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

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== Moves ==
=Gameplay Overview=
 
=== Normals ===
 
{{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 ===
 
{{KOF98MoveListHeader}}
{{MoveListRow-1 |  |  |  }}
{{MoveListRow-1 |  |  |  }}
{{MoveListFooter}}
 
=== Throws ===
 
{{KOF98MoveListHeader}}
{{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 ===
{{KOF98MoveListHeader}}
{{MoveListRow-1 |  |  |  }}
{{MoveListRow-1 |  |  |  }}
{{MoveListFooter}}


== Move Analysis ==
=Combos=


=== Normals ===
=In-depth Analysis=
==Normal Throws==


*Standing Light Punch ([[File:snka.gif]])- 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 or maybe cancel into hcf+D (very risky).
'''b or f+C''' - Breakable, forward knockdown, face forward, rollable.


* Standing Light Kick ([[File:snkb.gif]])- One of the godliest pokes in the game. Fast, long range, stops short hop...stops a lot of other shit too!
'''b or f+D''' - Breakable, reverse knockdown, back turned, un-rollable.


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


* Standing Heavy Kick ([[File:snkd.gif]])- 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.
'''Standing A''' - 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 or maybe cancel into hcf+D (very risky).


* Standing Blowback ([[File:snkc.gif]] + [[File:snkd.gif]])- Great long range poke with nice priority, cancelable of course.
'''Standing B''' - One of the godliest pokes in the game. Fast, long range, stops short hop...stops a lot of other shit too!


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


* Close Light Kick (Close [[File:snkb.gif]])- Good move to use if you want to combo into hcf+P. Not bad as a meaty, either (ie good for CD counter baits with hcf+P).
'''Standing D''' - 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.


* Close Heavy Punch (Close [[File:snkc.gif]])- Fast, cancelable.
'''Standing CD''' - Great long range poke with nice priority, cancelable of course.


* Close Heavy Kick (Close [[File:snkd.gif]])- Same as above except does more damage but pushes back further.
'''Close B''' - Good move to use if you want to combo into hcf+P. Not bad as a meaty, either (ie good for CD counter baits with hcf+P).


* Crouching Light Punch ([[File:down.gif]] + [[File:snka.gif]])- Nice and long range for a cr.A. Cancelable into f+A as an anti-mash setup (mix up with cr.A, hcf+P tick).
'''Close C''' - Fast, cancelable.


* Crouching Light Kick ([[File:down.gif]] + [[File:snkb.gif]])- 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).
'''Close D''' - Same as above except does more damage but pushes back further.


* Crouching Heavy Punch ([[File:down.gif]] + [[File:snkc.gif]])- One of the best ground pokes and a fantastic anti-air. The first part when his arm isn't fully extended is cancelable. As I noted above, you can use this to hit limbs and cancel into hcf+B (ie at a range where the cr.C will whiff and the hcf+B won't execute if they don't do anything).
'''Crouching A''' - Nice and long range for a cr.A. Cancelable into f+A as an anti-mash setup (mix up with cr.A, hcf+P tick).


*Crouching Heavy Kick ([[File:down.gif]] + [[File:snkd.gif]])- Very long range sweep, cancelable and easily cancelable on whiff for safety.
'''Crouching B''' - 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).


* Jumping Light Punch ([[File:up.gif]] + [[File:snka.gif]])- Awesome jump-in. Similar to Kyo's j.B. Can be used as an instant overhead on large characters (short hop only).
'''Crouching C''' - One of the best ground pokes and a fantastic anti-air. The first part when his arm isn't fully extended is cancelable. As I noted above, you can use this to hit limbs and cancel into hcf+B (ie at a range where the cr.C will whiff and the hcf+B won't execute if they don't do anything).


* Jumping Light Kick  ([[File:up.gif]] + [[File:snkb.gif]])- Okay air-to-air or as a jump-in I guess. There are better jump attacks for those specific uses, though.
'''Crouching D''' - Very long range sweep, cancelable and easily cancelable on whiff for safety.


* Jumping Heavy Punch ([[File:up.gif]] + [[File:snkc.gif]])- Good jump-in, excellent crossup to be used with O.Yashiro's many setups. Experiment to find the crossup hitbox, it's a little weird.
'''Jumping A''' - Awesome jump-in. Similar to Kyo's j.B. Can be used as an instant overhead on large characters (short hop only).


* Jumping Heavy Kick ([[File:up.gif]] + [[File:snkd.gif]])- Awesome air-to-air and air-to-ground from long range. Short hop up/back with this is a great poke.
'''Jumping B''' - Okay air-to-air or as a jump-in I guess. There are better jump attacks for those specific uses, though.


