The King of Fighters '98/Yashiro: Difference between revisions

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==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=
=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.
|}




{{KOF98Header}}
==Normal Throws==
 
 
* '''b or f + C''' - Breakable, forward knockdown, face forward, rollable.
 
 
* '''b or f + D''' - Breakable, reverse knockdown, back turned, un-rollable.


== Yashiro Nanakase ==
{{KOF98CharacterBox| KOF98_yashiro_small.png}}


N/A
==Special Moves==


{{Nutshell|


}}
*'''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.


== Moves ==


=== Normals ===
*'''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).


{{KOF98MoveListHeader}}
{{MoveListRow-1 | Standing Light Punch | kof.lp |  }}
{{MoveListRow-1 | Standing Light Kick | kof.lk |  }}
{{MoveListRow-1 | Standing Heavy Punch | kof.sp |  }}
{{MoveListRow-1 | Standing Heavy Kick | kof.sk |  }}
{{MoveListRow-1 | Standing Blowback |  kof.sp + kof.sk |  }}
{{MoveListRow-1 | Close Light Punch | Close kof.lp |  }}
{{MoveListRow-1 | Close Light Kick | Close kof.lk |  }}
{{MoveListRow-1 | Close Heavy Punch | Close kof.sp |  }}
{{MoveListRow-1 | Close Heavy Kick | Close kof.sk |  }}
{{MoveListRow-1 | Crouching Light Punch | d kof.lp |  }}
{{MoveListRow-1 | Crouching Light Kick | d kof.lk |  }}
{{MoveListRow-1 | Crouching Heavy Punch | d kof.sp |  }}
{{MoveListRow-1 | Crouching Heavy Kick | d kof.sk |  }}
{{MoveListRow-1 | Jumping Light Punch | u kof.lp |  }}
{{MoveListRow-1 | Jumping Light Kick | u kof.lk |  }}
{{MoveListRow-1 | Jumping Heavy Punch | u kof.sp |  }}
{{MoveListRow-1 | Jumping Heavy Kick | u kof.sk |  }}
{{MoveListRow-1 | Jumping Blowback | u kof.sp + kof.sk |  }}
{{MoveListFooter}}


=== Command Normals ===
*'''Sledgehammer (qcb + K)''' - Yashiro does a fast forward leaping downward swing, use if after a blocked attack, a decent overhead move for suprise tactics.


{{KOF98MoveListHeader}}
{{MoveListRow-1 |  |  |  }}
{{MoveListRow-1 |  |  |  }}
{{MoveListFooter}}


=== Throws ===
*'''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.


{{KOF98MoveListHeader}}
==Desperation Moves==
{{MoveListRow-1 |  | b or f + kof.sp | throw }}
{{MoveListRow-1 |  | b or f + kof.sk | throw }}
{{MoveListFooter}}


=== Special Moves ===
{{KOF98MoveListHeader}}
{{MoveListRow-1 |  |  |  }}
{{MoveListRow-1 |  |  |  }}
{{MoveListRow-1 |  |  |  }}
{{MoveListRow-1 |  |  |  }}
{{MoveListFooter}}


=== 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.
{{KOF98MoveListHeader}}
{{MoveListRow-1 |  |  |  }}
{{MoveListRow-1 |  |  |  }}
{{MoveListFooter}}


== Move Analysis ==


=== Normals ===
*'''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.


*Standing Light Punch ([[File:snka.gif]])-


* Standing Light Kick ([[File:snkb.gif]])-
== Fastest Attacks ==


* Standing Heavy Punch ([[File:snkc.gif]])-


* Standing Heavy Kick ([[File:snkd.gif]])-
* 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'''


* Standing Blowback ([[File:snkc.gif]] + [[File:snkd.gif]])-


* Close Light Punch (Close [[File:snka.gif]])-
==Combos==


* Close Light Kick (Close [[File:snkb.gif]])-


* Close Heavy Punch (Close [[File:snkc.gif]])-
* Best jump-ins:
** j.A
** j.C
** j.D


* Close Heavy Kick (Close [[File:snkd.gif]])-


* Crouching Light Punch ([[File:down.gif]] + [[File:snka.gif]])-
* 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.)


* Crouching Light Kick ([[File:down.gif]] + [[File:snkb.gif]])-


* Crouching Heavy Punch ([[File:down.gif]] + [[File:snkc.gif]])-
* cr.B / cr.A, cr.A, cr.A / st.A > (S)DM qcf qcf + P


*Crouching Heavy Kick ([[File:down.gif]] + [[File:snkd.gif]])-


* Jumping Light Punch ([[File:up.gif]] + [[File:snka.gif]])-
* cr.B / cr.A, cr.A, cr.A / st.A, st.B


* Jumping Light Kick  ([[File:up.gif]] + [[File:snkb.gif]])-


* Jumping Heavy Punch ([[File:up.gif]] + [[File:snkc.gif]])-
* cr.B / cr.A, cr.A >
** (S)DM qcf qcf + P
** dp + A


* Jumping Heavy Kick ([[File:up.gif]] + [[File:snkd.gif]])-


* Jumping Blowback ([[File:up.gif]] + [[File:snkc.gif]] [[File:snkd.gif]])-
* 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.)




=== Command Normals ===
{{StrategyCorner|
* MAX: cl.D > {{f}} + A > {{hcf}} + A > {{qcf}} + C


=== Throws ===
deals just a tiny less damage (~ 3/4 cl.A) than
*'''[[File:left.gif]] OR [[File:right.gif]] + [[File:snkc.gif]]''' - Breakable, forward knockdown, face forward, rollable.


*'''[[File:left.gif]] OR [[File:right.gif]] + [[File:snkd.gif]]''' - Breakable, reverse knockdown, back turned, un-rollable.
* cl.D > {{f}} + B > {{qcf}} {{qcf}} + P


=== Special Moves ===
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.
}}


=== Desperation Moves ===


== Combos ==


{{Template:The King of Fighters '98: The Slugfest}}
== 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

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.

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

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Yash98 colorA.png Yash98 colorB.png Yash98 colorC.png Yash98 colorD.png

Gameplay Overview

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/4/4 +4/+2 C HL
Yash98 clA.png
Snkb.gif 3/5/9 -2/-4 C HL
Yash98 clB.png
Snkc.gif 3/3+4/15 -2/-4 C (1st part) HL
Yash98 clC1.png
Yash98 clC2.png
Fast, cancelable.
Snkd.gif 3/5/21 -6/-8 C HL
Yash98 clD.png
Same as above except does more damage but pushes back further.
Standing Far
Snka.gif 3/4/7 +1/-1 C HL
Yash98 stA.png
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.
Snkb.gif 4/8/13 -9/-11 - HL
Yash98 stB.png
One of the godliest pokes in the game. Fast, long range, stops short hop...stops a lot of other shit too!
Snkc.gif 10/3/32 -15/-17 C HL
Yash98 stC.png
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.
Snkd.gif 8/4/33 -17/-19 - HL
Yash98 stD.png
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.
Snkc.gif+Snkd.gif 15/5/24 KD/-7 S HL
Yash98 stCD.png
Great long range poke with nice priority, cancelable of course.
Crouching
Snka.gif 3/4/6 +2/0 C HL
Yash98 crA.png
Nice and long range for a cr.A. Cancelable into f + A as an anti-mash setup.
Snkb.gif 6/3/10 -1/-3 - L
Yash98 crB.png
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).
Snkc.gif 3/2+3/28 -13/-15 C (1st part) HL
Yash98 crC1.png
Yash98 crC2.png
One of the best ground pokes and a fantastic anti-air. The first part when his arm isn't fully extended is cancelable.
Snkd.gif 9/3(5)5/22 KD/-9 C/- L/L
Yash98 crD1.png
Yash98 crD2.png
Very long range sweep, cancelable and easily cancelable on whiff for safety.
Jump
Snka.gif 6/9/- -/- - H
Yash98 jA.png
Awesome jump-in. Similar to Kyo's j.B. Can be used as an instant overhead on large characters (short hop only).
Snkb.gif 7/9 -/- - H
Yash98 jB.png
Okay air-to-air or as a jump-in I guess. There are better jump attacks for those specific uses, though.
Snkc.gif 8/5 -/- - H
Yash98 jC.png
Good jump-in, excellent crossup. Experiment to find the crossup hitbox, it's a little weird.
Snkd.gif 7/7 -/- - H
Yash98 jD.png
Awesome air-to-air and air-to-ground from long range. Short hop up/back with this is a great poke.
Snkc.gif+Snkd.gif 11/4 KD/- - HL
Yash98 jCD.png
Great air-to-air when they are slightly above you obviously. Good anti-air vs Choi.
Command Normals

f + Snka.gif

22/3/24 KD/-9 - H
Yash98 fA.png
Overhead and knocks down when done alone. Fast, cancelable, and non-overhead when chained.
f + Snka.gif (cancel) 12/3/24 -7/-9 S HL
f + Snkb.gif 11/5/28 -13/-15 S HL
Yash98 fB.png
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

  • 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.)


Strategy Corner

  • MAX: cl.D > F.png + A > Hcf.png + A > Qcf.png + C

deals just a tiny less damage (~ 3/4 cl.A) than

  • cl.D > F.png + B > Qcf.png Qcf.png + P

Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.


Links

Game Navigation