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The King of Fighters '98 UMFE/Yashiro Nanakase
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:
- st.C's recovery has been reduced by 5 frames
- cl.C's activation range has been reduced
- st.B's priority has been reduced
- j.D's active frames have been reduced
- j.D's priority has been reduced
- Raw f+A's startup has been decreased by 4 frames
- f+A can now OTG
- j.C now has a better crossup hitbox
Specials:
- hcf+P's damage has been reduced
- hcf+A's recovery has been increased
- dp+P's recovery has been increased
- hcf+C now hits overhead
Supers:
- qcb,hcf+P 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:
- hcf+A now has 2 frames less recovery
- hcf+A > qcf+A now has 3 frames less recovery
- qcb+K 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
- st.A: Good long-ranged poke for checking movement, especially hops. Chainable and cancelable.
- st.B: Great long-ranged poke. Good for stopping hops and forwards movement.
- st.C: Fairly slow and doesn't reach very far. Very good hitbox. Cancelable on hit, block, and whiff.
- st.D: Slow move with a lot of recovery. Can work as an anti-air if done early enough.
Crouching
- cr.A: Great long-ranged cr.A. Good for comboing and blockstrings, as well as tick throws. Chainable and cancelable.
- cr.B: Long-ranged and fairly fast cr.B. One of his main low combo and blockstring starters. Chainable.
- 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 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
- st.CD: 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.
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 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
- 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.
Final Impact: qcf, qcf + A/C
- Yashiro delivers a powerful punch.
- can combo from lights and heavies. This move is extra important because it's Yashiros main way of comboing from lows as all his specials are too slow for it.
- very fast startup which makes it great for punishing.
- can be held to charge it up. The more you charge it the longer it's range becomes and at full charge it becomes unblockable and does 40% damage.
- Max version works the same as the regular version but has more damaage.
Combos
-Note: cr.B, cr.A is quite a hard link (2f), 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