The King of Fighters 2002/Orochi Yashiro: Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
Line 24: Line 24:
'''Strategies:'''<br>
'''Strategies:'''<br>
-he has some nasty combo resets with his hcf+P. After you toss them into the air, do a hyper jump D, then walk forward. If the hyper jump D was done correctly, then if you kept walking the entire time, Yashiro will switch sides. If Yashiro stops walking in the last instance, then he will still be facing the same direction he was if he were to be walking the entire time, except that when the opponent finally lands, Yashiro and the opponent will suddenly switch positions. To make this clearer, suppose Orochi Yashiro is on the right, and he throws his opponent who is on the left. After doing the hyper jump D and walking left, Yashiro will be facing right, so the opponent will probably think to hold right to block. Just when the opponent lands, the characters suddenly switch sides, with Orochi Yashiro ending up on the right and the opponent on the left. You can mix this up by not pausing in the last instant, resulting in Orochi Yashiro not magically switching sides (in this case, he will simply end up on the left, with the opponent on the right)
-he has some nasty combo resets with his hcf+P. After you toss them into the air, do a hyper jump D, then walk forward. If the hyper jump D was done correctly, then if you kept walking the entire time, Yashiro will switch sides. If Yashiro stops walking in the last instance, then he will still be facing the same direction he was if he were to be walking the entire time, except that when the opponent finally lands, Yashiro and the opponent will suddenly switch positions. To make this clearer, suppose Orochi Yashiro is on the right, and he throws his opponent who is on the left. After doing the hyper jump D and walking left, Yashiro will be facing right, so the opponent will probably think to hold right to block. Just when the opponent lands, the characters suddenly switch sides, with Orochi Yashiro ending up on the right and the opponent on the left. You can mix this up by not pausing in the last instant, resulting in Orochi Yashiro not magically switching sides (in this case, he will simply end up on the left, with the opponent on the right)
- cancel your c.Ds and anti-air c.Cs into f+A or f+B. The may not combo, but on block, if your opponent does anything but guard or roll he'll get hit by the command move. This can then be further cancelled to hcbf+P for a very safe combo attempt. [unverified at the moment] Cancelling c.D into f+A also significantly reduces the recovery of the move and gives you more time for a mixup.


'''Notes:'''<br>
'''Notes:'''<br>
-close A whiffs crouching opponents
-close A whiffs crouching opponents

Revision as of 04:10, 12 July 2006

Anywhere:
1. Crouch A, hcf+P, Jump D - 15%
2. Crouch AAA, Far B - 15%
3. Close D, f+A/f+B, hcb f+P/hcbx2+P - 32%/40%

Maxmode:
1. Close D, f+A, BC, Close D, f+A, hcbx2+AC - 65-70%

Normal Links:
1. Close A, Close D

Attack Strings:
1. Close D/Crouch D(1), f+A/f+B
2. Crouch AAA, Far B

Move Properties:
-cancellable normals are close A, far A, crouch A, close B, close C, crouch C, close D, crouch D
-CD is cancellable into specials and DMs
-free cancellable into move is qcb+P
-free cancellable out-of move is f+A
-f+B is cancellable, f+A is cancellable if cancelled into
-f+A is an overhead hard knockdown

Strategies:
-he has some nasty combo resets with his hcf+P. After you toss them into the air, do a hyper jump D, then walk forward. If the hyper jump D was done correctly, then if you kept walking the entire time, Yashiro will switch sides. If Yashiro stops walking in the last instance, then he will still be facing the same direction he was if he were to be walking the entire time, except that when the opponent finally lands, Yashiro and the opponent will suddenly switch positions. To make this clearer, suppose Orochi Yashiro is on the right, and he throws his opponent who is on the left. After doing the hyper jump D and walking left, Yashiro will be facing right, so the opponent will probably think to hold right to block. Just when the opponent lands, the characters suddenly switch sides, with Orochi Yashiro ending up on the right and the opponent on the left. You can mix this up by not pausing in the last instant, resulting in Orochi Yashiro not magically switching sides (in this case, he will simply end up on the left, with the opponent on the right)

- cancel your c.Ds and anti-air c.Cs into f+A or f+B. The may not combo, but on block, if your opponent does anything but guard or roll he'll get hit by the command move. This can then be further cancelled to hcbf+P for a very safe combo attempt. [unverified at the moment] Cancelling c.D into f+A also significantly reduces the recovery of the move and gives you more time for a mixup.

Notes:
-close A whiffs crouching opponents