Yatagarasu: Attack on Cataclysm/Azure

From SuperCombo Wiki
Azure face.jpg

Introduction

Colors

YataLP.png or YataHP.png YataLK.png or YataHK.png YataHBL.png or YataLBL.png
Azure Punch.png Azure Kick.png Azure Parry.png

-- Gongfuren

Move List

Command Normals

Name
Command
Notes
Sweep
Df.png + Hk.png
Low.png

Target Combos

Name
Command
Notes
Lp.png ---.png Hp.png
Supercancel.png

Special Moves

Name
Command
Notes
Byakujin Reppu
Qcf.png + P.png
Byakujin Shippu
(in air) Qcf.png + P.png
Mueikyaku
Qcb.png + K.png
Keiho
Qcf.png + K.png
Rokumonshihosho
Qcb.png + P.png

Super Special Moves

Name
Command
Notes
Shunjunrankujin
Qcf.png Qcf.png + P.png
Kukyogachirin Shishinomai
Hcb.png F.png + P.png

Move Analysis

Normal Moves

Standing Lp.png

<Description here>

Crouching Lp.png

<Description here>

Jumping Lp.png

<Description here>

Standing Lk.png

<Description here>

Crouching Lk.png

<Description here>

Jumping Lk.png

<Description here>

Standing Hp.png

<Description here>

Crouching Hp.png

<Description here>

Jumping Hp.png

<Description here>

Standing Hk.png

<Description here>

Crouching Hk.png

<Description here>

Jumping Hk.png

<Description here>

Command Normals

Sweep (Df.png + Hk.png)

<Description here>

Target Combos

Lp.png---.pngHp.png

<Description here>

Special Moves

Byakujin Reppu (Qcf.png + P.png)

<Description here>

Byakujin Shippu (in air, Qcf.png + P.png)

<Description here>

Mueikyaku (Qcb.png + K.png)

- LK Mueikyaku becomes throw invincible on the 6th frame.

- HK Mueikyaku becomes throw invincible on the 8th frame.

- EX Mueikyaku is throw invincible on the 1st frame.

-EX Mueikyaku has low invul on start up

Keihou (Qcb.png + K.png)

<Description here>

Rokumonshihosho (Qcb.png + P.png)

<Description here>

Super Special Moves

Shunjunrankujin (Qcf.pngQcf.png + P.png)

<Description here>

Kukyogachirin Shishinomai (Hcb.pngF.png + P.png)

<Description here>

Framedata

Move Name Damage Hit Level Cancel Ability Startup Active Recovery Block Advantage Hit Advantage Total Frames
Stand Snka.gif 2500 Mid ? 4 2 18 -3 -4 14
Stand Snkb.gif 2800 Mid ? 7 2 20 -3 -4 -
Stand Snkc.gif 5700 Mid ? 11 2 35 -4 -7 -
Stand Snkd.gif 5200 Mid ? 10 3 26 +4 +1 -
Crouch Snka.gif 2200 Mid ? 6 - - - - -
Crouch Snkb.gif 2000 Mid ? 12 - - - - -
Crouch Snkc.gif 5700 Mid 12 - - - +3 -1 -
Crouch Snkd.gif 5000 Low 10 2 - - +3 +1 -
Jump Snka.gif 2000 Mid - 7 3 - - - -
Jump Snkb.gif 2000 Mid - 5 - - - - -
Jump Snkc.gif 5000 Mid - 13 - - - - -
Jump Snkd.gif 5500 High - 14 2 - - - -
Sweep

