Difference between revisions of "XV Broken/Orochi Yashiro"
(→Gou) |
|||
(45 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[File:KOFXV Orochi Yashiro Profile.png|thumb|Yashiro revealed his true form as one of the Four Heavenly Kings of Orochi. With the goal of reviving Orochi, he leads Shermie and Chris headfast into battle. Unlike his usual self, he actions and demeanor are much more cruel, and he fights boldly using the power of the earth and his fearsome monstrous strength.]] | <section begin="image"/>[[File:KOFXV Orochi Yashiro Profile.png|thumb|Yashiro revealed his true form as one of the Four Heavenly Kings of Orochi. With the goal of reviving Orochi, he leads Shermie and Chris headfast into battle. Unlike his usual self, he actions and demeanor are much more cruel, and he fights boldly using the power of the earth and his fearsome monstrous strength.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
Line 58: | Line 58: | ||
Corner<br/> | Corner<br/> | ||
| | | | ||
cl.C > 6B > CD > 6246C = ? dmg<br/> | |||
426C > 66 > 6A (HKD) = ? dmg<br/> | |||
move > move > move > move = 0 dmg<br/> | move > move > move > move = 0 dmg<br/> | ||
|- | |- | ||
Line 65: | Line 65: | ||
| | | | ||
Anywhere<br/> | Anywhere<br/> | ||
Anywhere<br/> | |||
Corner<br/> | Corner<br/> | ||
| | | | ||
cl.C > 6B > CD > 426BD > 6246AC (corner carry) = ? dmg<br/> | |||
cl.C > 6B > CD > 6246C > 624624P (damage) = ? dmg<br/> | |||
move > move > move > move = 0 dmg<br/> | move > move > move > move = 0 dmg<br/> | ||
|- | |- | ||
Line 82: | Line 82: | ||
==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = Yashiro is a pressure-based grappler who seeks to duke it out in midrange and capitalize off any opening to get his game started. With a simple gameplan, many options, and congratulatory versatility, Orochi Yashiro can only be described as a menace that significantly rewards players who have fast thinking and the ability for high APM gameplay. | | intro = Orochi Yashiro is a pressure-based grappler who seeks to duke it out in midrange and capitalize off any opening to get his game started. With a simple gameplan, many options, and congratulatory versatility, Orochi Yashiro can only be described as a menace that significantly rewards players who have fast thinking and the ability for high APM aggressive gameplay. | ||
Essentially, be it point or mid, Orochi Yashiro is a force to be reckoned with due to having things most other grapplers simply wish they had. | |||
| pros= | | pros= | ||
* '''Great Combo Damage''': Be it point, mid, or anchor, Orochi Yashiro tops the damage charts when it comes to grapplers. Fantastic scaling on D Odoru Daichi and C Musebu Daichi grant him terrific super cancel options, and the damage of his combos, in general, are above any other grappler's. | * '''Great Combo Damage''': Be it point, mid, or anchor, Orochi Yashiro tops the damage charts when it comes to grapplers. Fantastic scaling on D Odoru Daichi and C Musebu Daichi grant him terrific super cancel options, and the damage of his combos, in general, are above any other grappler's. | ||
* '''Actually Good Pressure''': Yashiro's stagger pressure gets a sidegrade with closer staggers being a lot more reactable with (cancel)6A CD. | * '''Actually Good Pressure''': Yashiro's stagger pressure gets a sidegrade with closer staggers being a lot more reactable with (cancel)6A CD. Because of this and other aspects of his kit, Orochi Yashiro can get constant tick throws, frametraps, and pressure resets from almost anything. Having all of this puts Yashiro's pressure above any other grappler's, giving him a veritable edge amongst the cast. | ||
* '''Big Fat Buttons''': Having every normal Yashiro does grants Orochi Yashiro great midrange and aerial capabilities, allowing him to play neutral in most matchups with great efficiency. | * '''Big Fat Buttons''': Having every normal Yashiro does grants Orochi Yashiro great midrange and aerial capabilities, allowing him to play neutral in most matchups with great efficiency. | ||
* '''Fantastic Light Confirms''': Orochi Yashiro's target combos give him very lengthy, very powerful hitconfirms that have ridiculous range. A keen player will be able to use this to their advantage to take any opportunity to start their pressure game. | * '''Fantastic Light Confirms''': Orochi Yashiro's target combos give him very lengthy, very powerful hitconfirms that have ridiculous range. A keen player will be able to use this to their advantage to take any opportunity to start their pressure game. | ||
