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

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* cr.A x 3, st.A > qcf qcf + P
* cr.B / cr.A, cr.A, cr.A / st.A > qcf qcf + P
 
 
* cr.B / cr.A, cr.A, cr.A / st.A, st.B





Revision as of 17:40, 4 November 2018

Yashiro Nanakase

KOF98 yashiro small.png

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

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

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.B / cr.A, cr.A, cr.A / st.A > qcf qcf + P


  • cr.B / cr.A, cr.A, cr.A / st.A, st.B


  • cr.B, cr.A >
    • qcf qcf + P
    • dp+A

In-depth Analysis

Movelist

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