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! <br>qcfx2+[[image:snka.gif]]<br><br> | ! <br>qcfx2+[[image:snka.gif]]<br><br> | ||
|align="center"| 1+[0~27~55~85 | |align="center"| 1+[0~27~55~85]+4/2+4/37 | ||
|align="center"| KD/-25 | |align="center"| KD/-25 | ||
|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan=" | |rowspan="3" valign="bottom" style="border-right:0px;"| [[image:Yashiro02_qcfx2P1.png|center]] | ||
|rowspan=" | |rowspan="3" valign="bottom" style="border-left:0px;"| [[image:Yashiro02_qcfx2P2.png|center]] | ||
|rowspan=" | |rowspan="3"| '''Final Impact - qcfx2+P''' | ||
* Yashiro does a very quick forward punch that has good range. If blocked, he can be punished unless it was blocked from max distance | * Yashiro does a very quick forward punch that has good range. If blocked, he can be punished unless it was blocked from max distance | ||
* comes out extremely quick, allowing you to punish many moves on block that would seem unpunishable by most characters | * comes out extremely quick, allowing you to punish many moves on block that would seem unpunishable by most characters | ||
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* Can be held, becomes unblockable at the highest charge. | * Can be held, becomes unblockable at the highest charge. | ||
|- | |- | ||
! qcfx2+[[image:snkc.gif]] | ! <br>qcfx2+[[image:snkc.gif]]<br><br> | ||
|align="center"| 1+[0~27~55~85 | |align="center"| 1+[0~27~55~85]+7/2+4/39 | ||
|align="center"| KD/-27 | |align="center"| KD/-27 | ||
|align="center"| | |align="center"| | ||
|align="center"| HL (- | |align="center"| HL | ||
|- | |||
! qcfx2+[[image:punch.gif]]<br>(full charge) | |||
|align="center"| 1+86+7/2+4/43 | |||
|align="center"| KD/-25 | |||
|align="center"| | |||
|align="center"| - | |||
|- | |- | ||
|colspan="8" align="center"| '''SDM''' | |colspan="8" align="center"| '''SDM''' |
Revision as of 17:22, 4 October 2013
General Info
Crouch height: Low
Colors
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Movelist
Notes
- cancellable normals are close A, far A, crouch A, close B, close C, crouch C, close D, crouch D(1)
- CD is cancellable into specials and DMs
- D throw is a backturned hard knockdown
Combos
Anywhere
- cr.B/A cr.AA st.B
- cr.B/A cr.AA qcfx2+P
- cl.D/cl.C f+A, hcf+AC qcf+C, juggle with qcfx2+P/sj.D
- f+B hcf+AC qcf+A/[qcf+C, juggle with qcfx2+P/sj.D]
- qcf+C will whiff at some ranges
- hcf+C qcf+C xx qcfx2+P
- You must charge the super for a bit or it will whiff
Corner
- cl.D/cl.C f+A hcf+AC qcf+C, juggle with dp+A/cl.C/any jump normal
Counterhit
- st.CD (counterhit) qcb+K
Max Mode
- cr.B/A cr.A st.B BC qcfx2+P/qcfx2+AC
- Because of the speed of Yashiro's DM it is possible to BC cancel many of his light normals and immediately link DM afterwards. This combo is merely an example. In order to get the DM out in time, buffer like so: cr.A qcf+B BC qcf+P
- cl.C f+A BC run up cl.C f+A hcf+AC (C)dp+P(1) (C)hcf+AC (C)dp+P(1) (C)hcf+AC qcf+C qcfx2+P/qcfx2+AC (80%/90%)
- you must run up very close if you do this outside the corner
- (Already in maxmode) hcf+C (C)dp+P(1) (C)hcf+AC (C)dp+P(1) (C)hcf+AC qcf+C qcfx2+P/qcfx2+AC