The King of Fighters '98 UMFE/Orochi Yashiro

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< The King of Fighters '98 UMFE
Revision as of 01:26, 20 November 2020 by Jaunty (talk | contribs) (filled out Orochi Yashiros normals section)
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Introduction

Normal Moves

Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN

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

  • 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.
  • 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.

Crouch

  • 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

  • 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

  • st. CD: moves forward. good priority. Cancelable on whiff and contact.
  • j. CD: Great air to air normal when the opponent is higher up.

Throws

Baku: (close) b/f + C

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

Beki: (close) b/f + D

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

Command Moves

Saku: f + A

  • overhead when done raw, loses that property when cancelled into but becomes cancelable instead.
  • good to use in combos.
  • good anti mash move when cancelled from cr.A
  • Causes a hard knockdown.

Bu: f + B

  • this move is the same whether cancelled into or done raw.
  • good to use in combos as it's cancelable.
  • Does more damage than f+A

Special Moves

Niragu Daichi: (close) hcf + A/C

Musebu Daichi: (close) hcb, f + A/C

Odoru Daichi: hcf + B/D

Kujiki Daichi: qcb + A/C

Desperation Moves

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

Araburu Daichi: (close) qcf, qcf + B/D

Hoeru Diachi: (close) qcf, qcf + A/C

Combos

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