Difference between revisions of "The King of Fighters XV/Yashiro Nanakase"
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==Special Moves== | ==Special Moves== | ||
{{ | ===Missile Might Bash=== | ||
{{FrameDataCargo-KOFXV | |||
| | |moveId=yashiro_214a,yashiro_214c,yashiro_214ac | ||
|name=Missile Might Bash | |name=Missile Might Bash | ||
|input=214A/C | |input=214A/C/AC | ||
| | |description3= * Placeholder | ||
A rapid series of punches. A version combos from lights and C version combos from heavies. C version allows for small juggles in the corner. EX version launches much higher, opening up further combos. Has no neutral use, and is unsafe on block. When used in juggles, only the first 214P variant in the combo will connect the last hit; any further uses of the move will only have the first few hits connect, which don't lead to bigger juggles. | A rapid series of punches. A version combos from lights and C version combos from heavies. C version allows for small juggles in the corner. EX version launches much higher, opening up further combos. Has no neutral use, and is unsafe on block. When used in juggles, only the first 214P variant in the combo will connect the last hit; any further uses of the move will only have the first few hits connect, which don't lead to bigger juggles. | ||
}} | }} | ||
===Upper Duel=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=yashiro_623a,yashiro_623c,yashiro_623ac | |||
|name=Upper Duel | |||
|input=623A/C/AC | |||
|description3=* Placeholder | |||
An uppercut combo. All versions have upper body armor that can armor through highs and mids. The A version starts up the fastest but has the shortest duration of armor. This makes it good for anti-airing, but bad as a reversal, and even in anti-airs its shorter armor means it must be timed better. The C version is the slowest but has armor on frame 1. This makes it harder to use as an anti-air, but can be used as a reversal. It also has more combo potential via super cancels, unlike the A version which causes no juggle potential at all. The EX version is the best of both worlds, having fast startup and frame 1 armor. It also can lead to some combos, especially in the corner. Note that all versions lose to lows. | An uppercut combo. All versions have upper body armor that can armor through highs and mids. The A version starts up the fastest but has the shortest duration of armor. This makes it good for anti-airing, but bad as a reversal, and even in anti-airs its shorter armor means it must be timed better. The C version is the slowest but has armor on frame 1. This makes it harder to use as an anti-air, but can be used as a reversal. It also has more combo potential via super cancels, unlike the A version which causes no juggle potential at all. The EX version is the best of both worlds, having fast startup and frame 1 armor. It also can lead to some combos, especially in the corner. Note that all versions lose to lows. | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | |||
|moveId=yashiro_41236a,yashiro_41236c,yashiro_41236ac | |||
|name=Jet Counter | |||
|input=41236A/C/AC | |||
|description3=* Placeholder | |||
A dashing mid punch. All versions hit mid. This special is only ok in a vacuum, but works wonders as a cancel from f.C and 2D. The A version is quick , covers about 1/3 of the screen distance, and combos from heavies. It's negative on block, but the pushback is enough to be safe in most circumstances. The C version is slower which can act as a frame trap when canceled. It is also safer on block and travels further. The EX version is the best of both worlds, being fast and neutral on block, with a range inbetween the A and C versions. Cancelling into this from your far reaching cancellable normals can give you a lot of mileage. f.C into this special can net you errant hit confirms in neutral. Using this special after 2D helps keep you safe and potentially punish players who are attempting to jump. This special has follow-ups on hit or block, but in general should only be used on hit, as they're more negative than if you didn't do a follow up at all. | A dashing mid punch. All versions hit mid. This special is only ok in a vacuum, but works wonders as a cancel from f.C and 2D. The A version is quick , covers about 1/3 of the screen distance, and combos from heavies. It's negative on block, but the pushback is enough to be safe in most circumstances. The C version is slower which can act as a frame trap when canceled. It is also safer on block and travels further. The EX version is the best of both worlds, being fast and neutral on block, with a range inbetween the A and C versions. Cancelling into this from your far reaching cancellable normals can give you a lot of mileage. f.C into this special can net you errant hit confirms in neutral. Using this special after 2D helps keep you safe and potentially punish players who are attempting to jump. This special has follow-ups on hit or block, but in general should only be used on hit, as they're more negative than if you didn't do a follow up at all. | ||
}} | }} | ||
