Line 272: | Line 272: | ||
| | | | ||
|- | |- | ||
|colspan="8" align="center"| ''' | |colspan="8" align="center"| '''Special Moves''' | ||
|- | |- | ||
! dp+[[image:snka.gif]] | ! dp+[[image:snka.gif]] | ||
Line 376: | Line 376: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Yashiro02_hcfACqcfC.png|center]] | |colspan="2" | [[image:Yashiro02_hcfACqcfC.png|center]] | ||
| | |- | ||
=== | |colspan="8" align="center"| '''DM''' | ||
|- | |||
! <br>qcfx2+[[image:snka.gif]]<br><br> | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| HL | |||
|rowspan="2" valign="bottom" style="border-right:0px;"| [[image:Yashiro02_qcfx2P1.png|center]] | |||
|rowspan="2" valign="bottom" style="border-left:0px;"| [[image:Yashiro02_qcfx2P2.png|center]] | |||
|rowspan="2"| '''Final Impact - qcfx2+P''' | |||
* Yashiro does a very quick forward punch that has good range. If blocked, he can be punished unless it was blocked from max distance | * Yashiro does a very quick forward punch that has good range. If blocked, he can be punished unless it was blocked from max distance | ||
* comes out extremely quick, allowing you to punish many moves on block that would seem unpunishable by most characters | * comes out extremely quick, allowing you to punish many moves on block that would seem unpunishable by most characters | ||
|- | |||
! qcfx2+[[image:snkc.gif]] | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| HL | |||
|} | |||
=== SDMs === | === SDMs === | ||
Revision as of 05:54, 22 September 2013
General Info
Crouch height: Low
Colors
![]() |
![]() |
![]() |
![]() |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
Movelist
SDMs
1. Final Impact - qcfx2+AC
- acts just like his normal DM version but with a little extra damage
HSDMs
1. [ERROR] CODE 2002 - qcb hcf+BD
- Yashiro dashes towards the opponent quickly. If he connects, he will perform a series of attacks
- if blocked, Yashiro does not perform the rest of the attacks, but recovers quickly
- there's no point in using this move except for some flashy combos
Notes
- cancellable normals are close A, far A, crouch A, close B, close C, crouch C, close D, crouch D(1)
- CD is cancellable into specials and DMs
- D throw is a backturned hard knockdown
Combos
Anywhere
- cr.B/A cr.AA st.B
- cr.B/A cr.AA qcfx2+P
- cl.D/cl.C, f+A, hcf+AC qcf+C, juggle with qcfx2+P
- f+B, hcf+AC qcf+A/[qcf+C, juggle with qcfx2+P]
- qcf+C will whiff at some ranges
- hcf+C qcf+C xx qcfx2+P
- You must charge the super for a bit or it will whiff