Difference between revisions of "The King of Fighters '98 UMFE/Billy Kane"

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Billy is a midrange character that excels at zoning with his long-reaching normals and strong pokes. He has good anti-airing options, such as a fast counter and a dp to help with his zoning. In addition to this, Billy can also rush down to push the opponent back into the corner, where his pressure is strong and he has access to some highly damaging combos. Billy also has access to some decent mixups in the form of lows, an overhead, and an untechable throw. Billy has a fairly unique weakness in that most of his long pokes have very bad priority, where the hurtbox extends further out than the hitbox, meaning he can get hit from further ranges than most characters.
Billy is a midrange character that excels at zoning with his long-reaching normals and strong pokes. He has good anti-airing options, such as a fast counter and a dp to help with his zoning. In addition to this, Billy can also rush down to push the opponent back into the corner, where his pressure is strong and he has access to some highly damaging combos. Billy also has access to some decent mixups in the form of lows, an overhead, and an untechable throw. Billy has a fairly unique weakness in that most of his long pokes have very bad priority, where the hurtbox extends further out than the hitbox, meaning he can get hit from further ranges than most characters.


== Changes from previous versions ==
== Changes from Previous Versions ==
'''98 to 98UM'''
'''98 to 98UM'''


Normals:
Normals:
* a new hitbox added to st.C. It now hits diagonally upwards as well as in front.
 
* hitbox of cr.A lengthened.
* A new hitbox added to st.C, it now hits diagonally upwards as well as in front
* New animation to cr.D, the staff now hits twice instead of one staff hit and one sweep.
* Hitbox of cr.A lengthened
* raw f+B is now an overhead
* New animation to cr.D, the staff now hits twice instead of one staff hit and one sweep
* Raw f+B is now an overhead
 
Specials:
Specials:
* the reach of mash C increased.
 
* the maximum number of hits of mash C increased.
* The reach and maximum number of hits of mash C increased
* both hits of dp+C now launch, both hits will also hit airborne opponents now.
* Both hits of dp+C now launch, both hits will also hit airborne opponents now


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Normals:
Normals:
* close C no longer whiffs on short characters
 
* crouch D now cancels into special and super moves
* cl.C no longer whiffs on short characters
* f+As second hit should no longer whiff on short characters
* cr.D now cancels into special and super moves
* f+A's second hit should no longer whiff on short characters
 
Specials:
Specials:
* startup of qcb+K shortened to 2 frames.
 
* HCF+Ps A version has 6 frames less recovery, C version has 10 frames less recovery
* Startup of qcb+K shortened to 2 frames
* Mash A/C, you can now cancel the animation by pressing ABCD together
* hcf+P's A version has 6 frames less recovery, C version has 10 frames less recovery
* You can now cancel the animation of mash A/C by pressing ABCD together
 
Supers:
Supers:
* QCFx2+P, If the second hit connects in mid-air, the third hit should connect easier, and Billy's hurtbox has been shrunk downwards
 
* For qcfx2+P, if the second hit connects in mid-air, the third hit should connect easier, and Billy's hurtbox has been shrunk downwards


== Normal Moves ==
== Normal Moves ==
'''Close'''
'''Close'''
*cl. A: Has good vertical reach. Decent point blank anti air. Whiffs on short crouchers. Chainable. Cancelable.
* cl.A: Has good vertical reach. Decent point blank anti air. Whiffs on short crouchers. Chainable and cancelable.
*cl. B: staple combo tool when chained into from cr.B. Chainable. Cancelable.
* cl.B: Staple combo tool when chained into from cr.B. Chainable and cancelable.
*cl. C: One of Billys main combo tools. it has a lot of active frames so it can be a good meaty. Cancelable.  
* cl.C: One of Billy's main combo tools. It has a lot of active frames so it can be a good meaty. Cancelable.  
*cl. D: whiffs on regular crouchers and lower. Can be a decent close range anti air. Cancelable.
* cl.D: Whiffs on regular crouchers and lower. Can be a decent close range anti air. Cancelable.


