The King of Fighters 2002/Yashiro

From SuperCombo Wiki
sick air guitar brah

General Info

Crouch height: Low
Jump: 4/31/1
Hop: 4/23/1
Dash: 3/10~∞/3
Backdash: 3/16/3
Wakeup: 24 frames
Recovery roll: 27 frames

Stand Crouch Jump Backdash Grab Run
Yashiro02 stand.png Yashiro02 crouch.png Yashiro02 jump.png Yashiro02 backdash.png Yashiro02 grab.png Yashiro02 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Yashiro02 colorA.png Yashiro02 colorB.png Yashiro02 colorC.png Yashiro02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/4/4 +4/+2 R,C,S,Su HL
Yashiro02 clA.png
Snkb.gif 5/2/9 +1/-1 C,S,Su HL
Yashiro02 clB.png
Snkc.gif 4/3+4/18 -5/-7 C,S,Su HL
Yashiro02 clC1.png
Yashiro02 clC2.png
Snkd.gif 3/5/21 -6/-8 C,S,Su HL
Yashiro02 clD.png
Standing Far
Snka.gif 4/3/8 +1/-1 R,C,S,Su HL
Yashiro02 stA.png
Snkb.gif 7/3/17 -8/-10 HL
Yashiro02 stB.png
Snkc.gif 8/4/17 -1/-3 HL
Yashiro02 stC.png
Snkd.gif 12/2/20 -2/-4 HL
Yashiro02 stD.png
Snkc.gif + Snkd.gif 15/5/24 KD/-7 S,Su HL
Yashiro02 stCD.png
Crouching
Snka.gif 4/3/7 +2/0 R,C,S,Su HL
Yashiro02 crA.png
Snkb.gif 6/3/10 -1/-3 R L
Yashiro02 crB.png
Snkc.gif 5/2+3/28 -13/-15 C,S,Su HL
Yashiro02 crC1.png
Yashiro02 crC2.png
Snkd.gif 9/3(5)5/22 -7/-9 C,S,Su,K L
Yashiro02 crD1.png
Yashiro02 crD2.png
Jump
Snka.gif 5/9/- -/- H
Yashiro02 jA.png
Snkb.gif 6/9/- -/- H
Yashiro02 jB.png
Snkc.gif 7/2/- -/- H
Yashiro02 jC.png
Snkd.gif 7/7/- -/- H
Yashiro02 jD.png
Snkc.gif + Snkd.gif 10/4/- KD/- HL
Yashiro02 jCD.png
Neutral Jump
Snka.gif 5/9/- -/- H
Yashiro02 juA.png
Snkb.gif 6/9/- -/- H
Yashiro02 jB.png
Snkc.gif 7/2/- -/- H
Yashiro02 jC.png
Snkd.gif 7/4/- -/- H
Yashiro02 jD.png
Hop
Snka.gif 5/9/- -/- H
Yashiro02 juA.png
Snkb.gif 6/9/- -/- H
Yashiro02 jB.png
Snkc.gif 7/2/- -/- H
Yashiro02 jC.png
Snkd.gif 7/5/- -/- H
Yashiro02 jD.png
Command Normals

f + Snka.gif

22/3/24 KD/-9 H
Yashiro02 fA.png
Hard knockdown
f + Snka.gif (cancel) 12/3/24 -7/-9 S,Su HL Moves Yashiro forward, making combos more likely to land than if using the more damaging f + B
f + Snkb.gif 11/5/28 -13/-15 S,Su HL
Yashiro02 fB.png
Special Moves
dp + Snka.gif 9/3/32 KD/-22 Fi,Fo HL
Yashiro02 dpA1.png
Yashiro02 dpA2.png
Upper Duel - dp + P
  • Invincibility: Frame 1. Guard point: A: Frame 2-5 C: Frame 2-7.
  • if the first hit whiffs, then the rest of the move does not complete - if it does hit, then Yashiro will rise into the air for another hit if dp + A was used and two hits if dp + C was used.
  • The framedata of the follow-up on hit/block are: A: 3/2(3)12/11+17 C: 3/2(3)17/16+14
  • dp + A free cancellable out of on the first hit, dp + C free cancellable out of on the first two hits
  • free cancellable into
dp + Snkc.gif 13/3/33 KD/-29 Fi,Fo HL
Yashiro02 dpC1.png
Yashiro02 dpC2.png