* Jumping Blowback ([[File:up.gif]] + [[File:snkc.gif]] [[File:snkd.gif]])- Great air-to-air when they are slightly above you obviously. Good anti-air vs Choi.
'''Jumping C''' - Good jump-in, excellent crossup to be used with O.Yashiro's many setups. Experiment to find the crossup hitbox, it's a little weird.


=== Command Normals ===
'''Jumping D''' - Awesome air-to-air and air-to-ground from long range. Short hop up/back with this is a great poke.
*'''f+A''' - Overhead and knocks down when done alone. Fast, cancelable, and non-overhead when chained.


*'''f+B''' - 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.
'''Jumping CD''' - Great air-to-air when they are slightly above you obviously. Good anti-air vs Choi.


=== Throws ===
==Command Normals==
*'''[[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.
'''f+A''' - Overhead and knocks down when done alone. Fast, cancelable, and non-overhead when chained.


=== Special Moves ===
'''f+B''' - 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.


=== Desperation Moves ===
==Special Moves==
'''Upper Duel (dp+P)''' -
'''Missile Might Bash (hcb+P)''' -
'''Sledgehammer (qcb+K)''' -
'''Jet Counter (hcf+P)''' -
'''Jet Counter: Still (hcf+P~qcf+P)''' -


== Combos ==
==Desperation Moves==
'''Million Bash Stream (qcb,hcf+P)''' - Can mash P to deal more hits.
'''Final Impact (qcf,qcf+P) - Can hold P to charge and deal a lot more of damage, though impractical in matches.


{{Template:The King of Fighters '98: The Slugfest}}
{{Template:The King of Fighters '98: The Slugfest}}
[[Category:The King of Fighters '98: The Slugfest]]
[[Category:The King of Fighters '98: The Slugfest]]

Revision as of 00:14, 23 January 2014

The King of Fighters '98: The SlugfestKOF98Logo.png



Yashiro Nanakase

KOF98 yashiro small.png

N/A

In a nutshell


Colors

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

Gameplay Overview

Combos

In-depth Analysis

Normal Throws

b or f+C - Breakable, forward knockdown, face forward, rollable.

b or f+D - Breakable, reverse knockdown, back turned, un-rollable.

Normal Moves

Standing A - 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 or maybe cancel into hcf+D (very risky).

Standing B - One of the godliest pokes in the game. Fast, long range, stops short hop...stops a lot of other shit too!

Standing C - 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.

Standing D - 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.

Standing CD - Great long range poke with nice priority, cancelable of course.

Close B - Good move to use if you want to combo into hcf+P. Not bad as a meaty, either (ie good for CD counter baits with hcf+P).

Close C - Fast, cancelable.

Close D - Same as above except does more damage but pushes back further.

Crouching A - Nice and long range for a cr.A. Cancelable into f+A as an anti-mash setup (mix up with cr.A, hcf+P tick).

Crouching B - 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).

Crouching C - One of the best ground pokes and a fantastic anti-air. The first part when his arm isn't fully extended is cancelable. As I noted above, you can use this to hit limbs and cancel into hcf+B (ie at a range where the cr.C will whiff and the hcf+B won't execute if they don't do anything).

Crouching D - Very long range sweep, cancelable and easily cancelable on whiff for safety.

Jumping A - Awesome jump-in. Similar to Kyo's j.B. Can be used as an instant overhead on large characters (short hop only).

Jumping B - Okay air-to-air or as a jump-in I guess. There are better jump attacks for those specific uses, though.

Jumping C - Good jump-in, excellent crossup to be used with O.Yashiro's many setups. Experiment to find the crossup hitbox, it's a little weird.

Jumping D - Awesome air-to-air and air-to-ground from long range. Short hop up/back with this is a great poke.

Jumping CD - Great air-to-air when they are slightly above you obviously. Good anti-air vs Choi.

Command Normals

f+A - Overhead and knocks down when done alone. Fast, cancelable, and non-overhead when chained.

f+B - 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.

Special Moves

Upper Duel (dp+P) - Missile Might Bash (hcb+P) - Sledgehammer (qcb+K) - Jet Counter (hcf+P) - Jet Counter: Still (hcf+P~qcf+P) -

Desperation Moves

Million Bash Stream (qcb,hcf+P) - Can mash P to deal more hits. Final Impact (qcf,qcf+P) - Can hold P to charge and deal a lot more of damage, though impractical in matches.