Difference between revisions of "The King of Fighters 2002 UM/Orochi Yashiro"

From Dream Cancel Wiki
Jump to navigation Jump to search
m
(Added some of Emils OG 2k2 info, and added some info myself.)
Line 3: Line 3:
==Throws==
==Throws==
Baku - Close, b/f + C
Baku - Close, b/f + C
* Yashiro knocks them back in the direction that he was facing


Beki - Close, b/f + D
Beki - Close, b/f + D
 
* Yashiro grabs them and throws them in the opposite direction they were facing
* hard knockdown and the opponent's back is turned when waking up
* gives you enough time to run up to them or jump in before they get up, even from midscreen


==Command Moves==
==Command Moves==
Saku - f + A
Saku - f + A
* Yashiro does a slow overhead smash with his fist
* overhead
* cancellable if cancelled into
* if cancelled into, this move does almost no damage and loses the overhead property but comes out much faster and doesn't knock down
* this move makes Yashiro move forward, making combos more likely to land than if using the more damaging f+B


Bu - f + B
Bu - f + B
* Yashiro does a horizontal kick forward, which has decent range
* cancellable




==Special Moves==
==Special Moves==
Niragu Daichi - hcf + A/C  
Niragu Daichi - hcf + A/C  
* delayed command throw that has invincibility before the point when the throw contact will register. The opponent is thrown into the air, and can be juggled on the way down
* if Yashiro does not hit the opponent, opponent suffers a hard knockdown and falls with their back turned
* great move for setting up some resets that lead to some good damage


Musebu Daichi - hcb, f + A/C
Musebu Daichi - hcb, f + A/C
* instant one frame grab
* hard knockdown
* opponent is knocked down with their back turned


Odoru Daichi - hcf + B/D
Odoru Daichi - hcf + B/D
* Yashiro runs forward and grabs the opponent
* can't be comboed into unlike in kof98
* hard knockdown


Kujiku Daichi - qcb + A/C
Kujiku Daichi - qcb + A/C
* Yashiro jumps into the air, and grabs the opponent if he falls on them and they are on the ground. qcb+C jumps further and higher than qcb+A
* if this move is successful, Yashiro switches sides with opponent and has enough time to walk up and combo them
* very easy to evade and punish and not recommended to be used much, if at all
* free cancellable into


Unaru Daichi - dp + A/C
Unaru Daichi - dp + A/C
 
*Slow startup moves that leaves Yashiro at considerable frame advantage.
*Can link into hcb,f+P and super in the corner.
*This move has an enormous amount of active frame and is therefore good to hit meaty which opens possibilities to walk in and combo.


==Desperation Moves==
==Desperation Moves==
Ankoku Jigoku Otoshi Gokuraku - hcb x 2 + A/C  
Ankoku Jigoku Otoshi Gokuraku - hcb x 2 + A/C
* instant one frame grab
* Yashiro has alot of time to move around as the opponent falls, giving him opportunity for mixups


Araburu Daichi - qcf x 2 + B/D
Araburu Daichi - qcf x 2 + B/D
 
* Yashiro leaps across the screen, about 3/4 screen length and grabs the opponent if he connects
* hard knockdown and opponent gets up with their back turned
* extremely easy to see coming and evade due to the super flash before he leaps


==Super Desperation==
==Super Desperation==
Ankoku Jigoku Otoshi Gokuraku - hcb x 2 + AC
Ankoku Jigoku Otoshi Gokuraku - hcb x 2 + AC
* one frame grab that does more damage than his hcbx2+P DM


Araburu Daichi - qcf x 2 + BD  
Araburu Daichi - qcf x 2 + BD  
 
* same as his DM version, but alot more damaging
* unblockable
* hard knockdown and opponent gets up with their back turned
* extremely easy to see coming and evade because of the super flash


==Hidden Super Desperation Move==
==Hidden Super Desperation Move==
Armaggedon - hcb x 2 + BD
Armaggedon - hcb x 2 + BD
* Yashiro does a massive punch across the screen that takes a long time to come out
* Yashiro has full body autoguard and invincibility during the entire startup and active period.
* unblockable
* Combos of a hcf+P in the corner.
==Combos==
[jump attack] Close C/D, f+A/B, hcb,f+P/2xhcb+P/2xhcb+AC
*Bread and butter combo
Crouch B, Close A, hcb,f+P/2xhcb+P/2xhcb+AC
*Chaining from crouch B to close A is difficult.
*Close A to the next move is a link.
*Close A whiffs on crouching opponents, but this move can be buffered in such a way, that if the close A whiffs, it is whiff cancelled and the combo hits anyway.
Crouch/Close A, hcf+P
*Not a very useful combo, but good to know it exists.
[jump attack] Close C/D, f+A, BC bypass, Close C/D, f+A, 2xhcb+AC
*Does not require you to run in after the BC bypass, just hold forward, and press Close C/D and it will hit.
Crouch B BC bypass Crouch C, f+A, 2xhcb+AC
*Comboes into SDM off a low. Not very useful, but good to know.





