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Line 24: |
Line 24: |
| =Combos= | | =Combos= |
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| * jump Attack , cl.C or cl.D , f+A , hcb+P or hcf+P~qcf+P | | * jump Attack, cl.C / cl.D / cr.C > f + A |
| | ** qcb hcf + P |
| | ** qcf qcf + P (Can always use f + B before instead of f + A for more damage) |
| | ** hcb + P |
| | ** hcf + P > qcf+P |
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| * cr.A * 3 , A (link combo)
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| * cr.B , cr.A , dp+A | | * cr.A x 3, st.A > qcf qcf + P |
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| * cr.A * 3 , qcf,qcf+P (Final Impact)
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| * cr.B , cr.A , qcf,qcf+P (Final Impact) | | * cr.B, cr.A > |
| | | ** qcf qcf + P |
| * jump Attack , cl.C or cl.D , f+A , qcf,qcf+P (Final Impact) or Million Bash Stream (qcb,hcf+P) | | ** dp+A |
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| =In-depth Analysis= | | =In-depth Analysis= |
Yashiro Nanakase
N/A
In a nutshell
He is a rushdown and poking medium weight with a lot of cheap damage options, and the CYS band leader, its a mid tier compared to his real counterpart
Colors
Gameplay Overview
Combos
- jump Attack, cl.C / cl.D / cr.C > f + A
- qcb hcf + P
- qcf qcf + P (Can always use f + B before instead of f + A for more damage)
- hcb + P
- hcf + P > qcf+P
- cr.A x 3, st.A > qcf qcf + P
In-depth Analysis
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Frames
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Advantage
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Cancel
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Block
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Hitbox
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Notes
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Standing Close
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3/4/4
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+4/+2
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C
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HL
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3/5/9
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-2/-4
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C
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HL
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3/3+4/15
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-2/-4
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C (1st part)
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HL
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Fast, cancelable.
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3/5/21
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-6/-8
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C
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HL
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Same as above except does more damage but pushes back further.
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Standing Far
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3/4/7
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+1/-1
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C
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HL
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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.
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4/8/13
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-9/-11
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-
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HL
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One of the godliest pokes in the game. Fast, long range, stops short hop...stops a lot of other shit too!
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10/3/32
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-15/-17
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C
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HL
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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.
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8/4/33
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-17/-19
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-
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HL
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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.
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+
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15/5/24
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KD/-7
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S
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HL
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Great long range poke with nice priority, cancelable of course.
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Crouching
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3/4/6
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+2/0
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C
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HL
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Nice and long range for a cr.A. Cancelable into f+A as an anti-mash setup.
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6/3/10
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-1/-3
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-
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L
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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).
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3/2+3/28
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-13/-15
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C (1st part)
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HL
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One of the best ground pokes and a fantastic anti-air. The first part when his arm isn't fully extended is cancelable.
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9/3(5)5/22
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KD/-9
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C/-
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L/L
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Very long range sweep, cancelable and easily cancelable on whiff for safety.
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Jump
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6/9/-
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-/-
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-
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H
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Awesome jump-in. Similar to Kyo's j.B. Can be used as an instant overhead on large characters (short hop only).
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7/9
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-/-
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-
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H
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Okay air-to-air or as a jump-in I guess. There are better jump attacks for those specific uses, though.
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8/5
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-/-
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-
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H
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Good jump-in, excellent crossup. Experiment to find the crossup hitbox, it's a little weird.
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7/7
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-/-
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-
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H
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Awesome air-to-air and air-to-ground from long range. Short hop up/back with this is a great poke.
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+
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11/4
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KD/-
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-
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HL
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Great air-to-air when they are slightly above you obviously. Good anti-air vs Choi.
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Command Normals
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f+
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22/3/24
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KD/-9
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-
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H
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Overhead and knocks down when done alone. Fast, cancelable, and non-overhead when chained.
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f+ (cancel)
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12/3/24
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-7/-9
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S
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HL
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f+
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11/5/28
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-13/-15
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S
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HL
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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.
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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), mash C version for more hits.
- 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 a 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, C version its a follow up that doesn't knock down, sends opponent on air and can be followed up with a Upper Duel or Standing D
Desperation Moves
- Million Bash Stream (qcb,hcf+P) - Can mash P to deal more hits, a nice combo ender and cheap damage maker.
- Final Impact (qcf,qcf+P) - 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.