====Jet Counter Still==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=yashiro_41236p_236A,yashiro_41236p_236C,yashiro_41236ac_236A,yashiro_41236ac_236C | |||
{{ | |||
| | |||
|name=Jet Counter Still | |name=Jet Counter Still | ||
|input=236A/C | |input=41236A/C/AC~236A/C | ||
|description4='''A version''' = A straight punch ender to 41236P. Not noteworthy, as it does less damage than the 236 C follow-up and doesn't knockdown. It's slightly safer which could give it some frame trapping potential by delaying the follow up after a blocked 41236 P, but as it's still -10 it's not the best option. If you didn't confirm the 41236 P hitting, such as when you are using it raw or in a frame trap with the C version, you can try using this to fish for a super cancel. When used after 41236 AC, the move is completely safe, and knocks down. | |||
---- | ---- | ||
'''C version''' = An uppercut ender to 41236P. Very unsafe, but does more damage and connects into supers just as well as the 236A follow up. Since you should ideally should be hit confirming the 41236P, this will be the preferred ender. When used after 41236AC, you get a higher launch, allowing for further combos. This only connects once per juggle. | '''C version''' = An uppercut ender to 41236P. Very unsafe, but does more damage and connects into supers just as well as the 236A follow up. Since you should ideally should be hit confirming the 41236P, this will be the preferred ender. When used after 41236AC, you get a higher launch, allowing for further combos. This only connects once per juggle. | ||
}} | }} | ||
===Sledgehammer=== | |||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=yashiro_214b,yashiro_214d,yashiro_214bd | |moveId=yashiro_214b,yashiro_214d,yashiro_214bd |
Revision as of 18:57, 11 March 2022
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Variable Bash Stream - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
2B > 2A > 2A > 214A = 151 dmg |
1 Meter |
Anywhere |
2B > 2A > 2A > 214AC > 41236AC ~ 236C > 6B > 214D = 320 dmg |
2 Meters |
Anywhere |
2B > 2A > 2A > BC > c.D > 6B > 41236A ~ 236C > [SC] 236236D = 361 dmg |
Gameplay Overview
Yashiro is a simple character with far reaching normals and a straight-forward combo game. His special moves lack utility, but he makes up for that with a solid set of buttons, ranging from his quick and large f.B, his beefy, cancellable f.C, and great jump normals between j.A, j.D, and j.CD. Yashiro is a great character to pick up when learning the fundamentals of KOF. Yashiro can function anywhere on a team, but can prefer mid or anchor, as having EX available makes his small confirms from his great normals much more threatening. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
f.A
f.A |
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Far B
far B
f.B
f.B |
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Far C
far C
f.C
f.C |
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Far D
far D
f.D
f.D |
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Close Standing Normals
Close A
close A
cl.A
cl.A |
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Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
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Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
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Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
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Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
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Jump D
jump D
j.D
j.D |
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
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Blowback
Blowback
Blowback
CD
CD |
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ShatterStrike
ShatterStrike
236CD
236CD |
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jump CD
jump CD
j.CD
j.CD |
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Throws
Liver Blow
Liver Blow
(close) 4/6C
(close) 4/6C |
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Hatchet Throw
Hatchet Throw
(close) 4/6D
(close) 4/6D |
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Command Moves
Regret Bash
Regret Bash
6A
6A |
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Step Side Kick
Step Side Kick
6B
6B |
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Special Moves
Missile Might Bash
Missile Might Bash
214A/C/AC
214A/C/AC |
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Upper Duel
Upper Duel
623A/C/AC
623A/C/AC |
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Jet Counter
41236A/C/AC
41236A/C/AC |
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Jet Counter Still
Jet Counter Still
41236A/C/AC~236A/C
41236A/C/AC~236A/C |
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Sledgehammer
Sledgehammer
214B/D/BD
214B/D/BD |
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Super Special Moves
Final Impact 236236A/C |
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Variable Bash Stream 236236B/D |
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Ultimate Billion Bash 2141236CD |
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