## 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 |
---|---|---|---|---|---|

### Colors

## Movelist

## 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%}

- (hcf + AC >> dp + P (1)) x 2 >>

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