(New page: =Introduction= =Gameplay Overview= =Combos= =In-depth Analysis= ==Normal Throws== '''b or f+C''' - Breakable, forward knockdown, face forward, rollable. '''b or f+D''' - Breakable, re...) |
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=Introduction= | ==Introduction== | ||
{{KOF98CharacterBox| KOF98_yashiro_small.png}} | |||
Highly stressed from his mediocre indie band being outsold by some waluigi guy with a mop for a haircut, Yashiro has already had his scalp entirely grey out from stress in his early 20s. Also probably some snake god thing but who cares. | |||
{{Nutshell| | |||
He is a rushdown and poking medium weight with a lot of cheap damage options, is more mid tier compared to his chuckster counterpart. | |||
}} | |||
===Colors=== | |||
{| | |||
! [[image:snka.gif]] | |||
! [[image:snkb.gif]] | |||
! [[image:snkc.gif]] | |||
! [[image:snkd.gif]] | |||
|- | |||
| [[image:Yash98_colorA.png]] | |||
| [[image:Yash98_colorB.png]] | |||
| [[image:Yash98_colorC.png]] | |||
| [[image:Yash98_colorD.png]] | |||
|} | |||
=Gameplay Overview= | =Gameplay Overview= | ||
= | =In-depth Analysis= | ||
==[[The King of Fighters 2002/Normals Guide|Movelist]]== | |||
{|border="1" | |||
!width="8%"| | |||
! Frames | |||
! Advantage | |||
! Cancel | |||
! Block | |||
!colspan="2"| Hitbox | |||
! Notes | |||
|- | |||
|colspan="8" align="center"| '''Standing Close''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 3/4/4 | |||
|align="center"| +4/+2 | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="2" | [[image:Yash98_clA.png|center]] | |||
| | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 3/5/9 | |||
|align="center"| -2/-4 | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="2" | [[image:Yash98_clB.png|center]] | |||
| | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 3/3+4/15 | |||
|align="center"| -2/-4 | |||
|align="center"| C (1st part) | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Yash98_clC1.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Yash98_clC2.png|center]] | |||
| Fast, cancelable. | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 3/5/21 | |||
|align="center"| -6/-8 | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="2" | [[image:Yash98_clD.png|center]] | |||
| Same as above except does more damage but pushes back further. | |||
|- | |||
|colspan="8" align="center"| '''Standing Far''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 3/4/7 | |||
|align="center"| +1/-1 | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="2" | [[image:Yash98_stA.png|center]] | |||
| Good long range poke. Generally Standing B is better, but this one is cancelable, so you can cancel into f + A to bait someone mashing. | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 4/8/13 | |||
|align="center"| -9/-11 | |||
|align="center"| - | |||
|align="center"| HL | |||
|colspan="2" | [[image:Yash98_stB.png|center]] | |||
| One of the godliest pokes in the game. Fast, long range, stops short hop...stops a lot of other shit too! | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 10/3/32 | |||
|align="center"| -15/-17 | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="2" | [[image:Yash98_stC.png|center]] | |||
| Slow recovery, but it is whiff cancelable (f + B preferred) and connects against crouchers. Still, crouching C has all this move's got and more. | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 8/4/33 | |||
|align="center"| -17/-19 | |||
|align="center"| - | |||
|align="center"| HL | |||
|colspan="2"| [[image:Yash98_stD.png|center]] | |||
| Uncancelable and super slow recovery, but it is notable that it beats some things. I see Chinese players use it sometimes in specific situations. Mess around with it if you're feeling experimental. | |||
|- | |||
! [[image:snkc.gif]]+[[image:snkd.gif]] | |||
|align="center"| 15/5/24 | |||
|align="center"| KD/-7 | |||
|align="center"| S | |||
|align="center"| HL | |||
|colspan="2"| [[image:Yash98_stCD.png|center]] | |||
| Great long range poke with nice priority, cancelable of course. | |||
|- | |||
|colspan="8" align="center"| '''Crouching''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 3/4/6 | |||
|align="center"| +2/0 | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="2" | [[image:Yash98_crA.png|center]] | |||
| Nice and long range for a cr.A. Cancelable into f + A as an anti-mash setup. | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 6/3/10 | |||
|align="center"| -1/-3 | |||
|align="center"| - | |||
|align="center"| L | |||
|colspan="2" | [[image:Yash98_crB.png|center]] | |||
| It's a fast low! And it's chainable into other lights other than itself as you'd expect (timing is a little slower than other characters). | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 3/2+3/28 | |||
