m (→Movelist) |
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Line 300: | Line 300: | ||
|align="center"| KD/-11 | |align="center"| KD/-11 | ||
|align="center"| Fi | |align="center"| Fi | ||
|align="center"| | |align="center"| H | ||
|rowspan="2" valign="bottom" style="border-right:0px;"| [[image:Yashiro02_qcbK1.png|center]] | |rowspan="2" valign="bottom" style="border-right:0px;"| [[image:Yashiro02_qcbK1.png|center]] | ||
|rowspan="2" valign="bottom" style="border-left:0px;"| [[image:Yashiro02_qcbK2.png|center]] | |rowspan="2" valign="bottom" style="border-left:0px;"| [[image:Yashiro02_qcbK2.png|center]] | ||
|rowspan="2"| '''Sledgehammer - qcb+K''' | |rowspan="2"| '''Sledgehammer - qcb+K''' | ||
* Yashiro leaps into the air and smashes the ground with his fists | * Yashiro leaps into the air and smashes the ground with his fists | ||
* Hits overhead | |||
* qcb+D travels further and higher than qcb+B | * qcb+D travels further and higher than qcb+B | ||
* Invincibility: B: Frame 1-8, D: Frame 1-13. | * Invincibility: B: Frame 1-8, D: Frame 1-13. | ||
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|align="center"| KD/-15 | |align="center"| KD/-15 | ||
|align="center"| Fi | |align="center"| Fi | ||
|align="center"| | |align="center"| H | ||
|- | |- | ||
! hcf+[[image:snka.gif]] | ! hcf+[[image:snka.gif]] |
Revision as of 07:53, 30 September 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