'''Stand'''
'''Stand'''
*st. A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable.
* st.A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable.
*st. B: can be useful for stopping hops. whiffs on short crouchers.
* st.B: Can be useful for anti-airing hops. Whiffs on short crouchers.
*st. C: long range poke with two active parts, the first diagonally above Billy which can stop jumps and the second in front of him. Like many of Billys longer pokes it has very bad priority.
* st.C: Long-range poke with two active parts, the first diagonally above Billy which can stop jumps and the second in front of him. Like many of Billy's longer pokes, it has very bad priority.
*st. D: very slow move with some low invulnerability and decent hitboxes for stopping jumps. Very risky due to how slow it is and should be used with caution.
* st.D: Very slow move with some low invulnerability and decent hitboxes for stopping jumps. Very risky due to how slow it is. Should be used with caution.


'''Crouch'''
'''Crouch'''
*cr. A: long range poke, very useful for checking grounded movement from the opponent. bad priority.
* cr.A: Long-range poke, very useful for checking grounded movement from the opponent. Bad priority.
*cr. B: Billys main low combo tool. Chainable. Cancelable.
* cr.B: Billy's main low combo tool. Chainable and cancelable.
*cr. C: very fast move which makes it an excellent combo tool, can also be used for anti airing or as a poke since it also has nice forwards priority. has a lot of recovery on whiff. Cancelable.
* cr.C: Very fast move which makes it an excellent combo tool, can also be used for anti airing or as a poke since it also has nice forwards priority. Has a lot of recovery on whiff. Cancelable.
*cr. D: Long range sweep that is whiff cancelable. Has good priority making it a good poke as well. Cancelable.  
* cr.D: Long-range sweep that is whiff cancelable. Has good priority making it a good poke as well. Cancelable.  


'''Jump'''
'''Jump'''
*j. A: very fast making it excellent for air to airs.
* j.A: Very fast, making it excellent for air-to-airs.
* neutral j. A: Long reaching forwards poke that can be good for air to airs. bad priority.
* nj.A: Long-reaching forward poke that can be good for air-to-airs. Bad priority.
*j. B: good jumpin that also works as an instant overhead.
* j.B: Good jump-in that also works as an instant overhead.
* neutral j. B: mostly the same as j.B but with a different animation. not an instant overhead.
* nj.B: Mostly the same as j.B, but with a different animation. Not an instant overhead.
*j. C: long range poke with a lot of active frames. bad priority.
* j.C: Long-range poke with a lot of active frames. Bad priority.
* neutral j. C: downwards hitting long poke with good priority making it a good ground to air and air to air tool.
* nj.C: Downwards-hitting long poke with good priority, making it a good anti-air and air-to-air tool.
*j. D: good for jumpins and crossups.
* j.D: Good for jump-ins and crossups.
* neutral j. D: pretty much the same as j.D but with a different animation.
* nj.D: Pretty much the same as j.D, but with a different animation.


'''Blowback'''
'''Blowback'''
*st. CD: great long range poke with nice priority. Whiff cancelable.
* st.CD: Great long-range poke with nice priority. Whiff cancelable.
*j. CD: great jumpin attack with good priority.
* j.CD: Great jump-in attack with good priority.




== Throws ==
== Throws ==


'''Drop into Hell: (close)''' b/f + C
'''Drop into Hell: (close)''' b/f+C


hold throw, not techable. Billy picks the opponent up on his pole and shakes them around a bit, then slamming them down sending them fullscreen away with a hard knockdown.
Hold throw, not techable. Billy picks the opponent up on his pole and shakes them around a bit, then slams them down, sending them fullscreen away with a hard knockdown.


'''Skewering Toss: (close)''' b/f + D
'''Skewering Toss: (close)''' b/f+D


* regular throw, techable. Billy picks the opponent up with his pole and slams them down behind him sending them fullscreen away with a backturned hard knockdown.
* Regular throw, techable. Billy picks the opponent up with his pole and slams them down behind him, sending them fullscreen away with a backturned hard knockdown.


