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The King of Fighters '98 UMFE/Yashiro Nanakase
Introduction
Orochi 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 access to a great st.B and cr.D that lets him control the ground really well. He has a series of rekkas with different followups for combos but they also have some poking and mixup use. Yashiros close range offense is a bit limited but he does have access to an overhead and low confirms into super. On defence 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 the extra mode meter as that drives his combo damage up by a lot.
Changes from previous versions
98 to 98UM
Normals:
- st.C recovery reduced by 5 frames
- cl.C activation range reduced
- st.B priority reduced
- j.D active frames reduced
- j.D priority reduced
- raw f+A startup decreased by 4 frames
- f+A can now otg
- j.C has a better crossup hitbox
Specials: hcf+P damage reduced hcf+A recovery increased dp+P recovery increased hcf+C now hits overhead
Supers: qcfx2+P startup decreased and got a longer hitbox so it's easier to hit qcfx2+K is a lot faster
98UM to 98UMFE Normals:
- cl.D now hits low
- j.C now easier to cross up with
Specials:
- hcf+A 2 frames less recovery
- qcf+A followup after HCF+A - 3 frames less recovery
- qcb+K greatly increased the amount it contributes to the stun meter
Normal Moves
Close
- cl. A: Hits high
- cl. B:
- cl. C:
- cl. D:
Stand
- st. A:
- st. B: Good poke
- st. C: Whiff-cancelable. Slow start-up and recovery.
- st. D: Decent poke. Slow recovery.
Crouch
- cr. A:
- cr. B:
- cr. C:
- cr. D:
Jump
- j. A: Great hitbox for jump-ins with good priority
- j. B: Good air-to-air
- j. C: Has less priority than j. A but more reach. Can cross-up.
- j. D: Good jump-in and air-to-air.
Blowback
- j. CD has fast start-up and is a good air-to-air. Whiffs on crouchers.
Throws
Liver Blow: (close) b/f + C
Hatchet Throw: b/f + D
Command Moves
Regret Bash: F + A
- Hits overhead
- Hard knockdown
- Hits OTG. Can combo into itself
- Can be cancelled into. Overhead property is lost.
Step Side Kick: F + B
- Hits mid
- Free-cancellable
Special Moves
Mighty Missile Bash: hcb + A/C
Dual Upper: dp + A/C
Sledgehammer: qcb + B/D
Jet Counter: hcf + A/C
Steel Jet Counter: (during Jet Counter hit) qcf + A/C
Desperation Moves
Million Bash Stream: qcb, hcf + A/C
Final Impact: qcf, qcf + A/C
Combos
-Note: cr.B, cr.A is quite a hard link, 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