Df.gif + Snkd.gif

6000 Low - 10 24 38 - -17 -
Throw

Snka.gif + Snkb.gif

6000 - - 4 1 24 - - -
Overhead

Snka.gif + Snkc.gif

3000 High - 10 19 33 -1 -1 -
Guard Crush

Snkc.gif + Snkd.gif

6000 - - - - - - - -
L Byakujin Reppu

Qcf.gif + Snka.gif

2500/3000 HL su 15 24 + (*) 26 -10 +1 41
H Byakujin Reppu

Qcf.gif + Snkc.gif

2500/3000 HL su 15 24 + (*) 26 -10 +1 41
EX Byakujin Reppu

Qcf.gif + Snka.gifSnkc.gif

2500/5000 HL su 15 24 + (*) 20 -4 +7 35
L Byakujin Shippu

(in air) Qcf.gif + Snka.gif

2000 HL - 45 - Until ground + 10 - - -
H Byakujin Shippu

(in air) Qcf.gif + Snkc.gif

2000 HL - 29 - Until ground + 10 - - -
EX Byakujin Shippu

(in air) Qcf.gif + Snka.gif + Snkc.gif

2000/2000 HL - 45 - Until ground + 10 - - -
L Mueikyaku

Qcb.gif + Snkb.gif

5200 HL - 18 2 18 +0 +3 37
H Mueikyaku

Qcb.gif + Snkd.gif

5950 HL - 22 4 15 +3 +6 40
EX Mueikyaku

Qcb.gif + Snkb.gif + Snkd.gif

5200 HL - 14 2 (19) 2 17 +1 - 53
L Keiho

Qcf.gif + Snkb.gif

HL - - - 27 - - 27
H Keiho

Qcf.gif + Snkd.gif

HL - - - 29 - - 29
EX Keiho

Qcf.gif + Snkb.gif + Snkd.gif

HL - - - 23 - - 23
L Rokumonshihosho

Qcb.gif + Snka.gif

6000 H su 8 6 18 -4 - 31
H Rokumonshihosho

Qcb.gif + Snkc.gif

6000 H su 13 6 18 -4 - 36
EX Rokumonshihosho

Qcb.gif + Snka.gif + Snkc.gif

5500 H su 10 6 18 -4 - 33
Shunjunrankujin

Qcf.gifQcf.gif + P.png

9387 HL - 9 - 29 - - 37
Kukyogachirin Shishinomai

Hcb.gifF.gif + P.png

10800 - - 4 3 29 - - 34

Combos

Notes: ">" means chain. A "/" shows different options available during or for combos. "sjc" is super jump cancel.

Meterless

  • 2B>5A>5C
  • 2B>5A xx 214B
  • 2C/2D xx 214B
  • 5C xx 214B
  • 2C,2C xx 214B
  • 5A,5A xx 214B
  • 2C,5A xx 214B (an easier link than 2C, 2C, and 5A,5A)
  • 5C xx 214D,2B>5A>5C/xx214B (vs. Azure, Chadha, Jet, Hanzo, Juzumaru) vs. standing opponent only
    • 214D will hit twice against all above listed opponents when standing. 5C xx 214D does not connect against Aja despite her large size, however a raw 214D will still hit twice against her and allow for the 2B link afterwards.
  • 214D, 2B>5A>5C/xx214B (vs. Crouching opponents)
    • Works on the entire cast except against Kotaro, where the 5A will whiff unless she is cornered.

Meterless Midscreen Anti-Air Juggle

  • 214A/C, JD/5C xx 236A/236B

Corner Anti-Air Juggle

  • 214A/C, 2C xx 214A, 214A/5A xx 236A

1/2 Meter

Midscreen

  • 5A/2C/5C/2D xx 214BD,236B,214A, sj.C 236B
  • 5A/2C/5C/2D xx 214BD, UOH, sj.D
  • 5A/2C/5C/2D xx 214BD, UOH, dash, 5A>5C

Midscreen Anti-Air Juggles (note that you can replace dash with a sjc)

  • 214A/C, dash 2C xx 214AC dash 5A>5C/5Cxx236

Corner

  • 5A/2C/5C/2D xx 214BD, UOH, UOH, 5C (reset into 236A)
  • 5A/2C/5C/2D xx 214BD, UOH, 5A xx 214A (up back jump cancel into air 236A)
  • JC, 214AC, 2C xx 214A, 2C xx 214A(Vs. Aja, Azure, Chadha, Kotaro)

Corner Anti-Air juggles

  • 214A/C, 2C xx 214AC, 2C xx 214A
  • 214AC, 2C xx 214A, 2C xx 214A

1 Meter

Midscreen

  • 5A/2C/5C/2D xx 214BD, 236B, 5A xx 214AC sjc. 5A (xx 236B for mixup)
  • 2D xx 214BD xx 236BD, 214A sjc. 5A>5C/5A xx 236B
  • 2D xx 214BD xx 236BD, 2C xx 214A sjc. 5A xx 236B (Aja only)

Midscreen Anti-Air Juggles (note that you can replace dash with a sjc)

  • 214A/C dash 2C xx 214AC, dash 2C xx 214AC
  • 214AC dash 2C xx 214 AC dash 5A>5C/5Cxx236A

Corner

  • 5A/2C/5C/2D xx 214BD xx 236BD, 2C xx 214A, 214A/5A xx 236A

1 1/2 Meter

Corner

  • 5A/2C/5C/2D xx 214BD, UOH,(UOH), 236236AC, nj.A, 2D xx 214A, 214A, 214A/5A xx 236A

2 Meter

Midscreen

  • 2D xx 214BD xx 236BD 214A sjc 2C xx 236236A 214B(whiff), 3D/2D xx 236B/236A

(possible to end instead with 2c xx 214A,214A,214A/5C if combo ends up near corner, very tricky)

Corner

  • 5A/2C/5C/2D xx 214BD xx 236BD, 214A, 236236AC (optional: whiff 5D here), nj.A, 2D xx 214A, 214A, 214A/5A xx 236A

EX Reppu Combos

Midscreen

236AC 2A 5C 214D 2B>5A>5C (16760)

  • VS Aja, Juzu, Jet, Chadha, Hanzo, Azure

236AC 2A 5C 214B (14173)

  • Vs Kotaro, Hina

236AC 2A 5C 214D 2B>5A>5C (14680)

  • vs Crow, Kou. 214D only hits once.