* '''Ridiculous Corner Carry''': Odoru Daichi has half a screen of corner carry ''all on its own''. Srsly what else needs to be said? | * '''Ridiculous Corner Carry''': Odoru Daichi has half a screen of corner carry ''all on its own''. Srsly what else needs to be said? | ||
* '''Mixup Potential''': Sporting one of the best crossups in the game with j.C, a great standing overhead, and the ridiculous setups of Niragu Daichi, Orochi Yashiro has any nearly any mixup option a grappler would want. | * '''Mixup Potential''': Sporting one of the best crossups in the game with j.C, a great standing overhead, and the ridiculous setups of Niragu Daichi, Orochi Yashiro has any nearly any mixup option a grappler would want. | ||
* '''Great Vortex''': Though he is no Clark, Orochi Yashiro's vortex is still formidable. Midscreen he gets devastating ambiguous left/rights, and in the corner he gets absolutely devious tick throw setups and safejumps. Couple this with everything else, and it all comes together. Though Orochi Yashiro may need meter (that he doesn't generate well) to get started killing you, he can absolutely mix his way through to get it, ensuring that his meter economy stays within normality. | |||
| cons= | | cons= | ||
* '''Committal''': Much of Orochi Yashiro's gameplan is committal, and a messed up confirm, whiffed command grab, or simply accidentally confirming off a stuffed shorthop with a ground throw can mean his demise. This means Orochi Yashiro can't simply do normal > cancel like his less grapply counterpart, which will end up with him overall getting less openings from neutral. | |||
* '''Committal''': Much of Orochi Yashiro's gameplan is committal, and a messed up confirm, whiffed command grab, or simply accidentally confirming off a stuffed shorthop with a ground throw can mean his demise. | |||
* '''Bad Oki on Highest Damage Grab''': OYash's oki on his highest damage grab in the corner is so bad that he requires a microwalk back in order to not get hit with a reversal throw, leaving his damage off raw meterless command grabs lower than other grapplers if he wants to maintain okizeme. | * '''Bad Oki on Highest Damage Grab''': OYash's oki on his highest damage grab in the corner is so bad that he requires a microwalk back in order to not get hit with a reversal throw, leaving his damage off raw meterless command grabs lower than other grapplers if he wants to maintain okizeme. | ||
* ''' | * '''Easily Kept Out''': Not so much a victim to zoning thanks to 41236BD, but Orochi Yashiro's speed and size, very stubby CD, and lack of neutral skips makes him have to play neutral very honestly, allowing him to be kept out quite easily by characters with large, fast, safe buttons such as Geese and Meitenkun. | ||
}} | }} | ||
Line 112: | Line 112: | ||
A quick jab with plus frames. Has good range for a f.A. This not only helps it fare better in neutral, but also lets Yashiro perform longer light normal blockstrings than many other characters (e.g 2A, 2B, f.A, f.A, f.B). End light normal chains with this normal if you want to keep the pressure. Chains into itself and other A and B normals. | A quick jab with plus frames. Has good range for a f.A. This not only helps it fare better in neutral, but also lets Yashiro perform longer light normal blockstrings than many other characters (e.g 2A, 2B, f.A, f.A, f.B). End light normal chains with this normal if you want to keep the pressure. Chains into itself and other A and B normals. | ||
Hit-confirming this normal into far C from other lights is what gives Orochi Yashiro some of the best light confirms in the game. This is one of the most important parts of his | Hit-confirming this normal into far C from other lights is what gives Orochi Yashiro some of the best light confirms in the game. This is one of the most important parts of his abare, neutral, punishment, and stagger. | ||
}} | }} | ||
Line 239: | Line 239: | ||
* Deceptively good at crossing up | * Deceptively good at crossing up | ||
* Quite large underneath him as well. | * Quite large underneath him as well. | ||
UNLIKE normal Yashiro, Orochi Yashiro lands like a normal person, and therefore this doesn't combo as leniently. Still, it's one of the best crossup tools in the game and is absolutely ridiculous. | |||
}} | }} | ||
Line 266: | Line 266: | ||
|description= A shoulder tackle blowback. | |description= A shoulder tackle blowback. | ||
* On hit, Yashiro can always confirm with a 6B provided he runs far enough. | * On hit, Yashiro can always confirm with a 6B provided he runs far enough. | ||
