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== | ==Introduction== | ||
{{KOF98CharacterBox| KOF98_yashiro_small.png}} | {{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| | {{Nutshell| | ||
He is a rushdown and poking medium weight with a lot of cheap damage options, | 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=== | ===Colors=== | ||
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=In-depth Analysis= | =In-depth Analysis= | ||
==[[ | ==[[The King of Fighters 2002/Normals Guide|Movelist]]== | ||
{|border="1" | {|border="1" | ||
!width="8%"| | !width="8%"| | ||
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** j.A | ** j.A | ||
** j.C | ** j.C | ||
** | ** j.D | ||
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* cr.B, cr.A > | * cr.B / cr.A, cr.A > | ||
** (S)DM qcf qcf + P | ** (S)DM qcf qcf + P | ||
** dp + A | ** dp + A | ||
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{{StrategyCorner| | {{StrategyCorner| | ||
* MAX: cl.D > f + A > hcf + A > qcf + C | * MAX: cl.D > {{f}} + A > {{hcf}} + A > {{qcf}} + C | ||
deals just a tiny less damage (~ 3/4 cl.A) than | deals just a tiny less damage (~ 3/4 cl.A) than | ||
* cl.D > f + B > qcf qcf + P | * 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. | Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM. | ||
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{{ | |||
== Links == | |||
{{Navbox-KOF98}} | |||
[[Category:The King of Fighters '98: The Slugfest]] | [[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.