m (→Combos: adding Fastest Attacks) |
Lichmassacre (talk | contribs) m (Old Navbox removed for new Navbox.) |
||
(8 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
== Orochi Yashiro == | == Orochi Yashiro == | ||
{{KOF98CharacterBox| KOF98_orochiyashiro_small.png}} | {{KOF98CharacterBox| KOF98_orochiyashiro_small.png}} | ||
{{Nutshell| | {{Nutshell| | ||
O.Yashiro is a mixup/poking based character with long limbs, great damage, and difficult to escape throw/attack games. Some people consider him top-tier, some consider him right under the top-tier. Either way he is a very powerful and popular character. He not a bad choice for beginners, though you might pick up some bad habits like using qcb + A at all ever in your life. He requires average-to-good execution. | O.Yashiro is a mixup/poking based character with long limbs, great damage, and difficult to escape throw/attack games. Some people consider him top-tier, some consider him right under the top-tier. Either way he is a very powerful and popular character. He not a bad choice for beginners, though you might pick up some bad habits like using {{qcb}} + A at all ever in your life. He requires average-to-good execution. | ||
}} | }} | ||
===Colors=== | ===Colors=== | ||
Line 21: | Line 19: | ||
== Move Analysis == | == Move Analysis == | ||
===[[ | ===[[The King of Fighters 2002/Normals Guide|Movelist]]=== | ||
{|border="1" | {|border="1" | ||
!width="8%"| | !width="8%"| | ||
Line 341: | Line 339: | ||
* cr.A / cl.B > Tempering Earth (hcf + P) | * cr.A / cl.B > Tempering Earth (hcf + P) | ||
** nothing... (The fall do the better damage) | ** nothing... (The fall do the better damage.) | ||
** j.C (Reset) | ** j.C / j.D (Reset) | ||
Line 355: | Line 353: | ||
* qcb + P, | * qcb + P, | ||
** 1st combo (Preferably with cr.C, because against some characters you end up out of close range and will need to walk to use cl.C / cl.D.) | ** 1st combo (Preferably with cr.C, because against some characters you end up out of close range and will need to walk to use cl.C / cl.D.) | ||
* Simple buffers: | |||
** cl.B / cl.D > (S)DM hcb hcb + P | |||
*** hcb + B/D > hcb + P | |||
** cr.B, st.A / cl.A > (S)DM hcb hcb + P | |||
*** cr.B, hcb + A > hcb + P (As cr.B is not cancelable, hcb + A will chain into a normal attack.) | |||
Line 361: | Line 366: | ||
{{StrategyCorner| | {{StrategyCorner| | ||
* MAX: cl.D > f + A > hcb f + P | * MAX: cl.D > {{f}} + A > {{hcb}} {{f}} + P | ||
deals almost the same damage as | deals almost the same damage as | ||
* cl.D > f + A > DM hcb hcb + P | * cl.D > {{f}} + A > DM {{hcb}} {{hcb}} + P | ||
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM. | Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM. | ||
Line 371: | Line 376: | ||
{{ | |||
== Links == | |||
{{Navbox-KOF98}} | |||
[[Category:The King of Fighters '98: The Slugfest]] | [[Category:The King of Fighters '98: The Slugfest]] |
Latest revision as of 04:18, 1 January 2021
Orochi Yashiro
In a nutshell
O.Yashiro is a mixup/poking based character with long limbs, great damage, and difficult to escape throw/attack games. Some people consider him top-tier, some consider him right under the top-tier. Either way he is a very powerful and popular character. He not a bad choice for beginners, though you might pick up some bad habits like using + A at all ever in your life. He requires average-to-good execution.
Colors
![]() |
![]() |
![]() |
![]() |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
Move Analysis
Movelist
Throws
- b or f + C - Breakable, forward knockdown, face forward, rollable.
- b or f + D - Breakable, reverse knockdown, back turned, un-rollable.
D throw preferred, but of course his awesome command throws preferred over that.
Fastest Attacks
- 0F: C throw; D throw; hcb f + P; hcb hcb + P
- 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; hcf + P
- 9F: cr.D
- 10F: st.C
Combos
- cr.C / cl.D / cl.C / st.C > f + A / f + B (optional) >
- (S)DM Dark Hell Paradise Trap (hcb hcb + P)
- Smothering Earth (hcb f + P)
- B Dancing Earth (hcf + B)
- cr.A / cl.B > Tempering Earth (hcf + P)
- nothing... (The fall do the better damage.)
- j.C / j.D (Reset)
- cr.B / cr.A, cr.A, cr.A / st.A, st.B
- cr.B / cr.A, cr.A / cl.A / st.A >
- (S)DM Dark Hell Paradise Trap (hcb hcb + P)
- Smothering Earth (hcb f + P)
- qcb + P,
- 1st combo (Preferably with cr.C, because against some characters you end up out of close range and will need to walk to use cl.C / cl.D.)
- Simple buffers:
- cl.B / cl.D > (S)DM hcb hcb + P
- hcb + B/D > hcb + P
- cr.B, st.A / cl.A > (S)DM hcb hcb + P
- cr.B, hcb + A > hcb + P (As cr.B is not cancelable, hcb + A will chain into a normal attack.)
- cl.B / cl.D > (S)DM hcb hcb + P
The first combo pretty much covers every combo you will ever do with O. Yashiro. Close D and f + B both do more damage but push further back than close C and f + A respectively. You can mix and match them and apply them in the appropriate places. For example if you're going for a very in-close mixup or a backwards/corner crossup, use D > f + B into hcb f + P / super. If you're a bit further back you may want to use close C > f + A to make sure the hcb f + P or super throw connects. At the maximum possible range (were talking hitting limbs with cr.C), use cr.C straight into hcf + B.
Strategy Corner
- MAX: cl.D >
+ A >
+ P
deals almost the same damage as
- cl.D >
+ A > DM
+ P
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.