== Command Moves ==
== Command Moves ==


'''Wide Revolving Kick:''' f + A
'''Wide Revolving Kick:''' f+A


* two hitting move with great priority on both hits. One of Billy's main pokes and combo tools.
* Two-hitting move with great priority on both hits. One of Billy's main pokes and combo tools.


'''Pole Vault Kick:''' f + B
'''Pole Vault Kick:''' f+B


* slow overhead move that travels forward a lot. Has good priority.
* Slow overhead move that travels forward a lot. Has good priority.


== Special Moves ==
== Special Moves ==


'''Midsection Club Cruncher:''' hcf + A/C
'''Midsection Club Cruncher:''' hcf+A/C


* Billy thrusts his pole forwards. The A version starts up faster but recovers slower while the C version is the opposite.
* Billy thrusts his pole forwards. The A version starts up faster but recovers slower than the C version.


* The A version is your go to combo tool as the C version is too slow to combo.
* The A version is your go-to combo tool, as the C version is too slow to combo.


* the C version is the better choice for neutral use as it's faster recovery makes it a bit safer to whiff.
* The C version is the better choice for neutral use, as its faster recovery makes it a bit safer to whiff.


* has a ton of priority so it can almost be considered a projectile in use.
* Has a ton of priority, so it can almost be considered a projectile in use.


'''Flaming Midsection Club Cruncher ( During Midsection Club Cruncher hit):''' qcf + A/C
> '''Flaming Midsection Club Cruncher (during hcf+P hit):''' qcf+A/C


* Followup move to the Club Cruncher. Billys extended pole erupts into a burst of flames that knocks down
* Followup move to hcf+P. Billys extended pole erupts into a burst of flames that knocks down


* Will only come out at about 3/4ths of the moves range so it won't come out if you hit them at the tip.
* Will only come out at about 3/4ths of the move's range, so it won't come out if you hit them at the tip.


* Only comes out on hit.
* Only comes out on hit.
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* Causes a soft knockdown.
* Causes a soft knockdown.


'''Whirlwind Cane:''' A tapped repeatedly
'''Whirlwind Cane:''' press A repeatedly


* Billy spins his cane around in circles. Can be canceled at any point by pressing ABCD.
* Billy spins his cane around in circles. Can be canceled at any point by pressing ABCD.
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* Can nullify projectiles.
* Can nullify projectiles.


* does a lot of hits and good damage if you catch the cornered or backturned opponents with this.
* Does a lot of hits and good damage if you catch the cornered or backturned opponents with this.


'''Focus Continuous Beat Canes:''' C tapped repeatedly
'''Focus Continuous Beat Canes:''' press C repeatedly


* Billy sends his pole out in front of him at a rapid fire pace. Can be canceled at any point by pressing ABCD.  
* Billy sends his pole out in front of him at a rapid fire pace. Can be canceled at any point by pressing ABCD.  


* This move pushes the opponent far out which makes it a good move for getting opponents out of close range and into zoning range.
* This move pushes the opponent far out, which makes it a good move for getting opponents out of close range and into zoning range.


* Unlike the A version this move does not nullify projectiles.
* Unlike the A version, this move does not nullify projectiles.


'''Soaring Crackdown Cane:''' dp + B/D
'''Soaring Crackdown Cane:''' dp+B/D
   
   
* Billy polevaults into the air and comes down about a half screen away from the starting position of the move.
* Billy pole vaults into the air and comes down about a half screen away from the starting position of the move.


* the B version is faster but leaves the opponent closer to the ground when it finishes leaving less time for followups.
* Launches the opponent on hit, allowing for followup juggles.


* the D version is slower and harder to combo into but leads to better juggles.
* The B version is faster but leaves the opponent closer to the ground when it finishes, leaving less time for followups.


* neither version combos from lights but both combos from heavies.
* The D version is slower and harder to combo into, but leads to better juggles.


* in the corner this move is extra deadly because you can combo a super afterwards for big damage.
* Neither version combos from lights but both combo from heavies.


'''Pursuing Fire Dragon Cane''': qcb + B
* In the corner, this move is extra deadly because you can combo a super afterwards for big damage.


*counters high attacks
'''Pursuing Fire Dragon Cane''': qcb+B


* very fast at it only has one startup frame making it a good reaction anti air tool.
* Counters high attacks.


'''Pursing Water Serpent Cane''': qcb + D
* Very fast, with only has one startup frame, making it a good reaction anti-air tool.


*counters mid/low attacks
'''Pursing Water Serpent Cane''': qcb+D


* comes out at the same speed as the B version and is therefore good to catch grounded pokes.
* Counters mid/low attacks.


'''Slicing Spiral Cane''': dp + A/C
* Comes out at the same speed as the B version, and is therefore good to catch grounded pokes.
 
'''Slicing Spiral Cane''': dp+A/C


* Billy spins his pole and jumps up into the air.
* Billy spins his pole and jumps up into the air.


* Though this looks like a dp it only has startup invincibility and is not a true reversal.
* Though this looks like a DP, it only has startup invincibility and is not a true reversal.


* Can be used as a good anti air, the C version is slower but has better anti air hitboxes
* Can be used as a good anti air, the C version is slower but has better anti air hitboxes.


* the A version is faster but the first hitbox of the move is not good for anti airing so it needs to be done a bit earlier than the C version to have good chances of success.
* The A version is faster, but the first hitbox of the move is not good for anti airing so it needs to be done a bit earlier than the C version to have good chances of success.


== Desperation Moves==
== Desperation Moves ==


'''Super Fire Wheel:''' qcf, hcb + A/C
'''Super Fire Wheel:''' qcf,hcb+A/C


* Billy spins his pole around creating a ring of fire, he spins it in place for a while and then sends it flying forwards.
* Billy spins his pole around, creating a ring of fire; he spins it in place for a while and then sends it flying forwards.


* both A and C version are fairly similar, they mostly have different timing for the hits.
* Both A and C version are fairly similar, they mostly have different timing for the hits.


* mostly used for a corner combo after dp+K.
* Mostly used for a corner combo after dp+K.


* Max version does more damage.
* MAX version does more damage.


'''Big Fan''': qcf, qcf + A/C
'''Big Fan''': qcfx2+A/C


Billy swings his pole upwards and then back down again.
* Billy swings his pole upwards and then back down again.


* good combo super and longer range punish.
* Good combo super and longer-range punish.


* in the MAX version Billy slams the pole down mutliple times dealing more damage.
* In the MAX version, Billy slams the pole down multiple times, dealing more damage.


== Combos ==
== Combos ==
===0 Stock===
''Anywhere''


* cr.B cr.B st.B f+A/dp+A
* cr.B cr.B st.B f+A/dp+A
:3 hit confirm into f+A for more damage or dp+A for soft knockdown.
: Hit-confirm into f+A for more damage, or dp+A for soft knockdown.
*(j.X) cr.C hcf+A qcf+A
 
:midscreen jumpin combo
* (j.X) cr.C hcf+A qcf+A
*(j.X) cr.C qcfx2+A
: Midscreen jump-in combo
:jumpin combo into super. Good to use close to the corner because further out the second hit of the super will whiff.
 
* (j.X) cr.C qcfx2+A
:Jump-in combo into super. Good to use close to the corner because further out the second hit of the super will whiff.
 
* cr.C dp+B [C]
* cr.C dp+B [C]
:Midscreen juggle after dp+B ending in his mash C move.
: Midscreen juggle after dp+B ending in his mash C move.
 
===1 Stock===
 
''Anywhere''
 
''Corner''
 
* (j.X) cr.C dp+B qcf,hcb+A
* (j.X) cr.C dp+B qcf,hcb+A
:Corner combo juggle into super
: Corner combo juggle into super.
 
'''Quick MAX'''
 
===3 Stock/2 Stock MAX/Low Health 1 Stock===


== Strategy & Tips ==
== Strategy & Tips ==

Revision as of 19:44, 12 October 2021

Kyo98umfebilly.jpg

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Introduction

Billy is a midrange character that excels at zoning with his long-reaching normals and strong pokes. He has good anti-airing options, such as a fast counter and a dp to help with his zoning. In addition to this, Billy can also rush down to push the opponent back into the corner, where his pressure is strong and he has access to some highly damaging combos. Billy also has access to some decent mixups in the form of lows, an overhead, and an untechable throw. Billy has a fairly unique weakness in that most of his long pokes have very bad priority, where the hurtbox extends further out than the hitbox, meaning he can get hit from further ranges than most characters.

Changes from Previous Versions

98 to 98UM

Normals:

  • A new hitbox added to st.C, it now hits diagonally upwards as well as in front
  • Hitbox of cr.A lengthened
  • New animation to cr.D, the staff now hits twice instead of one staff hit and one sweep
  • Raw f+B is now an overhead

Specials:

  • The reach and maximum number of hits of mash C increased
  • Both hits of dp+C now launch, both hits will also hit airborne opponents now

98UM to 98UMFE

Normals:

  • cl.C no longer whiffs on short characters
  • cr.D now cancels into special and super moves
  • f+A's second hit should no longer whiff on short characters

Specials:

  • Startup of qcb+K shortened to 2 frames
  • hcf+P's A version has 6 frames less recovery, C version has 10 frames less recovery
  • You can now cancel the animation of mash A/C by pressing ABCD together

Supers:

  • For qcfx2+P, if the second hit connects in mid-air, the third hit should connect easier, and Billy's hurtbox has been shrunk downwards

Normal Moves

Close

  • cl.A: Has good vertical reach. Decent point blank anti air. Whiffs on short crouchers. Chainable and cancelable.
  • cl.B: Staple combo tool when chained into from cr.B. Chainable and cancelable.
  • cl.C: One of Billy's main combo tools. It has a lot of active frames so it can be a good meaty. Cancelable.
  • cl.D: Whiffs on regular crouchers and lower. Can be a decent close range anti air. Cancelable.

Stand

  • st.A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable.
  • st.B: Can be useful for anti-airing hops. Whiffs on short crouchers.
  • st.C: Long-range poke with two active parts, the first diagonally above Billy which can stop jumps and the second in front of him. Like many of Billy's longer pokes, it has very bad priority.
  • st.D: Very slow move with some low invulnerability and decent hitboxes for stopping jumps. Very risky due to how slow it is. Should be used with caution.

Crouch

  • cr.A: Long-range poke, very useful for checking grounded movement from the opponent. Bad priority.
  • cr.B: Billy's main low combo tool. Chainable and cancelable.
  • cr.C: Very fast move which makes it an excellent combo tool, can also be used for anti airing or as a poke since it also has nice forwards priority. Has a lot of recovery on whiff. Cancelable.
  • cr.D: Long-range sweep that is whiff cancelable. Has good priority making it a good poke as well. Cancelable.

Jump

  • j.A: Very fast, making it excellent for air-to-airs.
  • nj.A: Long-reaching forward poke that can be good for air-to-airs. Bad priority.
  • j.B: Good jump-in that also works as an instant overhead.
  • nj.B: Mostly the same as j.B, but with a different animation. Not an instant overhead.
  • j.C: Long-range poke with a lot of active frames. Bad priority.
  • nj.C: Downwards-hitting long poke with good priority, making it a good anti-air and air-to-air tool.
  • j.D: Good for jump-ins and crossups.
  • nj.D: Pretty much the same as j.D, but with a different animation.

Blowback

  • st.CD: Great long-range poke with nice priority. Whiff cancelable.
  • j.CD: Great jump-in attack with good priority.


Throws

Drop into Hell: (close) b/f+C

  • Hold throw, not techable. Billy picks the opponent up on his pole and shakes them around a bit, then slams them down, sending them fullscreen away with a hard knockdown.

Skewering Toss: (close) b/f+D

  • Regular throw, techable. Billy picks the opponent up with his pole and slams them down behind him, sending them fullscreen away with a backturned hard knockdown.

Command Moves

Wide Revolving Kick: f+A

  • Two-hitting move with great priority on both hits. One of Billy's main pokes and combo tools.

Pole Vault Kick: f+B

  • Slow overhead move that travels forward a lot. Has good priority.

Special Moves

Midsection Club Cruncher: hcf+A/C

  • Billy thrusts his pole forwards. The A version starts up faster but recovers slower than the C version.
  • The A version is your go-to combo tool, as the C version is too slow to combo.
  • The C version is the better choice for neutral use, as its faster recovery makes it a bit safer to whiff.
  • Has a ton of priority, so it can almost be considered a projectile in use.

> Flaming Midsection Club Cruncher (during hcf+P hit): qcf+A/C

  • Followup move to hcf+P. Billys extended pole erupts into a burst of flames that knocks down
  • Will only come out at about 3/4ths of the move's range, so it won't come out if you hit them at the tip.
  • Only comes out on hit.
  • Causes a soft knockdown.

Whirlwind Cane: press A repeatedly

  • Billy spins his cane around in circles. Can be canceled at any point by pressing ABCD.
  • Can nullify projectiles.
  • Does a lot of hits and good damage if you catch the cornered or backturned opponents with this.

Focus Continuous Beat Canes: press C repeatedly

  • Billy sends his pole out in front of him at a rapid fire pace. Can be canceled at any point by pressing ABCD.
  • This move pushes the opponent far out, which makes it a good move for getting opponents out of close range and into zoning range.
  • Unlike the A version, this move does not nullify projectiles.

Soaring Crackdown Cane: dp+B/D

  • Billy pole vaults into the air and comes down about a half screen away from the starting position of the move.
  • Launches the opponent on hit, allowing for followup juggles.
  • The B version is faster but leaves the opponent closer to the ground when it finishes, leaving less time for followups.
  • The D version is slower and harder to combo into, but leads to better juggles.
  • Neither version combos from lights but both combo from heavies.
  • In the corner, this move is extra deadly because you can combo a super afterwards for big damage.

Pursuing Fire Dragon Cane: qcb+B

  • Counters high attacks.
  • Very fast, with only has one startup frame, making it a good reaction anti-air tool.

Pursing Water Serpent Cane: qcb+D

  • Counters mid/low attacks.
  • Comes out at the same speed as the B version, and is therefore good to catch grounded pokes.

Slicing Spiral Cane: dp+A/C

  • Billy spins his pole and jumps up into the air.
  • Though this looks like a DP, it only has startup invincibility and is not a true reversal.
  • Can be used as a good anti air, the C version is slower but has better anti air hitboxes.
  • The A version is faster, but the first hitbox of the move is not good for anti airing so it needs to be done a bit earlier than the C version to have good chances of success.

Desperation Moves

Super Fire Wheel: qcf,hcb+A/C

  • Billy spins his pole around, creating a ring of fire; he spins it in place for a while and then sends it flying forwards.
  • Both A and C version are fairly similar, they mostly have different timing for the hits.
  • Mostly used for a corner combo after dp+K.
  • MAX version does more damage.

Big Fan: qcfx2+A/C

  • Billy swings his pole upwards and then back down again.
  • Good combo super and longer-range punish.
  • In the MAX version, Billy slams the pole down multiple times, dealing more damage.

Combos

0 Stock

Anywhere

  • cr.B cr.B st.B f+A/dp+A
Hit-confirm into f+A for more damage, or dp+A for soft knockdown.
  • (j.X) cr.C hcf+A qcf+A
Midscreen jump-in combo
  • (j.X) cr.C qcfx2+A
Jump-in combo into super. Good to use close to the corner because further out the second hit of the super will whiff.
  • cr.C dp+B [C]
Midscreen juggle after dp+B ending in his mash C move.

1 Stock

Anywhere

Corner

  • (j.X) cr.C dp+B qcf,hcb+A
Corner combo juggle into super.

Quick MAX

3 Stock/2 Stock MAX/Low Health 1 Stock

Strategy & Tips

Videos

King of Fighters 98 UM FE: Billy Kane Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro