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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 opponent's 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. His weaknesses include a lack of safe specials to cancel into, a lack of a dedicated anti-jump tool, and a lack of meterless fullscreen options.
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+K now combos from heavies
- qcb+P's startup has been increased by 2 frames
Supers:
- qcfx2+P's startup has been decreased, and its hitbox has been lengthened
- qcfx2+K is now much faster
98UM to 98UMFE
N/A
Normal Moves
Close
- cl.A: Whiffs on regular height 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: Standing low. Another good combo button. Cancelable.
Standing
- st.A: Good long-ranged poke for checking 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 combos 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
Baku: b/f+C (close)
- Regular throw, techable. Orochi Yashiro punches the opponent in the stomach, sending them fullscreen away with a soft knockdown.
Beki: b/f+D (close)
- Regular throw, techable. Orochi Yashiro picks the opponent up and slams them behind him, sending them fullscreen away with a backturned hard knockdown.
Command Moves
Saku: f+A
- Overhead when done raw. Loses that property when canceled into but becomes cancelable instead (unless late-canceled).
- Good to use in combos.
- Good anti-mash move when canceled into 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 canceled into or done raw.
- Good to use in combos, as it's cancelable.
- Does more damage than f+A.
Special Moves
Niragu Daichi: hcf+A/C
- Command grab with a lot of 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 Yashiro's setups and resets, making it his most dangerous mixup tool.
- Can be used to go through Guard Cancel CDs or counter moves.
Musebu Daichi: hcb,f+A/C
- 1f command grab that slams the opponent into the ground repeatedly and leaves them in a backturned hard knockdown state.
- Good mixup tool due to its 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 its 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 Orochi 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: hcbx2+A/C (close)
- A 1f command grab DM.
- Deals good damage.
- His best and only DM for finishing combos with.
- Can be used as a reversal.
- Causes a hard knockdown.
- MAX version does more damage.
Araburu Daichi: qcfx2+B/D
- A DM 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 projectiles on a read.
- It still has the problem of his regular jumping command grab, as this DM has a super flash 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: qcfx2+A/C (can be held)
- A long-ranged projectile punch that goes fullscreen.
- Can be charged up by holding the button down to increase the power of the move.
- When fully charged, it becomes unblockable.
- Has a deadzone where his arm is.
- Causes soft knockdown.
Combos
General Notes:
- cr.B, cr.A is a tight link, so in situations where hitting low is not strictly required it can be useful to start with cr.A instead.
- Orochi 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 for more damage if you have the resources.
Meterless
Low
cr.B, cr.A/st.A, hcb,f+P
Mid/Jump-In
(j.X), cl.D, f+A/f+B, hcb,f+P/hcf+B
- hcb,f+P does more damage, hcf+B has better corner carry.
Overhead
f+A, f+A
- OTG combo.
With Meter
Low
cr.B, 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.
Mid/Jump-In
(j.X), cl.D, f+A/f+B, hcbx2+P
With Quick MAX
Mid/Jump-In
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.
Low
cr.B, (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.