Difference between revisions of "The King of Fighters XV/Yashiro Nanakase"

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(Added combo section outline to Yashiro's page.)
Line 842: Line 842:
===Rush Auto Combo===
===Rush Auto Combo===


* st.A > A > A > B (n DMG)
* 5A > A > A > B (n DMG)
: (Rush combo ending in a special move, costs 0 meter)  
: (Rush combo ending in a special move, costs 0 meter)  


* st.A > A > A > C (n DMG)
* 5A > A > A > C (n DMG)
: (Rush combo ending in a super, costs 1 meter)  
: (Rush combo ending in a super, costs 1 meter)  


* st.A > A > A > D (n DMG)
* 5A > A > A > D (n DMG)
: (Rush combo ending in a Max super, costs 2 meters)  
: (Rush combo ending in a Max super, costs 2 meters)  


* st.A > A > A > A (n DMG)
* 5A > A > A > A (n DMG)
: (Rush combo ending in a Climax super, costs 3 meters)  
: (Rush combo ending in a Climax super, costs 3 meters)


===0 Meter===
===0 Meter===

Revision as of 21:35, 18 November 2021

KOFXV Yashiro Profile.png

Introduction

Yashiro is the lead guitarist of the rock group C.Y.S. However, this is all a front as, for the past 660 years, he has underwent multiple reincarnations as a member of the Four Heavenly Kings of Orochi–which are the true enemies of the Three Sacred Treasures.

He develops an interest in the mysterious powers wielded by the strange being known as Verse, and sets out with his friends Shermie and Chris to join KOF.

Movelist

Throws

Command Normals

Special Moves

Super Special Moves

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Normals

Far Standing Normals

Far A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Far B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Far C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Far D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Close Standing Normals

Close A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Close B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Close C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Close D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Crouch Normals

Crouch A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Crouch B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Crouch C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Crouch D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Jump Normals

Jump A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Jump B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Jump C
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
- - - - - - - - -
  • Enter move description here.


Jump D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hop Normals

Hop A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hop B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hop C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hop D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Blowback

Stand CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Jump CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hop CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Throws

Liver Blow
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hatchet Throw
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Command Moves

Regret Bash
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Step Side Kick
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Special Moves

Missile Might Bash
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Upper Duel
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Jet Counter
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Jet Counter Still
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Sledgehammer
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Super Special Moves

Final Impact
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Variable Bash Stream
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Ultimate Billion Bash
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Combos

Notation Guide (placeholder XIV page for now, replace w/ XV page when available)

General Notes

  • ...

Rush Auto Combo

  • 5A > A > A > B (n DMG)
(Rush combo ending in a special move, costs 0 meter)
  • 5A > A > A > C (n DMG)
(Rush combo ending in a super, costs 1 meter)
  • 5A > A > A > D (n DMG)
(Rush combo ending in a Max super, costs 2 meters)
  • 5A > A > A > A (n DMG)
(Rush combo ending in a Climax super, costs 3 meters)

0 Meter

Anywhere

  • ...

Corner Only

  • ...

0.5 Meters

Anywhere

  • ...

Corner Only

  • ...

1 Meter

Anywhere

  • ...

Corner Only

  • ...

1.5 Meters

Anywhere

  • ...

Corner Only

  • ...

2 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

3 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

4 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

5 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

Misc

Videos

Yashiro Nanakase Reveal Trailer

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters