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

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=== Normals ===
=== Normals ===


*Standing Light Punch ([[File:snka.gif]])-
*Standing Light Punch ([[File:snka.gif]])- 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 Light Kick ([[File:snkb.gif]])-
* Standing Light Kick ([[File:snkb.gif]])- One of the godliest pokes in the game. Fast, long range, stops short hop...stops a lot of other shit too!


* Standing Heavy Punch ([[File:snkc.gif]])-
* Standing Heavy Punch ([[File:snkc.gif]])- 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 Heavy Kick ([[File:snkd.gif]])-
* Standing Heavy Kick ([[File:snkd.gif]])- 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 Blowback ([[File:snkc.gif]] + [[File:snkd.gif]])-
* Standing Blowback ([[File:snkc.gif]] + [[File:snkd.gif]])- Great long range poke with nice priority, cancelable of course.


* Close Light Punch (Close [[File:snka.gif]])-
* Close Light Punch (Close [[File:snka.gif]])-


* Close Light Kick (Close [[File:snkb.gif]])-
* Close Light Kick (Close [[File:snkb.gif]])- 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 Heavy Punch (Close [[File:snkc.gif]])-
* Close Heavy Punch (Close [[File:snkc.gif]])- Fast, cancelable.


* Close Heavy Kick (Close [[File:snkd.gif]])-
* Close Heavy Kick (Close [[File:snkd.gif]])- Same as above except does more damage but pushes back further.


* Crouching Light Punch ([[File:down.gif]] + [[File:snka.gif]])-
* Crouching Light Punch ([[File:down.gif]] + [[File:snka.gif]])- 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 Light Kick ([[File:down.gif]] + [[File:snkb.gif]])-
* Crouching Light Kick ([[File:down.gif]] + [[File:snkb.gif]])- 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 Heavy Punch ([[File:down.gif]] + [[File:snkc.gif]])-
* Crouching Heavy Punch ([[File:down.gif]] + [[File:snkc.gif]])- 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 Heavy Kick ([[File:down.gif]] + [[File:snkd.gif]])-
*Crouching Heavy Kick ([[File:down.gif]] + [[File:snkd.gif]])- Very long range sweep, cancelable and easily cancelable on whiff for safety.


* Jumping Light Punch ([[File:up.gif]] + [[File:snka.gif]])-
* Jumping Light Punch ([[File:up.gif]] + [[File:snka.gif]])- Awesome jump-in. Similar to Kyo's j.B. Can be used as an instant overhead on large characters (short hop only).


* Jumping Light Kick  ([[File:up.gif]] + [[File:snkb.gif]])-
* Jumping Light Kick  ([[File:up.gif]] + [[File:snkb.gif]])- Okay air-to-air or as a jump-in I guess. There are better jump attacks for those specific uses, though.


* Jumping Heavy Punch ([[File:up.gif]] + [[File:snkc.gif]])-
* Jumping Heavy Punch ([[File:up.gif]] + [[File:snkc.gif]])- 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 Heavy Kick ([[File:up.gif]] + [[File:snkd.gif]])-
* Jumping Heavy Kick ([[File:up.gif]] + [[File:snkd.gif]])- Awesome air-to-air and air-to-ground from long range. Short hop up/back with this is a great poke.
 
* Jumping Blowback ([[File:up.gif]] + [[File:snkc.gif]] [[File:snkd.gif]])-


* Jumping Blowback ([[File:up.gif]] + [[File:snkc.gif]] [[File:snkd.gif]])- Great air-to-air when they are slightly above you obviously. Good anti-air vs Choi.


