General Info
Crouch height: Low
Colors
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Movelist
Special Moves
3a. Jet Counter: Still - qcf+P (after hcf+P)
- after hcf+AC, qcf+A does a simple punch that pushes him back safely and does not knock down the opponent. qcf+C knocks the opponent into the air where they can be juggled
- after hcf+C, qcf+C does an uppercut punch that launches them into the air where they can be juggled. However, Yashiro recovers when the opponent hits the ground, so he can only juggle if qcf+C is cancelled out of
- all followups whether after hcf+A, hcf+AC or hcf+C, can be free cancellabled out of
- qcf+C is supercancellable
DMs
1. 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
- comes out extremely quick, allowing you to punish many moves on block that would seem unpunishable by most characters
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