|align="center"| -13/-15 | |||
|align="center"| C (1st part) | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Yash98_crC1.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Yash98_crC2.png|center]] | |||
| One of the best ground pokes and a fantastic anti-air. The first part when his arm isn't fully extended is cancelable. | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 9/3(5)5/22 | |||
|align="center"| KD/-9 | |||
|align="center"| C/- | |||
|align="center"| L/L | |||
|valign="bottom" style="border-right:0px;"| [[image:Yash98_crD1.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Yash98_crD2.png|center]] | |||
| Very long range sweep, cancelable and easily cancelable on whiff for safety. | |||
|- | |||
|colspan="8" align="center"| '''Jump''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 6/9/- | |||
|align="center"| -/- | |||
|align="center"| - | |||
|align="center"| H | |||
|colspan="2" | [[image:Yash98_jA.png|center]] | |||
| Awesome jump-in. Similar to Kyo's j.B. Can be used as an instant overhead on large characters (short hop only). | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 7/9 | |||
|align="center"| -/- | |||
|align="center"| - | |||
|align="center"| H | |||
|colspan="2" | [[image:Yash98_jB.png|center]] | |||
| Okay air-to-air or as a jump-in I guess. There are better jump attacks for those specific uses, though. | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 8/5 | |||
|align="center"| -/- | |||
|align="center"| - | |||
|align="center"| H | |||
|colspan="2" | [[image:Yash98_jC.png|center]] | |||
| Good jump-in, excellent crossup. Experiment to find the crossup hitbox, it's a little weird. | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 7/7 | |||
|align="center"| -/- | |||
|align="center"| - | |||
|align="center"| H | |||
|colspan="2"| [[image:Yash98_jD.png|center]] | |||
| Awesome air-to-air and air-to-ground from long range. Short hop up/back with this is a great poke. | |||
|- | |||
! [[image:snkc.gif]]+[[image:snkd.gif]] | |||
|align="center"| 11/4 | |||
|align="center"| KD/- | |||
|align="center"| - | |||
|align="center"| HL | |||
|colspan="2"| [[image:Yash98_jCD.png|center]] | |||
| Great air-to-air when they are slightly above you obviously. Good anti-air vs Choi. | |||
|- | |||
|colspan="8" align="center"| '''Command Normals''' | |||
|- | |||
! <br>f + [[image:snka.gif]]<br><br> | |||
|align="center"| 22/3/24 | |||
|align="center"| KD/-9 | |||
|align="center"| - | |||
|align="center"| H | |||
|rowspan="2" colspan="2"| [[image:Yash98_fA.png|center]] | |||
|rowspan="2"| Overhead and knocks down when done alone. Fast, cancelable, and non-overhead when chained. | |||
|- | |||
! f + [[image:snka.gif]] (cancel) | |||
|align="center"| 12/3/24 | |||
|align="center"| -7/-9 | |||
|align="center"| S | |||
|align="center"| HL | |||
|- | |||
! f + [[image:snkb.gif]] | |||
|align="center"| 11/5/28 | |||
|align="center"| -13/-15 | |||
|align="center"| S | |||
|align="center"| HL | |||
|colspan="2"| [[image:Yash98_fB.png|center]] | |||
| Always fast and cancelable, does more damage than f + A but doesn't travel as far. This is the move of choice to cancel into on your opponent's wakeup, since if they reversal roll backwards, you can still whiff cancel into f + B with the same timing (close C/D > f + B) and catch their roll anyway. | |||
|} | |||
==Normal Throws== | ==Normal Throws== | ||
'''b or f+D''' - Breakable, reverse knockdown, back turned, un-rollable. | * '''b or f + C''' - Breakable, forward knockdown, face forward, rollable. | ||
* '''b or f + D''' - Breakable, reverse knockdown, back turned, un-rollable. | |||
==Special Moves== | |||
*'''Upper Duel (dp + P)''' - Yashiro does an uppercut with a jumping one follow up if hits, use it to counter your opponent who's trying to punish your mistake on bad timing, you might get lucky on the autoguard. | |||
*'''Missile Might Bash (hcb + P)''' - A wild series of punches in the mid section. The move is a lot safer than the same move in KOF97 (which was absolutely easy to be punished if blocked). | |||
*'''Sledgehammer (qcb + K)''' - Yashiro does a fast forward leaping downward swing, use if after a blocked attack, a decent overhead move for suprise tactics. | |||
*'''Jet Counter (hcf + P)''' - A very quick rush punch to the mid section of the enemy, Yashiro dashes and does a uppercut to the opoponent's jaw in A version, C version its an overhead downward swing, and with a bit frames of invicibility, safe on block | |||
** '''Jet Counter: Still (hcf + P > qcf + P)''' - A version is a straight punch aimed at the opponent's face that doesn't knock down, C version is an uppercut that knocks down. | |||
==Desperation Moves== | |||
