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At the character select screen,hold the START button and then input the following code: {{Motion|8}}{{Motion|4}}{{Motion|2}}{{Motion|6}}{{Motion|8}}{{Motion|2}}+{{Icon-SNK|b}}+{{Icon-SNK|c}} | At the character select screen,hold the START button and then input the following code: {{Motion|8}}{{Motion|4}}{{Motion|2}}{{Motion|6}}{{Motion|8}}{{Motion|2}}+{{Icon-SNK|b}}+{{Icon-SNK|c}} | ||
'''NOTE:''' you have to have orochi leona | '''NOTE:''' you have to have ethier orochi leona or orochi iori unlocked in order for this code to work | ||
{{ ProConTable | |||
| pros= | |||
* placeholder | |||
| cons= | |||
* placeholder | |||
}} | |||
==Movelist== | ==Movelist== | ||
<center>'''Move List Showcase''' <br> | |||
<youtube>aR093MSPwNs</youtube></center> | |||
=== Normals === | === Normals === | ||
==== Far Normals ==== | ==== Far Normals ==== | ||
Line 953: | Line 963: | ||
}} | }} | ||
==Combos== | == Combos == | ||
General notes: | |||
==== meterless ==== | |||
''(midscreen)'' | |||
*'''(Cr.B,Cr.A)/(Cr.Ax2-3),st.A,st.B''' | |||
good and easy poke string. it's slightly easier to link from cr.B to cr.A compared to kof 98. | |||
*'''cr.B, cr.A, hcf C / hcb,f C''' | |||
O.yashiro's main meterless low-confirm combo. Both command grabs deal about the same dmg, but hcf C gives slightly better oki than hcb,f C. | |||
*'''(j.X), hcf C / hcb,f C''' | |||
Jump-in into command grab combo. | |||
*'''(j.X), cl.C / cl.D, hcf C / hcb,f C''' | |||
O.yashiro's main jump-in and heavy combo. Both command grabs deal about the same dmg, but hcf C gives slightly better oki than hcb,f C. | |||
==== with meter ==== | |||
''(midscreen)'' | |||
*'''cr.B, cr.A / st.A, hcbx2 C''' | |||
o.yashiro's main metered low-confirm. Good confirm that does almost a 50% combo for one meter. 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. | |||
*'''(j.X), cl.C / cl.D, hcbx2 P''' | |||
Basic jump-in and heavy combo into super. | |||
*'''(j.X), hcbx2 C''' | |||
jump-in into super combo. Using heavy jump-ins will make this a 50% combo for one meter. | |||
==Strategy== | ==Strategy== | ||
[[Category:Yashiro Nanakase]] | |||
[[Category:The King of Fighters '97]] | [[Category:The King of Fighters '97]] | ||
{{The King Of Fighters '97}} | {{The King Of Fighters '97}} |
Latest revision as of 08:59, 23 May 2024
Introduction
- How to Select the team orochi:
At the character select screen,hold the START button and then input the following code: +
+
NOTE: you have to have ethier orochi leona or orochi iori unlocked in order for this code to work
Strengths | Weaknesses |
---|---|
|
|
Movelist
Normals
Far Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Close Range Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Crouching Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Low | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | None | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Low | - | - | - | - | - | - | KD | - | - | - | - |
Neutral Jumping Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Diagonal Jump Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Blowback Attack
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Throws
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | - | - | - | - | - | - | - | - | - | - | - |
Command Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
Special Moves
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
throw | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
throw | - | - | - | - | - | - | - | - | - | - | - |
Super Moves
Combos
General notes:
meterless
(midscreen)
- (Cr.B,Cr.A)/(Cr.Ax2-3),st.A,st.B
good and easy poke string. it's slightly easier to link from cr.B to cr.A compared to kof 98.
- cr.B, cr.A, hcf C / hcb,f C
O.yashiro's main meterless low-confirm combo. Both command grabs deal about the same dmg, but hcf C gives slightly better oki than hcb,f C.
- (j.X), hcf C / hcb,f C
Jump-in into command grab combo.
- (j.X), cl.C / cl.D, hcf C / hcb,f C
O.yashiro's main jump-in and heavy combo. Both command grabs deal about the same dmg, but hcf C gives slightly better oki than hcb,f C.
with meter
(midscreen)
- cr.B, cr.A / st.A, hcbx2 C
o.yashiro's main metered low-confirm. Good confirm that does almost a 50% combo for one meter. 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.
- (j.X), cl.C / cl.D, hcbx2 P
Basic jump-in and heavy combo into super.
- (j.X), hcbx2 C
jump-in into super combo. Using heavy jump-ins will make this a 50% combo for one meter.
Strategy