=== Command Normals ===
=== Command Normals ===

Revision as of 10:44, 30 March 2013


The King of Fighters '98: The SlugfestKOF98Logo.png



Yashiro Nanakase

KOF98 yashiro small.png

N/A

In a nutshell



Moves

Normals

Name
Command
Special Properties
Standing Light Punch
{{#motion: kof.lp }}
{{#motion: }}
Standing Light Kick
{{#motion: kof.lk }}
{{#motion: }}
Standing Heavy Punch
{{#motion: kof.sp }}
{{#motion: }}
Standing Heavy Kick
{{#motion: kof.sk }}
{{#motion: }}
Standing Blowback
{{#motion: kof.sp + kof.sk }}
{{#motion: }}
Close Light Punch
{{#motion: Close kof.lp }}
{{#motion: }}
Close Light Kick
{{#motion: Close kof.lk }}
{{#motion: }}
Close Heavy Punch
{{#motion: Close kof.sp }}
{{#motion: }}
Close Heavy Kick
{{#motion: Close kof.sk }}
{{#motion: }}
Crouching Light Punch
{{#motion: d kof.lp }}
{{#motion: }}
Crouching Light Kick
{{#motion: d kof.lk }}
{{#motion: }}
Crouching Heavy Punch
{{#motion: d kof.sp }}
{{#motion: }}
Crouching Heavy Kick
{{#motion: d kof.sk }}
{{#motion: }}
Jumping Light Punch
{{#motion: u kof.lp }}
{{#motion: }}
Jumping Light Kick
{{#motion: u kof.lk }}
{{#motion: }}
Jumping Heavy Punch
{{#motion: u kof.sp }}
{{#motion: }}
Jumping Heavy Kick
{{#motion: u kof.sk }}
{{#motion: }}
Jumping Blowback
{{#motion: u kof.sp + kof.sk }}
{{#motion: }}

Command Normals

Name
Command
Special Properties
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}

Throws

Name
Command
Special Properties
{{#motion: b or f + kof.sp }}
{{#motion: throw }}
{{#motion: b or f + kof.sk }}
{{#motion: throw }}

Special Moves

Name
Command
Special Properties
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}

Desperation Moves

Name
Command
Special Properties
{{#motion: }}
{{#motion: }}
{{#motion: }}
{{#motion: }}

Move Analysis

Normals

  • Standing Light Punch (Snka.gif)- 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 Light Kick (Snkb.gif)- One of the godliest pokes in the game. Fast, long range, stops short hop...stops a lot of other shit too!
  • Standing Heavy Punch (Snkc.gif)- 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 Heavy Kick (Snkd.gif)- 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 Blowback (Snkc.gif + Snkd.gif)- Great long range poke with nice priority, cancelable of course.
  • Close Light Punch (Close Snka.gif)-
  • Close Light Kick (Close Snkb.gif)- 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 Heavy Punch (Close Snkc.gif)- Fast, cancelable.
  • Close Heavy Kick (Close Snkd.gif)- Same as above except does more damage but pushes back further.
  • Crouching Light Punch (Down.gif + Snka.gif)- 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 Light Kick (Down.gif + Snkb.gif)- 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 Heavy Punch (Down.gif + Snkc.gif)- 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 Heavy Kick (Down.gif + Snkd.gif)- Very long range sweep, cancelable and easily cancelable on whiff for safety.
  • Jumping Light Punch (Up.gif + Snka.gif)- Awesome jump-in. Similar to Kyo's j.B. Can be used as an instant overhead on large characters (short hop only).
  • Jumping Light Kick (Up.gif + Snkb.gif)- Okay air-to-air or as a jump-in I guess. There are better jump attacks for those specific uses, though.
  • Jumping Heavy Punch (Up.gif + Snkc.gif)- 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 Heavy Kick (Up.gif + Snkd.gif)- Awesome air-to-air and air-to-ground from long range. Short hop up/back with this is a great poke.
  • Jumping Blowback (Up.gif + Snkc.gif Snkd.gif)- 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.

Throws

  • Left.gif OR Right.gif + Snkc.gif - Breakable, forward knockdown, face forward, rollable.
  • Left.gif OR Right.gif + Snkd.gif - Breakable, reverse knockdown, back turned, un-rollable.

Special Moves

Desperation Moves

Combos