All of the above combos require a micro walk between the 2A and the 5C. Note that AFAIK its not possible to do on Shimo. Also note that the combo for Kotaro, Hina, Crow and Kou are not optimal, I recommend the combo below for those characters.


236AC 5B 214D 2B>5A>5C (15222)

  • VS Aja, Hanzo, Chadha, Azure, Jet, Juzu,


236AC 5B 214D 2B>5A>5C (14680)

  • VS Crow, Kou, Hina, Shimo, Kotaro. 214D only hits once.

Midscreen 1 bar

236AC 2A 2Dxx214BD 236B 214A JC (17794)

  • VS . Doesnt work on Shimo

236AC 5B 2Dxx214BD 236B 214A JC (18394)

  • VS Hanzo, Kotaro, Hina, and (not yet tested). Doesnt work on Shimo

Corner

Corner starters: 2D, 2C, or raw 236AC. 5C can be used a starter vs all crouching opponents(excluding Shimo) and against standing Aja, Chadha, Azure, Jet, Hanzo, Kotaro, and Hina


2Dxx236AC 5B 214D 2B>5A>5C (18699)

  • VS Aja, Hanzo, Chadha, Azure, Jet, Juzu,

2Dxx236AC 5B 214D 2B>5A>5C (18211)

  • VS Crow, Kou, Hina, Shimo, Kotaro. 214D only hits once.

2Cxx236AC 5B 236AC 2A 5C 214D 2B>5A>5C (20660)

  • Corner VS Chadha, Hanzo, Jet, Juzu, Azure

2Dxx236AC 5B 236AC 2A 5C 214B (21183)

  • Corner. Works on entire cast. Omit 5Bxx236AC for a 1 bar variation that does 17756 damage.

2Dxx236AC 5B 214AC 2Cxx214A 2Cxx214A (24023)

  • Corner. Vs Kotaro, Azure

2Dxx236AC 5B 236AC 2A 214AC 2Cxx214A 2Cxx214A (24590)

  • Corner. Vs Kotaro, Azure

JC 2Dxx236AC 5Axx214AC 2Cxx214A 2Cxx214A (28472)

  • Corner vs Kotaro, Azure

To lengthen corner combos with meter, add a 236AC after 5B (i.e. 2Dxx236AC 5Bxx236AC 5Bxx236AC, 2A,5A>5C.) You can loop 5Bxx236A as many times as your meter allows.

Strategy

Post Throw Set Ups

(Note that these set ups are for midscreen)

  • Throw xx 236B, 236A: Basic safe fireball pressure.
  • Throw xx 236A xx 236BD, 236B/CD (236B for side switch, or CD for a guard crush attempt.)
  • Throw xx sj j.D(whiff late), 2B(whiff)>5A

Options/notes after 2B(whiff) from the above set up:

  • 1. Meaty 5A: Leads to a 2C link which is otherwise impossible.
  • 2. 2B: low option to avoid a high parry. Noted because you need to chain the 2B after the whiffed 2B.


With Kukyogachirin (Super 2) buffed:

  • Super 2 xx 2369A (TK'd Shippu). Only Time TK Shippu can be safe.
  • (VS Chadha wake up Gigadeth): Throw xx 236B,214B, Super2
  • (VS Chadha wake up Gigadeth): Throw xx 214B, 236B, Super2 (Same as above except this one swaps sides)

Matchups

vs. Azure

(No strategies)

vs. Kotaro

(No strategies)

vs. Aja

(No strategies)

vs. Kou

(No strategies)

vs. Hanzo

(No strategies)

vs. Jyuzumaru

(No strategies)

vs. Dark Jyuzumaru

(No strategies)

vs. Hina

(No strategies)

vs. Shimo

(No strategies)

vs. Jet

(No strategies)

vs. Chadha

(No strategies)

vs. Crow

(No strategies)

Yatagarasu: Attack on Cataclysm
General
Characters

AjaAzureChadhaCrowHanzoHinaJetJyuzumaruKotaroKouShimo