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.
Desperation Moves
Dark Hell Paradise Trap (hcb,hcb+P) - Instant super command throw. Can be comboed into from just about anything. Good after empty short hop, etc. Like all instant throws, you can use it as a reversal, but if they hop you're owned.
Ultra Laser Blast Palm (qcf,qcf+P) - You can charge it to be unblockable, but the only setup is off of hcf+P, and it's not meaty anyway so whatever.
Malevolent God of the Earth (qcf,qcf+K) - Kind of like the qcb+A move, but it does less damage and has a nifty super freeze so your opponent has all day to think of which cool combo they're gonna use to punish it. Use if you like seeing cool combos.
Combos
- cr.C/cl.C/D,f+A/B (optional) xx B Dancing Earth (hcf+B)/Smothering Earth (hcb,f+P)/Dark Hell Paradise Trap (hcb,hcb+P)
- cr.A/cl.B xx Tempering Earth (hcf+P)
- cr.B/A,cr.A,cr/st.A,B
- cr.B,cr.A/st.A xx Smothering Earth (hcb,f+P)/Dark Hell Paradise Trap (hcb,hcb+P)
The first combo pretty much covers every combo you will ever do with O.Yashiro. Close C and f+B both do more dmaage 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.