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

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== Movelist ==
'''Command Normals:'''<br>
1. Saku - f+A<br>
- Yashiro does a slow overhead smash with his fist<br>
- cancellable if cancelled into<br>
- if cancelled into, this move does almost no damage<br>
- overhead<br>
- hard knockdown<br>
- free cancellable out of
2. Bu - f+B<br>
- Yashiro does a horizontal kick forward, which has decent range<br>
- cancellable
'''Special Moves:'''<br>
1. Kujiku Daichi - qcb+P<br>
- Yashiro jumps into the air, and grabs the opponent if he falls on them and they are on the ground. qcb+C jumps further and higher than qcb+A<br>
- if this move is successful, Yashiro switches sides with opponent and has enough time to walk up and combo them<br>
- unblockable<br>
- very easy to evade, and not recommended to be used much, if at all
2. Odoru Daichi - hcf+K<br>
- Yashiro runs forward, trying to grab the opponent<br>
- unblockable<br>
- hard knockdown
3. Niraga Daichi - hcf+P<br>
- slightly delayed command throw. The opponent is thrown into the air, and can be hit with an attack<br>
- if Yashiro does not hit the opponent, they fall down and get hurt. It is possible to set up various combo resets using this move<br>
- hard knockdown
4. Musebu Daichi - hcb f+P<br>
- instant throw<br>
- hard knockdown
'''DMs:'''<br>
1. Araburu Daichi - qcfx2+K<br>
- Yashiro does a Kujiku Daichi qcb+P leap across the screen, about 3/4 screen length and combos the opponent if it connected<br>
- unblockable<br>
- hard knockdown<br>
- extremely easy to see coming and evade
2. Ankoku Jigoku Gokuraku Otoshi - hcbx2+P<br>
- instant throw, Yashiro has alot of time to move around as the opponent falls, giving him opportunity for mindgames
'''SDMs:'''<br>
1. Araburu Daichi - qcfx2+BD<br>
- same as his DM version, but alot more damaging<br>
- unblockable<br>
- hard knockdown<br>
- extremely easy to see coming and evade
2. Ankoku Jigoku Gokuraku Otoshi - hcbx2+AC<br>
- same as his DM version except this does more damage and he does not have much time to followup with anything after
'''HSDM:'''<br>
Armageddon - B D A ABC<br>
- the screen turns red, and Yashiro does a giant punch across the screen<br>
- Yashiro has autoguard during the entire move<br>
- unblockable
== Combos ==
'''Anywhere:'''<br>
'''Anywhere:'''<br>
1. Crouch A, hcf+P, Jump D - 15%<br>
1. Crouch A, hcf+P, Jump D - 15%<br>

Revision as of 22:16, 8 August 2006

Movelist

Command Normals:
1. Saku - f+A
- Yashiro does a slow overhead smash with his fist
- cancellable if cancelled into
- if cancelled into, this move does almost no damage
- overhead
- hard knockdown
- free cancellable out of

2. Bu - f+B
- Yashiro does a horizontal kick forward, which has decent range
- cancellable

Special Moves:
1. Kujiku Daichi - qcb+P
- Yashiro jumps into the air, and grabs the opponent if he falls on them and they are on the ground. qcb+C jumps further and higher than qcb+A
- if this move is successful, Yashiro switches sides with opponent and has enough time to walk up and combo them
- unblockable
- very easy to evade, and not recommended to be used much, if at all

2. Odoru Daichi - hcf+K
- Yashiro runs forward, trying to grab the opponent
- unblockable
- hard knockdown

3. Niraga Daichi - hcf+P
- slightly delayed command throw. The opponent is thrown into the air, and can be hit with an attack
- if Yashiro does not hit the opponent, they fall down and get hurt. It is possible to set up various combo resets using this move
- hard knockdown

4. Musebu Daichi - hcb f+P
- instant throw
- hard knockdown

DMs:
1. Araburu Daichi - qcfx2+K
- Yashiro does a Kujiku Daichi qcb+P leap across the screen, about 3/4 screen length and combos the opponent if it connected
- unblockable
- hard knockdown
- extremely easy to see coming and evade

2. Ankoku Jigoku Gokuraku Otoshi - hcbx2+P
- instant throw, Yashiro has alot of time to move around as the opponent falls, giving him opportunity for mindgames

SDMs:
1. Araburu Daichi - qcfx2+BD
- same as his DM version, but alot more damaging
- unblockable
- hard knockdown
- extremely easy to see coming and evade

2. Ankoku Jigoku Gokuraku Otoshi - hcbx2+AC
- same as his DM version except this does more damage and he does not have much time to followup with anything after

HSDM:
Armageddon - B D A ABC
- the screen turns red, and Yashiro does a giant punch across the screen
- Yashiro has autoguard during the entire move
- unblockable


Combos

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)

- Cancel your c.Ds into f+A. It won't combo, but on block, it's still safe and your opponent has to block the f+A. This leaves for a dirty trick, c.D (1) f+A has to be blocked low. But c.D(0) f+A hits overhead, yet it still looks like he's doing the c.D. Cancelling c.D into f+A on hit also significantly reduces the recovery of the move and gives you more time for a mixup.

- When meatying an opponent, use cl.D instead of cl.C, cl.D will not whiff over crouching opponents.

- Against reversal happy opponents, you can time a qcb+P to hit them on wakeup while their reversal is still in standing frames. When it connects, the reversal DP is stopped and o. yash will get his free damage. The fact that yash is "jumping" at the opponent while he wakes up will further bait them into trying to reversal.


Notes:
-close A whiffs crouching opponents