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

From SuperCombo Wiki
No edit summary
Line 24: Line 24:


=In-depth Analysis=
=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"|
|align="center"| HL
|colspan="2" | [[image:Yash98_clA.png|center]]
|
|-
! [[image:snkb.gif]]
|align="center"| 3/5/9
|align="center"| -2/-4
|align="center"|
|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"|
|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"|
|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"| 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"| 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"| 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"| 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,Su
|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"|
|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"|
|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"|
|align="center"| 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"| 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"| 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"| 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"| 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"| 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,Su
|align="center"| HL
|-
! f+[[image:snkb.gif]]
|align="center"| 11/5/28
|align="center"| -13/-15
|align="center"| S,Su
|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.
|}
==Normal Throws==
==Normal Throws==


Line 29: Line 218:


'''b or f+D''' - Breakable, reverse knockdown, back turned, un-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==
==Special Moves==

Revision as of 03:36, 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

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/4/4 +4/+2 HL
Yash98 clA.png
Snkb.gif 3/5/9 -2/-4 HL
Yash98 clB.png
Snkc.gif 3/3+4/15 -2/-4 HL
Yash98 clC1.png
Yash98 clC2.png
Fast, cancelable.
Snkd.gif 3/5/21 -6/-8 HL
Yash98 clD.png
Same as above except does more damage but pushes back further.
Standing Far
Snka.gif 3/4/7 +1/-1 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 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,Su HL
Yash98 stCD.png
Great long range poke with nice priority, cancelable of course.
Crouching
Snka.gif 3/4/6 +2/0 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 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 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,Su HL
f+Snkb.gif 11/5/28 -13/-15 S,Su 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) -
  • 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.