*'''Million Bash Stream (qcb hcf + P > P rapidly)''' - Can mash P to deal more hits, a nice combo ender and cheap damage maker. | |||
*'''Final Impact (qcf qcf + P, may charge)''' - Can hold P to charge and deal a lot more of damage, though impractical in matches, use it at your own risk for far combat. | |||
== Fastest Attacks == | |||
''' | * 0F: C throw; D throw | ||
* 1F: - | |||
* 2F: - | |||
* 3F: '''cl.A'''; '''cl.B'''; '''cl.C'''; '''cl.D'''; '''st.A'''; '''cr.A'''; '''cr.C''' | |||
* 4F: st.B | |||
* 5F: - | |||
* 6F: cr.B | |||
* 7F: - | |||
* 8F: st.D | |||
* 9F: '''cr.D''' | |||
* 10F: '''st.C''' | |||
==Combos== | |||
* Best jump-ins: | |||
** j.A | |||
** j.C | |||
** j.D | |||
* cr.C / cl.D / cl.C / st.C > f + A | |||
** (S)DM qcb hcf + P > P rapidly (Very close.) | |||
** (S)DM qcf qcf + P (Can always use f + B before instead of f + A for more damage) | |||
** hcf + A > qcf + P | |||
** hcb + C (Very close.) | |||
** dp + C (Very close.) | |||
* cr.B / cr.A, cr.A, cr.A / st.A > (S)DM qcf qcf + P | |||
* cr.B / cr.A, cr.A, cr.A / st.A, st.B | |||
* cr.B / cr.A, cr.A > | |||
** (S)DM qcf qcf + P | |||
** dp + A | |||
* Simple buffers: | |||
** f + A / f + B > (S)DM qcf qcf + P | |||
*** qcf + A/B > qcf + P | |||
** cr.B, st.A / cl.A / cl.B > (S)DM qcf qcf + P | |||
*** cr.B, qcf + A/B > qcf + P (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.) | |||
{{StrategyCorner| | |||
* MAX: cl.D > {{f}} + A > {{hcf}} + A > {{qcf}} + C | |||
deals just a tiny less damage (~ 3/4 cl.A) than | |||
* cl.D > {{f}} + B > {{qcf}} {{qcf}} + P | |||
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM. | |||
}} | |||
[[ | == Links == | ||
{{Navbox-KOF98}} | |||
[[Category:The King of Fighters '98: The Slugfest]] |
Latest revision as of 01:08, 24 February 2021
Introduction
Highly stressed from his mediocre indie band being outsold by some waluigi guy with a mop for a haircut, Yashiro has already had his scalp entirely grey out from stress in his early 20s. Also probably some snake god thing but who cares.
In a nutshell
He is a rushdown and poking medium weight with a lot of cheap damage options, is more mid tier compared to his chuckster counterpart.
Colors
![]() |
![]() |
![]() |
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Gameplay Overview
In-depth Analysis
Movelist
Normal Throws
- b or f + C - Breakable, forward knockdown, face forward, rollable.
- b or f + D - Breakable, reverse knockdown, back turned, un-rollable.
Special Moves
- Upper Duel (dp + P) - Yashiro does an uppercut with a jumping one follow up if hits, use it to counter your opponent who's trying to punish your mistake on bad timing, you might get lucky on the autoguard.
- Missile Might Bash (hcb + P) - A wild series of punches in the mid section. The move is a lot safer than the same move in KOF97 (which was absolutely easy to be punished if blocked).
- Sledgehammer (qcb + K) - Yashiro does a fast forward leaping downward swing, use if after a blocked attack, a decent overhead move for suprise tactics.
- Jet Counter (hcf + P) - A very quick rush punch to the mid section of the enemy, Yashiro dashes and does a uppercut to the opoponent's jaw in A version, C version its an overhead downward swing, and with a bit frames of invicibility, safe on block
- Jet Counter: Still (hcf + P > qcf + P) - A version is a straight punch aimed at the opponent's face that doesn't knock down, C version is an uppercut that knocks down.
Desperation Moves
- Million Bash Stream (qcb hcf + P > P rapidly) - Can mash P to deal more hits, a nice combo ender and cheap damage maker.
- Final Impact (qcf qcf + P, may charge) - Can hold P to charge and deal a lot more of damage, though impractical in matches, use it at your own risk for far combat.
Fastest Attacks
- 0F: C throw; D throw
- 1F: -
- 2F: -
- 3F: cl.A; cl.B; cl.C; cl.D; st.A; cr.A; cr.C
- 4F: st.B
- 5F: -
- 6F: cr.B
- 7F: -
- 8F: st.D
- 9F: cr.D
- 10F: st.C
Combos
- Best jump-ins:
- j.A
- j.C
- j.D
- cr.C / cl.D / cl.C / st.C > f + A
- (S)DM qcb hcf + P > P rapidly (Very close.)
- (S)DM qcf qcf + P (Can always use f + B before instead of f + A for more damage)
- hcf + A > qcf + P
- hcb + C (Very close.)
- dp + C (Very close.)
- cr.B / cr.A, cr.A, cr.A / st.A > (S)DM qcf qcf + P
- cr.B / cr.A, cr.A, cr.A / st.A, st.B
- cr.B / cr.A, cr.A >
- (S)DM qcf qcf + P
- dp + A
- Simple buffers:
- f + A / f + B > (S)DM qcf qcf + P
- qcf + A/B > qcf + P
- cr.B, st.A / cl.A / cl.B > (S)DM qcf qcf + P
- cr.B, qcf + A/B > qcf + P (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.)
- f + A / f + B > (S)DM qcf qcf + P
Strategy Corner
- MAX: cl.D >
+ A >
+ A >
+ C
deals just a tiny less damage (~ 3/4 cl.A) than
- cl.D >
+ B >
+ P
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.