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The King of Fighters '98: Ultimate Match/Orochi Yashiro

From SuperCombo Wiki


Kawaita Daichi no Yashiro is not really an EX character, but he is selected like an EX character, and like EX characters, his normal and command moves are the same as the normal character’s.

None of his special moves strike, but that’s okay, because his normal moves are powerful.

Move list

At a glance

Normal throws
Baku (throw) f/b + C
Beki (throw) f/b + D
Command moves
Saku (OTG) f + A
Bu f + B
Special moves
Kujiku Daichi qcb + P
Niragu Daichi (throw) hcf + P
Musebu Daichi (throw) hcb f + P
Odoru Daichi hcf + K
Super special moves
Hoeru Daichi qcf qcf + P (can be held)
Araburu Daichi qcf qcf + K
Ankoku Jigoku Gokuraku Otoshi (throw) hcb hcb + P

Normal moves

  • st.A – has good priority, suited for jump-checking.
  • st.C – the startup is slow, but it is cancelable. When you have the margin for it, you can also use it for zoning.
  • cr.A – longish reach; spammable. If approached by the opponent, whiffing it at once in preparation would is generally prudent.
  • st.B – the reach is long so you can use it to zone, but it now leaves you more open so you can’t use it recklessly. In fact, it is possible to counter it even if it hits.
  • st.D – the reach is long so you can use it to zone, but it now leaves you more open so you can’t use it recklessly.
  • j.A – use it when jumping in.
  • j.C – use it when jumping in. Now has crossup capability, but in return, the hitbox has been weakened.
  • j.D – powerful in air-to-air. Now has crossup capability, but in return, the hitbox has been weakened. In particular, the downward-facing hitbox has been narrowed.
  • j.CD – powerful in air-to-air.

Command moves

  • Saku
  • f + A
  • When not cancelled into, it is an overhead that does unrollable knockdown. Moreover, the startup for this version has been sped up, and it can now do OTG.
  • The cancelled-into version can cancel into special moves, and advances forward, so it goes well in combos.

  • Bu
  • f + B
  • As the name implies, Yashiro steps forward into a side kick. Cancelable even without being cancelled into, but it does a lot of pushback, so it is not oriented towards combos.

Special moves

  • Musebu Daichi
  • hcb f + P at throwing distance
  • One-frame (and whiffable) throw. Use it in combos.

  • Niragu Daichi
  • hcf + P at throwing distance
  • A command throw that is slow to get out, though there is complete invincibility at startup. When performed, the opponent is launched, and it is possible to juggle them. On the other hand, the damage is done when they land, and this does more damage than any normal move will. You could juggle with j.D and continue from there, or ignore the juggle and whiff Kujiku Daichi or something to build gauge.

  • Odoru Daichi
  • hcf + K
  • A high-speed moving throw.

  • Kujiku Daichi
  • qcb + P
  • Yashiro leaps into the air, grabs at the opponent, and if he gets them, he flips over to the other side. It does no damage, but does leave you with a little frame advantage, so you can walk slightly and do a ground combo.

Super special moves

  • Araburu Daichi
  • qcf qcf + K
  • A moving throw from midair; the leap/grab mechanism is much like Kujiku Daichi. You can use it to dodge projectiles, but even the strong version might not make it over. The speed is faster than in OG, making it easier to use.

  • Hoeru Daichi
  • qcf qcf + P (can be held)
  • Although it takes the appearance of a punch initially, it is a high projectile (and it doesn’t nullify low projectiles). You can charge it up by holding the button; hold it to the maximum level, and it will be unblockable. The startup for the non-charged version has been sped up, so you can now use it more easily to smash through projectiles. It’s easier to use than even Araburu Daichi, now.

  • Ankoku Jigoku Gokuraku Otoshi
  • (throw) hcb hcb + P
  • A one-frame throw for both normal and MAX versions. It is safe for use in combos.



  • j.D or Kujiku Daichi (qcb + P) > cl.D >> Saku (f + A) >> Musebu Daichi (hcb f + P) or Ankoku Jigoku Gokuraku Otoshi (hcb hcb + P)
  • Basic combo. Well, this is the only normal combo he has.
  • Niragu Daichi (hcf + P) > juggler
  • Using Saku (f + A) twice (second as OTG) is safe and simple, but comboing from j.D is speedier, resets and more impressive.
  • cr.B > cr.A >> Musebu Daichi (hcb f + P) or Ankoku Jigoku Gokuraku Otoshi (hcb hcb + P)
  • Saku (f + A) > Saku (f + A) (OTG)
  • Starts from overhead. Safe even if just the very tip can hit.
  • The overhead (see notes on Saku (f + A)) has been strengthened, so doing this is pretty reassuring.

The Basics

First, zone with things like cr.D, st.D, cr.A, and j.CD. Should the opponent come at you with a roll, settle the matter with a throwing move or a combo. If they come at you with sweeps or projectiles, catch them with weak Kujiku Daichi. If they don’t come at all, Odoru Daichi is a pretty good bet.

After Niragu Daichi throws the opponent in the air, use the fastest sj.D you can manage to juggle, then after landing, walk a little so that your standing position is reversed. Or pick the other two options to press them: straightforward block without walking, or throw them with Niragu Daichi again. You could also not juggle, and go for a meaty crossup j.D.

For anti-air, you have to read ahead; use either j.D/j.CD or an early st.CD. The jumping ones are high-risk, the st.CD is low-risk but is likely to fail. The former two are suited for dealing with super/normal jumps; the latter is suited for dealing with hops and hyper hops.

For meaties, aim for the two option: combos from cr.B or cl.D, or Niragu Daichi. It’s probably good to mix in Saku sometimes, too. If cr.B hits, go to a combo; if it is blocked, press on with the two options of cl.D and throws.

For reversals, give opponents who are wary of the throws the two options between cl.C (can also set up a normal throw) and a 1-frame throw. The cl.C goes up pretty high, so if they jump right before your wakeup, they’ll easily get hit.

Advanced Strategy