Revision as of 13:00, 8 May 2011

Orochiyashiro.jpg

Throws

Baku - Close, b/f + C

  • Yashiro knocks them back in the direction that he was facing

Beki - Close, b/f + D

  • Yashiro grabs them and throws them in the opposite direction they were facing
  • hard knockdown and the opponent's back is turned when waking up
  • gives you enough time to run up to them or jump in before they get up, even from midscreen

Command Moves

Saku - f + A

  • Yashiro does a slow overhead smash with his fist
  • overhead
  • cancellable if cancelled into
  • if cancelled into, this move does almost no damage and loses the overhead property but comes out much faster and doesn't knock down
  • this move makes Yashiro move forward, making combos more likely to land than if using the more damaging f+B

Bu - f + B

  • Yashiro does a horizontal kick forward, which has decent range
  • cancellable


Special Moves

Niragu Daichi - hcf + A/C

  • delayed command throw that has invincibility before the point when the throw contact will register. The opponent is thrown into the air, and can be juggled on the way down
  • if Yashiro does not hit the opponent, opponent suffers a hard knockdown and falls with their back turned
  • great move for setting up some resets that lead to some good damage

Musebu Daichi - hcb, f + A/C

  • instant one frame grab
  • hard knockdown
  • opponent is knocked down with their back turned

Odoru Daichi - hcf + B/D

  • Yashiro runs forward and grabs the opponent
  • can't be comboed into unlike in kof98
  • hard knockdown

Kujiku Daichi - qcb + A/C

  • Yashiro jumps into the air, and grabs the opponent if he falls on them and they are on the ground. qcb+C jumps further and higher than qcb+A
  • if this move is successful, Yashiro switches sides with opponent and has enough time to walk up and combo them
  • very easy to evade and punish and not recommended to be used much, if at all
  • free cancellable into


Unaru Daichi - dp + A/C

  • Slow startup moves that leaves Yashiro at considerable frame advantage.
  • Can link into hcb,f+P and super in the corner.
  • This move has an enormous amount of active frame and is therefore good to hit meaty which opens possibilities to walk in and combo.

Desperation Moves

Ankoku Jigoku Otoshi Gokuraku - hcb x 2 + A/C

  • instant one frame grab
  • Yashiro has alot of time to move around as the opponent falls, giving him opportunity for mixups

Araburu Daichi - qcf x 2 + B/D

  • Yashiro leaps across the screen, about 3/4 screen length and grabs the opponent if he connects
  • hard knockdown and opponent gets up with their back turned
  • extremely easy to see coming and evade due to the super flash before he leaps

Super Desperation

Ankoku Jigoku Otoshi Gokuraku - hcb x 2 + AC

  • one frame grab that does more damage than his hcbx2+P DM

Araburu Daichi - qcf x 2 + BD

  • same as his DM version, but alot more damaging
  • unblockable
  • hard knockdown and opponent gets up with their back turned
  • extremely easy to see coming and evade because of the super flash

Hidden Super Desperation Move

Armaggedon - hcb x 2 + BD

  • Yashiro does a massive punch across the screen that takes a long time to come out
  • Yashiro has full body autoguard and invincibility during the entire startup and active period.
  • unblockable
  • Combos of a hcf+P in the corner.

Combos

[jump attack] Close C/D, f+A/B, hcb,f+P/2xhcb+P/2xhcb+AC

  • Bread and butter combo

Crouch B, Close A, hcb,f+P/2xhcb+P/2xhcb+AC

  • Chaining from crouch B to close A is difficult.
  • Close A to the next move is a link.
  • Close A whiffs on crouching opponents, but this move can be buffered in such a way, that if the close A whiffs, it is whiff cancelled and the combo hits anyway.

Crouch/Close A, hcf+P

  • Not a very useful combo, but good to know it exists.

[jump attack] Close C/D, f+A, BC bypass, Close C/D, f+A, 2xhcb+AC

  • Does not require you to run in after the BC bypass, just hold forward, and press Close C/D and it will hit.

Crouch B BC bypass Crouch C, f+A, 2xhcb+AC

  • Comboes into SDM off a low. Not very useful, but good to know.



Videos

Orochi Yashiro Tutorial by Dune

Orochi Yashiro Master Class

Discussion Threads

Discuss at Dream Cancel