Difference between revisions of "The King of Fighters XV/Yashiro Nanakase"
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|input=j.C | |input=j.C | ||
|description2= | |description2= | ||
*Cross up on crouchers. | |||
A downwards punch. A good jump in. Can cross up crouching opponents. | A downwards punch. A good jump in. Can cross up crouching opponents. | ||
}} | }} | ||
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|name=Step Side Kick | |name=Step Side Kick | ||
|input=6B | |input=6B | ||
|description= | |description=A step kick. Has a lot of range and is cancelable giving it potential use in neutral, but its speed holds it back. It's very useful in combos however; does more damage than 6A and functions the same when canceled from heavies, and also can be used in juggles. | ||
}} | }} | ||
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|name=Missile Might Bash | |name=Missile Might Bash | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|description3= * | |description3= * Combo tool | ||
* Unsafe | |||
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. | ||
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|name=Upper Duel | |name=Upper Duel | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|description3=* | |description3=* Upper body armor frame 1 | ||
* A version is faster, C version has longer armor duration | |||
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. | ||
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|input=214B/D/BD | |input=214B/D/BD | ||
|description3= | |description3= | ||
* Overhead attack. | |||
* EX version is projectile invincible. | |||
A leaping overhead. Button pressed determines the distance travelled. Hits overhead, but is very unsafe on block. Can be used as a gimmick but shouldn't be relied upon. The leaping movement can help against projectiles, but what can be done with 214K in neutral can often also be done with regular KOF movement, with much less risk. Using this as a combo ender however, does grant a hard knockdown. The EX version travels the furthest, has projectile invincibility, is only -5 on block, and allows for a juggle after, which makes it more useful. | A leaping overhead. Button pressed determines the distance travelled. Hits overhead, but is very unsafe on block. Can be used as a gimmick but shouldn't be relied upon. The leaping movement can help against projectiles, but what can be done with 214K in neutral can often also be done with regular KOF movement, with much less risk. Using this as a combo ender however, does grant a hard knockdown. The EX version travels the furthest, has projectile invincibility, is only -5 on block, and allows for a juggle after, which makes it more useful. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="Ranges" data-collapsetext="Hide">[[File:XV_Yashiro_214K_ima.png|x200px|center]]</div> | <div class="mw-collapsible mw-collapsed" data-expandtext="Ranges" data-collapsetext="Hide">[[File:XV_Yashiro_214K_ima.png|x200px|center]]</div> |
Revision as of 06:12, 16 March 2022
The King of Fighters XV | |
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 |
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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 |
|
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Close C
close C
cl.C
cl.C |
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Close D
close D
cl.D
cl.D |
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Crouch Normals
Crouch A
crouch A
2A
2A |
|
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Crouch B
crouch B
2B
2B |
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Crouch C
crouch C
2C
2C |
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Crouch D
crouch D
2D
2D |
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Jump Normals
Jump A
jump A
j.A
j.A |
|
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Jump B
jump B
j.B
j.B |
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Jump C
jump C
j.C
j.C |
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Jump D
jump D
j.D
j.D |
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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
Jet Counter
41236A/C/AC
41236A/C/AC |
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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
Final Impact
236236A/C/AC
236236A/C/AC |
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Variable Bash Stream
Variable Bash Stream
236236B/D/BD
236236B/D/BD |
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Climax
Ultimate Billion Bash
2141236CD
2141236CD |
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Misc
Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
|