qcb + Snkb.gif

22/3+3/1+22 KD/-11 Fi H
Yashiro02 qcbK1.png
Yashiro02 qcbK2.png
Sledgehammer - qcb + K
  • Yashiro leaps into the air and smashes the ground with his fists
  • Hits overhead
  • qcb + D travels further and higher than qcb + B
  • Invincibility: B: Frame 1-8, D: Frame 1-13.
  • hard knockdown
  • free cancellable into
qcb + Snkd.gif 27/3+3/1+26 KD/-15 Fi H
hcf + Snka.gif 16/8/17 -5/-7 Fi,Fo,>qcf + A HL
Yashiro02 hcfA1.png
Yashiro02 hcfA2.png
Jet Counter - hcf + P
  • Yashiro does a dashing punch forward that does not knockdown the opponent if it hits
  • hcf + A comes out quicker, travels shorter than qcf + C and is safe on block
  • hcf + C is an overhead
  • hcf + A can be followed up with qcf + A, while hcf + C can be followed up with qcf + C. However, there is a glitch in which, executing hcf + AC will result in hcf + A coming out, yet allow you to use a qcf + C followup. This followup isn't the same as his qcf + C followup after hcf + C, it has a faster recovery which allows you to juggle with qcfx2+P
  • Invincibility: A/A + C: Frame 10-12 C: Frame 10-15. Feet invincibility: Frame 7-9.
  • free cancellable into
  • free cancellable out of
hcf + Snkc.gif 24/7/18 -5/-7 Fi,Fo,>qcf + C H
Yashiro02 hcfC.png
hcf + Snka.gif + Snkc.gif 24/7/18 -5/-7 >qcf + A,>qcf + C HL
Yashiro02 hcfA1.png
Yashiro02 hcfA2.png
> qcf + Snka.gif
(after hcf + A)
13/4/24 -8/-10 HL
Yashiro02 hcfAqcfA.png
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
> qcf + Snka.gif
(after hcf + AC)
13/4/24 -8/-10 HL
> qcf + Snkc.gif
(after hcf + C)
11/4/37 KD/-23 Su HL
Yashiro02 hcfCqcfC.png
> qcf + Snkc.gif
(after hcf + AC)
12/4/27 KD/-13 Su HL
Yashiro02 hcfACqcfC.png
DM

qcfx2+Snka.gif

1+[0~27~55~85]+4/2+4/37 KD/-25 HL
Yashiro02 qcfx2P1.png
Yashiro02 qcfx2P2.png
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
  • Invincibility: Frame 1.
  • Can be held, becomes unblockable at the highest charge.

qcfx2+Snkc.gif

1+[0~27~55~85]+7/2+4/39 KD/-27 HL
qcfx2+Punch.gif
(full charge)
1+86+7/2+4/43 KD/- -
SDM

qcfx2+Snka.gif + Snkc.gif

1+[0~19~39~61]+4/2+4/37 KD/-25 HL
Yashiro02 qcfx2P1.png
Yashiro02 qcfx2P2.png
Final Impact - qcfx2+AC
  • acts just like his normal DM version but with a little extra damage
  • Invincibility: Frame 1
  • Can be held, becomes unblockable at the highest charge.
qcfx2+Snka.gif + Snkc.gif
(full charge)
1+62+7/2+4/43 KD/- -
HSDM
qcb,hcf + Snkb.gif + Snkd.gif 12/13/24 KD/-19 HL
Yashiro02 HSDM.png
[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

Short Movelist

  • f + A (Overhead if not cancelled into.)
  • f + B


  • hcf + A/AC
    • qcf + A
    • qcf + C (Only after AC version.)
  • hcf + C (Overhead.)
    • qcf + C


  • dp + P


  • qcb + K (Overhead.)


