Orochi Yashiro
Whenever Yashiro loses his bottled water and can't pour water on himself, he gets parched and becomes Yashiro of the Parched Earth. This really pisses him off and gives him super powers and super strength that enable him to slam around niggas like ragdolls and he is really pissed until he can find some water so watch out!
In a nutshell
O.Yashiro is a mixup/poking based character with long limbs, great damage, and difficult to escape throw/attack games. Some people consider him top-tier, some consider him right under the top-tier. Either way he is a very powerful and popular character. He not a bad choice for beginners, though you might pick up some bad habits like using qcb + A at all ever in your life. He requires average-to-good execution.
Colors
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Move Analysis
Movelist
Throws
- b or f + C - Breakable, forward knockdown, face forward, rollable.
- b or f + D - Breakable, reverse knockdown, back turned, un-rollable.
D throw preferred, but of course his awesome command throws preferred over that.
Fastest Attacks
- 0F: C throw; D throw; hcb f + P; hcb hcb + P
- 1F: -
- 2F: -
- 3F: cl.A; cl.B; cl.C; cl.D; st.A; cr.A; cr.C
- 4F: st.B
- 5F: -
- 6F: cr.B
- 7F: -
- 8F: st.D; hcf + P
- 9F: cr.D
- 10F: st.C
Combos
- cr.C / cl.D / cl.C / st.C > f + A / f + B (optional) >
- (S)DM Dark Hell Paradise Trap (hcb hcb + P)
- Smothering Earth (hcb f + P)
- B Dancing Earth (hcf + B)
- cr.A / cl.B > Tempering Earth (hcf + P)
- nothing... (The fall do the better damage.)
- j.C / j.D (Reset)
- cr.B / cr.A, cr.A, cr.A / st.A, st.B
- cr.B / cr.A, cr.A / cl.A / st.A >
- (S)DM Dark Hell Paradise Trap (hcb hcb + P)
- Smothering Earth (hcb f + P)
- qcb + P,
- 1st combo (Preferably with cr.C, because against some characters you end up out of close range and will need to walk to use cl.C / cl.D.)
- Simple buffers:
- cl.B / cl.D > (S)DM hcb hcb + P
- hcb + B/D > hcb + P
- cr.B, st.A / cl.A > (S)DM hcb hcb + P
- cr.B, hcb + A > hcb + P (As cr.B is not cancelable, hcb + A will chain into a normal attack.)
- cl.B / cl.D > (S)DM hcb hcb + P
The first combo pretty much covers every combo you will ever do with O. Yashiro. Close D and f + B both do more damage but push further back than close C and f + A respectively. You can mix and match them and apply them in the appropriate places. For example if you're going for a very in-close mixup or a backwards/corner crossup, use D > f + B into hcb f + P / super. If you're a bit further back you may want to use close C > f + A to make sure the hcb f + P or super throw connects. At the maximum possible range (were talking hitting limbs with cr.C), use cr.C straight into hcf + B.
Strategy Corner
- MAX: cl.D > f + A > hcb f + P
deals almost the same damage as
- cl.D > f + A > DM hcb hcb + P
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.
Links
< Mai Shiranui (Real Bout 2-Era) | Yashiro Nanakase | Orochi Shermie >