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The King of Fighters '98 UMFE/Orochi Yashiro
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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