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* there's no point in using this move except for some flashy combos | * there's no point in using this move except for some flashy combos | ||
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=== Notes | ==Short Movelist== | ||
* f + A (Overhead if not cancelled into.) | |||
* f + B | |||
* hcf + A | |||
** qcf + A | |||
* hcf + C (Overhead.) | |||
** qcf + C (SC.) | |||
* hcf + AC | |||
** qcf + A | |||
** qcf + C | |||
* dp + P | |||
* qcb + K (Overhead.) | |||
* DM qcf qcf + P (May charge. Unblockable when fully charged.) | |||
* SDM qcf qcf + AC (May charge. Unblockable when fully charged. | |||
* HSDM qcb hcf + BD | |||
== Notes == | |||
* Cancellable normals are: | * Cancellable normals are: |
Revision as of 22:23, 20 February 2020
General Info
Crouch height: Low
Jump: 4/31/1
Hop: 4/23/1
Dash: 3/10~∞/3
Backdash: 3/16/3
Wakeup: 24 frames
Recovery roll: 27 frames
Stand | Crouch | Jump | Backdash | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + A (Overhead if not cancelled into.)
- f + B
- hcf + A
- qcf + A
- hcf + C (Overhead.)
- qcf + C (SC.)
- hcf + AC
- qcf + A
- qcf + C
- dp + P
- qcb + K (Overhead.)
- DM qcf qcf + P (May charge. Unblockable when fully charged.)
- SDM qcf qcf + AC (May charge. Unblockable when fully charged.
- HSDM qcb hcf + BD
Notes
- Cancellable normals are:
- Close: A, B, C, D
- Far: A
- Crouch: A, C, D (1)
- CD is cancellable into specials and DMs.
- f + B is cancellable.
- f + A is cancellable only when you cancel into it.
- D throw is a backturned hard knockdown.
- f + A makes Yashiro move forward, making combos more likely to land than if using the more damaging f + B.
Combos
Anywhere
0 stock
- cr.B / cr.A, cr.A x 2, st.B {15%}
- cr.A x 2 > dp + A {15%}
- cr.C / cl.D / cl.C >
- f + A > dp + A/C {20%/25%}
- f + A / f + B >
- hcf + A > qcf + A {25%/20%}
- hcf + AC > qcf + C,
- j.D {25%}
- st.D {30%}
- dp + C (Corner) {40%}
1 stock
- cr.C / cl.D / cl.C > f + B / f + A >
- DM qcf qcf + P {35%}
- hcf + AC > qcf + C, DM qcf qcf + P {40%}
2 stock
- Already in Max Mode: cr.C / cl.D / cl.C > f + B / f + A >
- SDM qcf qcf + AC {45%}
- HSDM qcb hcf BD {50%}
Counterhit
- Counterhit: CD > qcb + K
Max Mode
- cr.B / cr.A, cr.A, st.B >> BC, (S)DM qcf qcf + P/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, cl.C > f + A >
- (hcf + AC >> dp + P (1)) x 2 >>
- hcf + AC > qcf + C, (S)DM qcf qcf + P/AC {80%/90%}
- (hcf + AC >> dp + P (1)) x 2 >>
You must run up very close if you do this outside the corner
- Already in Max Mode: hcf + C >> dp + P (1) >> hcf + AC >> dp + P (1) >> hcf + AC > qcf + C, (S)DM qcf qcf + P/AC