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

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{{KOF98Header}}
== Yashiro Nanakase ==
== Yashiro Nanakase ==
{{KOF98CharacterBox| KOF98_yashiro_small.png}}
{{KOF98CharacterBox| KOF98_yashiro_small.png}}

Revision as of 03:07, 27 April 2014

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.