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The King of Fighters '98 UMFE/Orochi Yashiro
Introduction
Orochi Yashiro is a grappler with a set of great long range normals, especially st.B and j.D. These let him control space and lock the opponents movement down so he can go in and start his mixups. Once in he has access to multiple mixup options like lows, an overhead and 3 command grabs. The most powerful of them is his hcf+P which has invincible startup and he has multiple setups and mixup options out of it. His weaknesses include a lack of safe specials to cancel into, a lack of a dedicated anti jump tool and a lack of meterless far range options.
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+K now combos from heavies
- qcb+P startup increased by 2 frames
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
no changes
Normal Moves
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.
- Can otg so if this hits raw you can do another one for extra damage.
- 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
- slower startup command grab with invincible startup.
- on a successful grab it launches the opponent high up into the air putting them in a juggleable state. If you let them fall to the ground they will take damage and be put into a hard knockdown state.
- This move is the basis for Orochi Yashiros setups and resets making it his most dangerous mixup tool.
- Can be used to go through guard cancel CDs or counter moves.
Musebu Daichi: (close) hcb, f + A/C
- 1f command grab that slams the opponent to the ground repeteadly and leaves them in a backturned hard knockdown state.
- good mixup tool due to it's speed and also your main meterless combo ender.
- very punishable on whiff.
Odoru Daichi: hcf + B/D
- a forwards moving command grab.
- has low invincibility during the majority of the startup frames but not at the beginning.
- risky move to use due to it's long startup speed.
- D version can be used as a tick throw when cancelled from light normals.
- good to buffer when poking with cr.C.
Kujiki Daichi: qcb + A/C
- a jumping command grab.
- on hit it sideswitches O.Yashiro and gives him enough time to connect a cl.C/D into a full combo.
- Very risky move due to its large amount of startup frames and how telegraphed the jumping part is.
- can be beaten by an anti airs or by jumping/hopping.
- newer players will get hit a lot by this but good opponents will punish it pretty much every time due to how much time there is to react to it.
Desperation Moves
Ankoku Jigoku Gokuraku Otoshi: (close) hcb, hcb + A/C
- a 1f command grab.
- deals good damage.
- his best and only super for finishing combos with.
- can be used as a reversal.
- causes hard knockdown.
- Max version does more damage.
Araburu Daichi: (close) qcf, qcf + B/D
- a super version of his jumping command grab.
- it's faster and goes further than the regular version of his jumping grab.
- good for jumping over and punishing fireballs on reads.
- it still has the problem of his regular jumping command grab as this super has a superflash that can let the opponent react to it easier when done in neutral.
- Max version does more damage.
- Causes a backturned hard knockdown.
Hoeru Diachi: (close) qcf, qcf + A/C
- a long ranged projectile punch that goes full screen.
- can be charged up by holding the button down to increase the power of the move.
- when fully charged it becomes unblockable.
- has a blindspot where his arm is.
- causes soft knockdown.
Combos
- 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
- O.Yashiro can use either of his command normals, f+A or f+B in combos: f+B does more damage, but f+A is safer on block so less need to hit confirm it and you have the option of delaying the cancel to get an overhead hit.
- In any metered combo, you can replace hcbx2+P with hcbx2+AC if you have 3 stocks in Advanced mode or are at low health and in max mode in Extra Mode.
Meterless
Low
cr.B/cr.A, cr.Ax2, st.B
:
cr.B/cr.A, cr.A/st.A, hcb,f+P
:
Anywhere
(j.X), cl.D, f+A/f+B, hcb,f+P
:
(j.X), cl.D, f+A/f+B, hcf+B
:- hcb,f+P does more damage, hcf+B has better corner carry
Overhead
f+A, f+A
:
With Meter
Low
cr.B/cr.A, cr.A/st.A, hcbx2+P
:- You can input the second cr.A/st.A during a hcb then do hcb+C for an easier cancel: if you're starting the combo with cr.A instead of cr.B, don't input the second A too fast otherwise you may accidentally get qcb+A
Anywhere
(j.X), cl.D, f+A/f+B, hcbx2+P
:
With Quick Max
Anywhere
j.A, ABC, cl.D, f+A/f+B, hcb,f+P/hcf+B/hcbx2+P
:- High and fast jump-in combo enabled by quick max. You can go into hcb,f+P or hcf+B to stay in max mode or hcbx2+P for a slight damage increase. You can also combo this into hcbx2+AC if you're at red health for a bigger damage increase.
Low
cr.B/cr.A, cr.A, ABC, cl.D, f+A/f+B, hcf+B
:- Hold forward during quick max activation to ensure you're close enough for cl.D
cr.B, ABC, cl.D, f+A/f+B, hcbx2+P
: