Difference between revisions of "The King of Fighters '98 UMFE/Orochi Yashiro"

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== Introduction ==
== Introduction ==
Orochi Yashiro is a grappler with a set of great long range normals, especially st.B and j.D. These let him control space and lock the opponents movement down so he can go in and start his mixups. Once in he has access to multiple mixup options like lows, an overhead and 3 command grabs. The most powerful of them is his hcf+P which has invincible startup and he has multiple setups and mixup options out of it. His weaknesses include a lack of safe specials to cancel into, a lack of a dedicated anti jump tool and a lack of meterless far range options.


== Changes from previous versions ==
Orochi Yashiro is a grappler with a set of great long-range normals, especially st.B and j.D. These let him control space and lock the opponent's movement down, so he can go in and start his mixups. Once in, he has access to multiple mixup options like lows, an overhead, and 3 command grabs. His weaknesses include a lack of safe specials to cancel into, a lack of a dedicated anti-jump tool, and a lack of meterless fullscreen options.
 
== Changes from Previous Versions ==


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


Normals:
Normals:
* st.C recovery reduced by 5 frames
 
* cl.C activation range reduced
* st.C's recovery has been reduced by 5 frames
* st.B priority reduced
 
* j.D active frames reduced
* cl.C's activation range has been reduced
* j.D priority reduced
 
* raw f+A startup decreased by 4 frames
* st.B's priority has been reduced
* f+A can now otg
 
* j.C has a better crossup hitbox
* j.D's active frames have been reduced
 
* j.D's priority has been reduced
 
* Raw f+A's startup has been decreased by 4 frames
 
* f+A can now OTG
 
* j.C now has a better crossup hitbox


Specials:
Specials:
* hcf+K now combos from heavies
* hcf+K now combos from heavies
* qcb+P startup increased by 2 frames
 
* qcb+P's startup has been increased by 2 frames


Supers:
Supers:
* qcfx2+P startup decreased and got a longer hitbox so it's easier to hit
 
* qcfx2+K is a lot faster
* qcfx2+P's startup has been decreased, and its hitbox has been lengthened
 
* qcfx2+K is now much faster


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


no changes
N/A


== Normal Moves ==
== Normal Moves ==


'''Close'''
'''Close'''
*cl. A: whiffs on regular height crouchers. Chainable. Cancelable.
*cl. B: not very useful as it has a short activation range. Chainable. Cancelable.
*cl. C: good as a close up anti air to catch jumps. Good combo normal. whiffs on tiny crouchers. Cancelable.
*cl. D: hits low. another good combo button. Cancelable.


'''Stand'''
* cl.A: Whiffs on regular height crouchers. Chainable and cancelable.
*st. A: good long ranged poke for checking. Chainable. Cancelable.
 
*st. B: great long ranged poke. good for stopping hops and forwards movement. Not chainable. Not Cancelable.
* cl.B: Not very useful, as it has a short activation range. Chainable and cancelable.
*st. C: fairly slow and doesn't reach very far. Very good hitbox. Cancelable on whiff and contact.  
 
*st. D: slow move with a lot of recovery. Can work as an anti air if done early enough. Not cancelable.
* cl.C: Good as a close-up anti-air to catch jumps. Good combo normal. Whiffs on tiny crouchers. Cancelable.
 
* cl.D: Standing low. Another good combo button. Cancelable.
 
'''Standing'''
 
* st.A: Good long-ranged poke for checking hops. Chainable and cancelable.
 
* st.B: Great long-ranged poke. Good for stopping hops and forwards movement.
 
* st.C: Fairly slow, and doesn't reach very far. Very good hitbox. Cancelable on hit, block, and whiff.
 
* st.D: Slow move with a lot of recovery. Can work as an anti-air if done early enough.
 
'''Crouching'''
 
* cr.A: Great long-ranged cr.A. Good for combos and blockstrings, as well as tick throws. Chainable and cancelable.
 
* cr.B: Long-ranged and fairly fast cr.B. One of his main low combo and blockstring starters. Chainable.
 
* cr.C: Great anti-air, as it comes out fast and has a lot of priority. Also great as a grounded poke for the same reasons. Cancelable.


'''Crouch'''
* cr.D: A fairly slow sweep with long range and great priority. Cancelable on hit, block, and whiff.
*cr. A: great long ranged cr.A good for comboing and blockstrings. Good to tick throw(hcf+P) with. Chainable. Cancelable.
*cr. B: long ranged and fairly fast cr.B. One of his main low combo and blockstring starters. Chainable. Not cancelable.
*cr. C: great anti air as it comes out fast and has a lot of priority. Also great as a grounded poke for the same reasons. Cancelable.
*cr. D: a fairly slow sweep with long range and great priority. Cancelable on whiff and contact.


'''Jump'''
'''Jumping'''
*j. A: a great jumping normal due to it's nice priority. Can work as a jumpin or as an air to air.
*j. B: good air to air normal. hits quite high up.
*j. C: good jumpin normal. can crossup.
*j. D: great air to air normal. whiffs on crouchers.


'''Blowback'''
* j.A: A great jumping normal due to its nice priority. Can work as a jump-in or as an air-to-air.
*st. CD: moves forward. good priority. Cancelable on whiff and contact.
 
*j. CD: Great air to air normal when the opponent is higher up.
* j.B: Good air-to-air normal. Hits quite high up.
 
* j.C: Good jump-in normal. Can crossup.
 
* j.D: Great air-to-air normal. Whiffs on crouchers.
 
'''CD Normals'''
 
* st.CD: Moves forward. Good priority. Cancelable on hit, block, and whiff.
 
* j.CD: Great air-to-air normal when the opponent is higher up.


== Throws ==
== Throws ==


'''Baku:''' (close) b/f + C
'''Baku:''' <code>b/f+C (close)</code>


* Regular throw, techable. Yashiro punches the opponent in the stomach sending them full screen away with a soft knockdown.
* Regular throw, techable. Orochi Yashiro punches the opponent in the stomach, sending them fullscreen away with a soft knockdown.


'''Beki:''' (close) b/f + D
'''Beki:''' <code>b/f+D (close)</code>


* Regular throw, techable. Yashiro picks the opponent up and slams them behind them sending them full screen away with a backturned hard knockdown.
* Regular throw, techable. Orochi Yashiro picks the opponent up and slams them behind him, sending them fullscreen away with a backturned hard knockdown.


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


'''Saku:''' f + A
'''Saku:''' <code>f+A</code>


* overhead when done raw, loses that property when cancelled into but becomes cancelable instead.
* Overhead when done raw. Loses that property when canceled into but becomes cancelable instead (unless late-canceled).


* good to use in combos.
* Good to use in combos.


* good anti mash move when cancelled from cr.A.
* Good anti-mash move when canceled into from cr.A.


* Can otg so if this hits raw you can do another one for extra damage.
* Can OTG, so if this hits raw you can do another one for extra damage.


* Causes a hard knockdown.
* Causes a hard knockdown.


'''Bu:''' f + B
'''Bu:''' <code>f+B</code>


* this move is the same whether cancelled into or done raw.
* This move is the same whether canceled into or done raw.


* good to use in combos as it's cancelable.
* Good to use in combos, as it's cancelable.


* Does more damage than f+A
* Does more damage than f+A.


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


'''Niragu Daichi:''' (close) hcf + A/C
'''Niragu Daichi:''' <code>hcf+A/C</code>


* slower startup command grab with invincible startup.
* Command grab with a lot of invincible startup.


* on a successful grab it launches the opponent high up into the air putting them in a juggleable state. If you let them fall to the ground they will take damage and be put into a hard knockdown state.
* On a successful grab, it launches the opponent high up into the air, putting them in a juggleable state. If you let them fall to the ground, they will take damage and be put into a hard knockdown state.


* This move is the basis for Orochi Yashiros setups and resets making it his most dangerous mixup tool.
* This move is the basis for Orochi Yashiro's setups and resets, making it his most dangerous mixup tool.


* Can be used to go through guard cancel CDs or counter moves.
* Can be used to go through Guard Cancel CDs or counter moves.


'''Musebu Daichi:''' (close) hcb, f + A/C
'''Musebu Daichi:''' <code>hcb,f+A/C</code>


* 1f command grab that slams the opponent to the ground repeteadly and leaves them in a backturned hard knockdown state.
* 1f command grab that slams the opponent into the ground repeatedly and leaves them in a backturned hard knockdown state.


* good mixup tool due to it's speed and also your main meterless combo ender.
* Good mixup tool due to its speed, and also your main meterless combo ender.


* very punishable on whiff.
* Very punishable on whiff.


'''Odoru Daichi:''' hcf + B/D
'''Odoru Daichi:''' <code>hcf+B/D</code>


* a forwards moving command grab.
* A forwards-moving command grab.


* has low invincibility during the majority of the startup frames but not at the beginning.
* Has low invincibility during the majority of the startup frames, but not at the beginning.


* risky move to use due to it's long startup speed.
* Risky move to use, due to its long startup speed.


* D version can be used as a tick throw when cancelled from light normals.
* D version can be used as a tick throw when cancelled from light normals.


* good to buffer when poking with cr.C.
* Good to buffer when poking with cr.C.


'''Kujiki Daichi:''' qcb + A/C
'''Kujiki Daichi:''' <code>qcb+A/C</code>


* a jumping command grab.
* A jumping command grab.


* on hit it sideswitches O.Yashiro and gives him enough time to connect a cl.C/D into a full combo.
* On hit, it sideswitches Orochi Yashiro and gives him enough time to connect a cl.C/D into a full combo.


* Very risky move due to its large amount of startup frames and how telegraphed the jumping part is.
* Very risky move, due to its large amount of startup frames and how telegraphed the jumping part is.


* can be beaten by an anti airs or by jumping/hopping.
* Can be beaten by an anti-airs or by jumping/hopping.


* newer players will get hit a lot by this but good opponents will punish it pretty much every time due to how much time there is to react to it.
* Newer players will get hit a lot by this, but good opponents will punish it pretty much every time due to how much time there is to react to it.


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


'''Ankoku Jigoku Gokuraku Otoshi:''' (close) hcb, hcb + A/C
'''Ankoku Jigoku Gokuraku Otoshi:''' <code>hcbx2+A/C (close)</code>


* a 1f command grab.
* A 1f command grab DM.


* deals good damage.
* Deals good damage.


* his best and only super for finishing combos with.
* His best and only DM for finishing combos with.


* can be used as a reversal.
* Can be used as a reversal.


* causes hard knockdown.
* Causes a hard knockdown.


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


'''Araburu Daichi:''' (close) qcf, qcf + B/D
'''Araburu Daichi:''' <code>qcfx2+B/D</code>


* a super version of his jumping command grab.
* A DM version of his jumping command grab.


* it's faster and goes further than the regular version of his jumping grab.
* It's faster and goes further than the regular version of his jumping grab.


* good for jumping over and punishing fireballs on reads.  
* Good for jumping over and punishing projectiles on a read.  


* it still has the problem of his regular jumping command grab as this super has a superflash that can let the opponent react to it easier when done in neutral.
* It still has the problem of his regular jumping command grab, as this DM has a super flash that can let the opponent react to it easier when done in neutral.


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


* Causes a backturned hard knockdown.
* Causes a backturned hard knockdown.


'''Hoeru Diachi:''' (close) qcf, qcf + A/C
'''Hoeru Diachi:''' <code>qcfx2+A/C (can be held)</code>


* a long ranged projectile punch that goes full screen.
* A long-ranged projectile punch that goes fullscreen.


* can be charged up by holding the button down to increase the power of the move.
* Can be charged up by holding the button down to increase the power of the move.


* when fully charged it becomes unblockable.
* When fully charged, it becomes unblockable.


* has a blindspot where his arm is.
* Has a deadzone where his arm is.
 
* Causes soft knockdown.


* causes soft knockdown.
== Combos ==
== Combos ==


* cr.B, cr.A is quite a hard link, so you can also use cr.A in place of cr.B in any of the following combos, although cr.A doesn't hit low
'''General Notes:'''


* O.Yashiro can use either of his command normals, f+A or f+B in combos: f+B does more damage, but f+A is safer on block so less need to hit confirm it and you have the option of delaying the cancel to get an overhead hit.
* cr.B, cr.A is a tight link, so in situations where hitting low is not strictly required it can be useful to start with cr.A instead.


* In any metered combo, you can replace hcbx2+P with hcbx2+AC if you have 3 stocks in Advanced mode or are at low health and in max mode in Extra Mode.
* Orochi Yashiro can use either of his command normals, f+A or f+B, in combos: f+B does more damage, but f+A is safer on block, so less need to hit confirm it and you have the option of delaying the cancel to get an overhead hit.
 
* In any metered combo, you can replace hcbx2+P with hcbx2+AC for more damage if you have the resources.


===Meterless===
===Meterless===


Low
''Low''
: <code>cr.B/cr.A, cr.Ax2, st.B</code>:
 
: <code>cr.B, cr.A/st.A, hcb,f+P</code>


: <code>cr.B/cr.A, cr.A/st.A, hcb,f+P</code>:
''Mid/Jump-In''


Anywhere
: <code>(j.X), cl.D, f+A/f+B, hcb,f+P/hcf+B</code>
: <code>(j.X), cl.D, f+A/f+B, hcb,f+P</code>:
: hcb,f+P does more damage, hcf+B has better corner carry.


: <code>(j.X), cl.D, f+A/f+B, hcf+B</code>:
''Overhead''
:* hcb,f+P does more damage, hcf+B has better corner carry


Overhead
: <code>f+A, f+A</code>
: <code>f+A, f+A</code>:
: OTG combo.


===With Meter===
===With Meter===
''Low''
''Low''
: <code>cr.B/cr.A, cr.A/st.A, hcbx2+P</code>:
:* You can input the second cr.A/st.A during a hcb then do hcb+C for an easier cancel: if you're starting the combo with cr.A instead of cr.B, don't input the second A too fast otherwise you may accidentally get qcb+A


Anywhere
: <code>cr.B, cr.A/st.A, hcbx2+P</code>
: You can input the second cr.A/st.A during a hcb then do hcb+C for an easier cancel; if you're starting the combo with cr.A instead of cr.B, don't input the second A too fast, otherwise you may accidentally get qcb+A.


: <code>(j.X), cl.D, f+A/f+B, hcbx2+P</code>:
''Mid/Jump-In''


===With Quick Max===
: <code>(j.X), cl.D, f+A/f+B, hcbx2+P</code>


Anywhere
===With Quick MAX===


: <code>j.A, ABC, cl.D, f+A/f+B, hcb,f+P/hcf+B/hcbx2+P</code>:
''Mid/Jump-In''
:* High and fast jump-in combo enabled by quick max. You can go into hcb,f+P or hcf+B to stay in max mode or hcbx2+P for a slight damage increase. You can also combo this into hcbx2+AC if you're at red health for a bigger damage increase.


Low
: <code>j.A, ABC, cl.D, f+A/f+B, hcb,f+P/hcf+B/hcbx2+P</code>
: High and fast jump-in combo enabled by Quick MAX. You can go into hcb,f+P or hcf+B to stay in MAX Mode or hcbx2+P for a slight damage increase.


: <code>cr.B/cr.A, cr.A, ABC, cl.D, f+A/f+B, hcf+B</code>:
''Low''
:* Hold forward during quick max activation to ensure you're close enough for cl.D


: <code>cr.B, ABC, cl.D, f+A/f+B, hcbx2+P</code>:
: <code>cr.B, (cr.A), ABC, cl.D, f+A/f+B, hcf+B</code>
:* Hold forward during Quick MAX activation to ensure you're close enough for cl.D.


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

Revision as of 18:27, 20 March 2022

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Introduction

Orochi Yashiro is a grappler with a set of great long-range normals, especially st.B and j.D. These let him control space and lock the opponent's movement down, so he can go in and start his mixups. Once in, he has access to multiple mixup options like lows, an overhead, and 3 command grabs. His weaknesses include a lack of safe specials to cancel into, a lack of a dedicated anti-jump tool, and a lack of meterless fullscreen options.

Changes from Previous Versions

98 to 98UM

Normals:

  • st.C's recovery has been reduced by 5 frames
  • cl.C's activation range has been reduced
  • st.B's priority has been reduced
  • j.D's active frames have been reduced
  • j.D's priority has been reduced
  • Raw f+A's startup has been decreased by 4 frames
  • f+A can now OTG
  • j.C now has a better crossup hitbox

Specials:

  • hcf+K now combos from heavies
  • qcb+P's startup has been increased by 2 frames

Supers:

  • qcfx2+P's startup has been decreased, and its hitbox has been lengthened
  • qcfx2+K is now much faster

98UM to 98UMFE

N/A

Normal Moves

Close

  • cl.A: Whiffs on regular height crouchers. Chainable and cancelable.
  • cl.B: Not very useful, as it has a short activation range. Chainable and cancelable.
  • cl.C: Good as a close-up anti-air to catch jumps. Good combo normal. Whiffs on tiny crouchers. Cancelable.
  • cl.D: Standing low. Another good combo button. Cancelable.

Standing

  • st.A: Good long-ranged poke for checking hops. Chainable and cancelable.
  • st.B: Great long-ranged poke. Good for stopping hops and forwards movement.
  • st.C: Fairly slow, and doesn't reach very far. Very good hitbox. Cancelable on hit, block, and whiff.
  • st.D: Slow move with a lot of recovery. Can work as an anti-air if done early enough.

Crouching

  • cr.A: Great long-ranged cr.A. Good for combos and blockstrings, as well as tick throws. Chainable and cancelable.
  • cr.B: Long-ranged and fairly fast cr.B. One of his main low combo and blockstring starters. Chainable.
  • cr.C: Great anti-air, as it comes out fast and has a lot of priority. Also great as a grounded poke for the same reasons. Cancelable.
  • cr.D: A fairly slow sweep with long range and great priority. Cancelable on hit, block, and whiff.

Jumping

  • j.A: A great jumping normal due to its nice priority. Can work as a jump-in or as an air-to-air.
  • j.B: Good air-to-air normal. Hits quite high up.
  • j.C: Good jump-in normal. Can crossup.
  • j.D: Great air-to-air normal. Whiffs on crouchers.

CD Normals

  • st.CD: Moves forward. Good priority. Cancelable on hit, block, and whiff.
  • j.CD: Great air-to-air normal when the opponent is higher up.

Throws

Baku: b/f+C (close)

  • Regular throw, techable. Orochi Yashiro punches the opponent in the stomach, sending them fullscreen away with a soft knockdown.

Beki: b/f+D (close)

  • Regular throw, techable. Orochi Yashiro picks the opponent up and slams them behind him, sending them fullscreen away with a backturned hard knockdown.

Command Moves

Saku: f+A

  • Overhead when done raw. Loses that property when canceled into but becomes cancelable instead (unless late-canceled).
  • Good to use in combos.
  • Good anti-mash move when canceled into from cr.A.
  • Can OTG, so if this hits raw you can do another one for extra damage.
  • Causes a hard knockdown.

Bu: f+B

  • This move is the same whether canceled into or done raw.
  • Good to use in combos, as it's cancelable.
  • Does more damage than f+A.

Special Moves

Niragu Daichi: hcf+A/C

  • Command grab with a lot of invincible startup.
  • On a successful grab, it launches the opponent high up into the air, putting them in a juggleable state. If you let them fall to the ground, they will take damage and be put into a hard knockdown state.
  • This move is the basis for Orochi Yashiro's setups and resets, making it his most dangerous mixup tool.
  • Can be used to go through Guard Cancel CDs or counter moves.

Musebu Daichi: hcb,f+A/C

  • 1f command grab that slams the opponent into the ground repeatedly and leaves them in a backturned hard knockdown state.
  • Good mixup tool due to its speed, and also your main meterless combo ender.
  • Very punishable on whiff.

Odoru Daichi: hcf+B/D

  • A forwards-moving command grab.
  • Has low invincibility during the majority of the startup frames, but not at the beginning.
  • Risky move to use, due to its long startup speed.
  • D version can be used as a tick throw when cancelled from light normals.
  • Good to buffer when poking with cr.C.

Kujiki Daichi: qcb+A/C

  • A jumping command grab.
  • On hit, it sideswitches Orochi Yashiro and gives him enough time to connect a cl.C/D into a full combo.
  • Very risky move, due to its large amount of startup frames and how telegraphed the jumping part is.
  • Can be beaten by an anti-airs or by jumping/hopping.
  • Newer players will get hit a lot by this, but good opponents will punish it pretty much every time due to how much time there is to react to it.

Desperation Moves

Ankoku Jigoku Gokuraku Otoshi: hcbx2+A/C (close)

  • A 1f command grab DM.
  • Deals good damage.
  • His best and only DM for finishing combos with.
  • Can be used as a reversal.
  • Causes a hard knockdown.
  • MAX version does more damage.

Araburu Daichi: qcfx2+B/D

  • A DM version of his jumping command grab.
  • It's faster and goes further than the regular version of his jumping grab.
  • Good for jumping over and punishing projectiles on a read.
  • It still has the problem of his regular jumping command grab, as this DM has a super flash that can let the opponent react to it easier when done in neutral.
  • MAX version does more damage.
  • Causes a backturned hard knockdown.

Hoeru Diachi: qcfx2+A/C (can be held)

  • A long-ranged projectile punch that goes fullscreen.
  • Can be charged up by holding the button down to increase the power of the move.
  • When fully charged, it becomes unblockable.
  • Has a deadzone where his arm is.
  • Causes soft knockdown.

Combos

General Notes:

  • cr.B, cr.A is a tight link, so in situations where hitting low is not strictly required it can be useful to start with cr.A instead.
  • Orochi Yashiro can use either of his command normals, f+A or f+B, in combos: f+B does more damage, but f+A is safer on block, so less need to hit confirm it and you have the option of delaying the cancel to get an overhead hit.
  • In any metered combo, you can replace hcbx2+P with hcbx2+AC for more damage if you have the resources.

Meterless

Low

cr.B, cr.A/st.A, hcb,f+P

Mid/Jump-In

(j.X), cl.D, f+A/f+B, hcb,f+P/hcf+B
hcb,f+P does more damage, hcf+B has better corner carry.

Overhead

f+A, f+A
OTG combo.

With Meter

Low

cr.B, cr.A/st.A, hcbx2+P
You can input the second cr.A/st.A during a hcb then do hcb+C for an easier cancel; if you're starting the combo with cr.A instead of cr.B, don't input the second A too fast, otherwise you may accidentally get qcb+A.

Mid/Jump-In

(j.X), cl.D, f+A/f+B, hcbx2+P

With Quick MAX

Mid/Jump-In

j.A, ABC, cl.D, f+A/f+B, hcb,f+P/hcf+B/hcbx2+P
High and fast jump-in combo enabled by Quick MAX. You can go into hcb,f+P or hcf+B to stay in MAX Mode or hcbx2+P for a slight damage increase.

Low

cr.B, (cr.A), ABC, cl.D, f+A/f+B, hcf+B
  • Hold forward during Quick MAX activation to ensure you're close enough for cl.D.

Strategy & Tips

Videos

King of Fighters 98 UM FE: Orochi Yashiro 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