, and whiff.
- 5D: Slow move with a lot of recovery. Can work as an anti-air if done early enough.
Crouching
- 2A: Great long-ranged 2A. Good for comboing and blockstrings, as well as tick throws. Chainable and cancelable.
- 2B: Long-ranged and fairly fast 2B. One of his main low combo and blockstring starters. Chainable.
- 2C: 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.
- 2D: 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
- 5CD: 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.
- When late-canceled into, it maintains its overhead property, allowing you to surprise opponents on defense.
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 A version can combo from lights, while the C version has an extra hit and does more damage.
- 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:
qcf+A/C (during hcf+P)
- Followup to hcf+P.
- A version has Yashiro do a straight punch that leaves the opponent standing on hit. Whiffs on short crouchers.
- The C version has Yashiro doing an uppercut that launches the opponent. This hits on all crouchers.
- Both of these let Yashiro combo after them if canceled with Quick MAX. Without it, he doesn't get followups from them.
- The C version's Quick MAX combo will only connect from the qcf+C starter and not the qcf+A starter. The A version's Quick MAX combo connects from both.
Desperation Moves
Million Bash Stream: qcb,hcf+A/C (press A/C repeatedly)
- Yashiro delivers a series of punches. Can be mashed for more hits and damage.
- Has invincibility, so can be used as a reversal.
- Combos from heavies but not from lights.
- Mainly good to use for the invincibility, as it is outshined by his other DM for combos.
- MAX version does more hits and damage, and can also be mashed for more.
Final Impact: qcfx2+A/C (can be held)
- Yashiro delivers a powerful punch.
- Can combo from lights and heavies, making it Yashiro's go-to for metered combos.
- Very fast startup, which makes it great for punishing.
- Can be held to charge it up. The more you charge it, the longer its range becomes, and at full charge it becomes unblockable and does 40% damage.
- MAX version works the same as the regular version, but does more damage.
Combos
General Notes:
- Linking cr.B into cr.A is a difficult 2f link, so in combos where you need the speed of a light button but don't necessarily need to hit low you can use another cr.A in place of cr.B.
- In any metered combo, you can replace qcfx2+P with qcfx2+AC or qcb,hcf+P with qcb,hcf+AC for more damage if you have the resources.
Meterless
Low
cr.B/cr.A, cr.Ax2, st.B
cr.B/cr.A, cr.A, dp+A
Mid/Jump-In
(j.X), cl.D, f+A, hcf+A > qcf+C
(j.X), cl.D, f+A, hcb+C
- Does the same damage as the first combo and grants slightly better oki, but you have one less hit to hit-confirm.
With Meter
Low
cr.B/cr.A, cr.A, cr.A/st.A, qcfx2+P
Mid/Jump-In
(j.X), cl.D, f+A, qcb,hcf+C > mash P
- qcb,hcf+C normally does 5 hits, but you can mash to get up to 13 hits.
With Quick MAX
(j.X), cl.D, f+A, hcf+A > qcf+A, ABC, qcfx2+P