  • DM qcf qcf + P (May charge. Unblockable when fully charged.)


  • SDM qcf qcf + AC (May charge. Unblockable when fully charged.


  • HSDM qcb hcf + BD

Notes

Cancellable moves

  • Close: A, B, C, D
  • Far: A
  • Crouch: A, C, D (1)


  • CD is cancellable into specials and DMs.


  • f + B is cancellable.


  • f + A is cancellable only when you cancel into it.

Super cancellable moves

  • hcf + C > qcf + C

Free cancellable into moves

  • dp + P
  • hcf + A/AC
  • hcf + C
  • qcb + K

Free cancellable out-of moves

  • f + A
  • dp + A (1)
  • dp + C (1-2)
  • hcf + A/AC
  • hcf + C
  • hcf + A/AC > qcf + A
  • hcf + AC > qcf + C
  • hcf + C > qcf + C

Moves with Invincibility

    • hcf + A/AC (Feet: startup (middle). Full: startup (middle, just after feet invincibility ends).)
    • hcf + C (Feet: startup (middle). Full: startup (middle, just after feet invincibility ends).)
    • dp + P (Full: startup (1st part).)
    • qcb + K (Full: startup (1st part).)
    • DM qcf qcf + P (Full: startup (1st part).)
    • SDM qcf qcf + AC (Full: startup (1st part).)

Moves with autoguard

  • dp + P (startup (middle, just after invincibility ends)).

Other Notes

  • D throw is a backturned hard knockdown.


  • f + A makes Yashiro move forward, making combos more likely to land than if using the more damaging f + B.

Combos

Basic Combos

  • cr.C / cl.D / cl.C >
    • f + A > dp + A/C {20%/25%}
    • f + A / f + B >
      • hcf + A/AC > qcf + A {25%}
      • hcf + AC > qcf + C, [29%]
        • hh.D (Timing required.) [37%]
        • st.D {30%}
        • dp + A (Corner.) {40%}
        • (S)DM qcf qcf + P/AC [54%/??%} {1 stock/Max Mode + 1 stock}
      • (S)DM qcf qcf + P/AC [39%/45%} {1 stock/Max Mode + 1 stock}
      • HSDM qcb hcf BD {50%} {Max Mode + 1 stock}


  • cr.B / cr.A, cr.A,
    • cr.A / st.A, st.B {15%}
    • st.A >
      • (S)DM qcf qcf + P/AC {1 stock/Max Mode + 1 stock}


  • cr.A x 2 > dp + A {15%}


  • hcf + C > qcf + C >> (S)DM qcf qcf + P/AC {2 stocks/Max Mode + 2 stocks}

Must charge DM a little.

Counterhit

  • Counterhit: CD > qcb + K

Max Mode

  • cr.B / cr.A, cr.A, st.B >> BC, (S)DM qcf qcf + P/AC

Because of the speed of Yashiro's DM it is possible to BC cancel many of his light normals and immediately link DM afterwards. This combo is merely an example. In order to get the DM out in time, buffer like so: cr.A, qcf + B, BC, qcf + P


  • cl.C > f + A >> BC, run, cl.C > f + A >
    • (hcf + AC >> dp + P (1)) x 2 >>
      • hcf + AC > qcf + C, (S)DM qcf qcf + P/AC {80%/90%}

You must run up very close if you do this outside the corner


  • Already in Max Mode: hcf + C >> dp + P (1) >> hcf + AC >> dp + P (1) >> hcf + AC > qcf + C, (S)DM qcf qcf + P/AC


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