The King of Fighters '98: Ultimate Match/Orochi Yashiro

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< The King of Fighters '98: Ultimate Match
Revision as of 19:42, 16 August 2008 by BRPXQZME (talk | contribs) (moves and combos)

Introduction

Kawaita Daichi no Yashiro is not really an EX character, but he is selected like an EX character, and like EX characters, his normal and command moves are the same as the normal character’s.

None of his special moves strike, but that’s okay, because his normal moves are powerful.

Move list

At a glance

Normal throws
Baku (throw) f/b + C
Beki (throw) f/b + D
Command moves
Saku f + A
Bu f + B
Special moves
Kujiku Daichi qcb + P
Niragu Daichi (throw) hcf + P
Musebu Daichi (throw) hcb f + P
Odoru Daichi hcf + K
Super special moves
Hoeru Daichi qcf qcf + P (can be held)
Araburu Daichi qcf qcf + K
Ankoku Jigoku Gokuraku Otoshi (throw) hcb hcb + P

Normal moves

  • st.A – has a good hitbox, suited for zoning.
  • st.C – the startup is slow, but it is cancelable. When you have the margin for it, you can also use it for blockstrings.
  • cr.A – longish reach; spammable. If approached by the opponent, whiffing it at once in preparation would is generally prudent.
  • st.B – the reach is long so you can use it to zone, but it now leaves you more open so you can’t use it recklessly. In fact, it is possible to counter it even if it hits.
  • st.B – the reach is long so you can use it to zone, but it now leaves you more open so you can’t use it recklessly.
  • j.A – use it when jumping in.
  • j.C – use it when jumping in. Now has crossup capability, but in return, the hitbox has been weakened.
  • j.D – powerful in air-to-air. Now has crossup capability, but in return, the hitbox has been weakened. In particular, the downward-facing hitbox has been narrowed.
  • j.CD – powerful in air-to-air.

Command moves

  • Saku
  • f + A
  • When not cancelled into, it is an overhead that does unrollable knockdown. Moreover, the startup for this version has been sped up, and it can now do OTG.
  • The cancelled-into version can cancel into special moves, and advances forward, so it goes well in combos.

  • Bu
  • f + B
  • As the name implies, Yashiro steps forward into a side kick. Cancelable even without being cancelled into, but it does a lot of pushback, so it is not oriented towards combos.

Special moves

  • Musebu Daichi
  • hcb f + P at throwing distance
  • One-frame (and whiffable) throw. Use it in combos.

  • Niragu Daichi
  • hcf + P at throwing distance
  • A command throw that is slow to get out, though there is complete invincibility at startup. When performed, the opponent is launched, and it is possible to juggle them. On the other hand, the damage is done when they land, and this does more damage than any normal move will. You could juggle with j.D and continue from there, or ignore the juggle and whiff Kujiku Daichi or something to build gauge.

  • Odoru Daichi
  • hcf + K
  • A high-speed moving throw.

  • Kujiku Daichi
  • qcb + P
  • Yashiro leaps into the air, grabs at the opponent, and if he gets them, he flips over to the other side. It does no damage, but does leave you with a little frame advantage, so you can walk slightly and do a ground combo.

Super special moves

  • Araburu Daichi
  • qcf qcf + K
  • A moving throw from midair; the leap/grab mechanism is much like Kujiku Daichi. You can use it to dodge projectiles, but even the strong version might not make it over. The speed is faster than in OG, making it easier to use.

  • Hoeru Daichi
  • qcf qcf + P (can be held)
  • Although it takes the appearance of a punch initially, it is a high projectile (and it doesn’t nullify low projectiles). You can charge it up by holding the button; hold it to the maximum level, and it will be unblockable. The startup for the non-charged version has been sped up, so you can now use it more easily to smash through projectiles. It’s easier to use than even Araburu Daichi, now.

  • Ankoku Jigoku Gokuraku Otoshi
  • (throw) hcb hcb + P
  • A one-frame throw for both normal and MAX versions. It is safe for use in combos.

Combos

Basic

  • j.D or Kujiku Daichi > cl.D >> Saku >> Musebu Daichi or Ankoku Jigoku Gokuraku Otoshi
  • Basic combo. Well, this is the only normal combo he has.
  • Niragu Daichi > juggler
  • Using Saku twice is safe and simple, but comboing from j.D is speedier and more impressive.
  • cr.B >> cr.A >> Musebu Daichi or Ankoku Jigoku Gokuraku Otoshi
  • The overhead (see notes on Saku) has been strengthened, so doing this is pretty reassuring.
  • Saku > Saku
  • Starts from overhead. Safe even if just the very tip can hit.

The Basics

Advanced Strategy

Match-Ups