The King of Fighters 2002/Orochi Yashiro: Difference between revisions

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'''Strategies:'''<br>
'''Strategies:'''<br>
-he has some nasty combo resets with his hcf+P. After you toss them into the air, do a hyper jump D, then walk forward. If the hyper jump D was done correctly, then if you kept walking the entire time, Yashiro will switch sides. If Yashiro stops walking in the last instance, then he will still be facing the same direction he was if he were to be walking the entire time, except that when the opponent finally lands, Yashiro and the opponent will suddenly switch positions. To make this clearer, suppose Orochi Yashiro is on the right, and he throws his opponent who is on the left. After doing the hyper jump D and walking left, Yashiro will be facing right, so the opponent will probably think to hold right to block. Just when the opponent lands, the characters suddenly switch sides, with Orochi Yashiro ending up on the right and the opponent on the left. You can mix this up by not pausing in the last instant, resulting in Orochi Yashiro not magically switching sides (in this case, he will simply end up on the left, with the opponent on the right)


'''Notes:'''<br>
'''Notes:'''<br>
-close A whiffs crouching opponents
-close A whiffs crouching opponents

Revision as of 13:29, 9 July 2006

Anywhere:
1. Crouch A, hcf+P, Jump D - 15%
2. Crouch AAA, Far B - 15%
3. Close D, f+A/f+B, hcb f+P/hcbx2+P - 32%/40%

Maxmode:
1. Close D, f+A, BC, Close D, f+A, hcbx2+AC - 65-70%

Normal Links:
1. Close A, Close D

Attack Strings:
1. Close D/Crouch D(1), f+A/f+B
2. Crouch AAA, Far B

Move Properties:
-cancellable normals are close A, far A, crouch A, close B, close C, crouch C, close D, crouch D
-CD is cancellable into specials and DMs
-free cancellable into move is qcb+P
-free cancellable out-of move is f+A
-f+B is cancellable, f+A is cancellable if cancelled into
-f+A is an overhead hard knockdown

Strategies:
-he has some nasty combo resets with his hcf+P. After you toss them into the air, do a hyper jump D, then walk forward. If the hyper jump D was done correctly, then if you kept walking the entire time, Yashiro will switch sides. If Yashiro stops walking in the last instance, then he will still be facing the same direction he was if he were to be walking the entire time, except that when the opponent finally lands, Yashiro and the opponent will suddenly switch positions. To make this clearer, suppose Orochi Yashiro is on the right, and he throws his opponent who is on the left. After doing the hyper jump D and walking left, Yashiro will be facing right, so the opponent will probably think to hold right to block. Just when the opponent lands, the characters suddenly switch sides, with Orochi Yashiro ending up on the right and the opponent on the left. You can mix this up by not pausing in the last instant, resulting in Orochi Yashiro not magically switching sides (in this case, he will simply end up on the left, with the opponent on the right)

Notes:
-close A whiffs crouching opponents