* | * Causes a sliding hard knockdown on air hit. | ||
* | * Wall bounces on air or ground counter-hit. | ||
* Can whiff-cancel into any of his command grabs to give them more range. | * Can whiff-cancel into any of his command grabs to give them more range. | ||
Very high reward blowback with horrible range for its startup. Orochi Yashiro leans back during the start-up which lets him dodge some moves making this somewhat of an effective counter poke. You can sometimes try to use this after blocked A normals to evade your opponent's attempt to take their turn and effectively steal your turn back. Safe on block and abusable, even being plus on block at the perfect spacing. | |||
When compared with normal Yashiro, Orochi Yashiro's blowback is 2 frames slower, but it wallbounces on counterhit and knocks down on air hit. These aspects make it quite a bit more rewarding than your average stand CD, and make up both for OYash's lack of good CD cancel options and slower startup. | When compared with normal Yashiro, Orochi Yashiro's blowback is 2 frames slower and has shorter range, but it wallbounces on counterhit and knocks down on air hit. These aspects make it quite a bit more rewarding than your average stand CD, and make up both for OYash's lack of good CD cancel options and slower startup. | ||
}} | }} | ||
Line 313: | Line 313: | ||
|name=Saku | |name=Saku | ||
|input=6A | |input=6A | ||
|description=* Overhead. | |description= | ||
* Overhead. | |||
* Values in [] indicate when move is cancelled into | * Values in [] indicate when move is cancelled into | ||
* 6246AC is guaranteed after the raw overhead version. | |||
* Raw overhead or otg version can be followed with cl.A (whiff) > immediate hop/hyper hop safe jump vs 4 frame reversals. | |||
A slamming overhead. When done by itself, hits overhead and causes a hard knockdown. Hits OTG (off the ground), tacking on additional damage after a super and setting up a safe jump with whiffed cl.A > immediate hop. The range is good, and while it can't be comboed after with a Max Cancel, it is unique among overhead command normals in having substantial reward meterless with its knockdown. Safe on block. When canceled from a normal, combos from heavy normals and can be canceled, | A slamming overhead. When done by itself, hits overhead and causes a hard knockdown. Hits OTG (off the ground), tacking on additional damage after a super and setting up a safe jump with whiffed cl.A > immediate hop. The range is good, and while it can't be comboed after with a Max Cancel, it is unique among overhead command normals in having substantial reward meterless with its knockdown. Safe on block. When canceled from a normal, combos from heavy normals and can be canceled, and is generally quite safe, giving it some niche use cases over 6B. When canceled from light normals, this acts as a frame trap and is incredibly important in Orochi Yashiro's pressure game. | ||
}} | }} | ||
Line 324: | Line 327: | ||
|name=Bu | |name=Bu | ||
|input=6B | |input=6B | ||
|description=A step kick. Has a lot of range and is cancellable giving it potential use in neutral. It even | |description=A step kick. Has a lot of range and is cancellable giving it potential use in neutral. It even causes a juggle state on air hit, allowing for combos if your opponent gets hit out of a hop. It's quite slow however and vulnerable on whiff. This does more damage than 6A and functions the same when canceled from heavies, and also can be used to extend juggle combos. | ||
}} | }} | ||
Line 335: | Line 338: | ||
* Can be followed up with 6246C or 426BD. | * Can be followed up with 6246C or 426BD. | ||
While this has the same input and animation as Orochi Yashiro's blowback, it has different properties. Only usable after canceling into one of his command normals (6A or 6B), this move will '''not''' cause a wallsplat, and does less damage that his regular blowback. It is essentially used to tack on extra damage in Orochi Yashiro's combos. | While this has the same input and animation as Orochi Yashiro's blowback, it has different properties. Only usable after canceling into one of his command normals (6A or 6B), this move will '''not''' cause a wallsplat, and does less damage that his regular blowback. It is essentially used to tack on extra damage in Orochi Yashiro's combos and allow comboing into 632146C. | ||
}} | }} | ||
Line 343: | Line 346: | ||
|name=Ki | |name=Ki | ||
|input=5A~C | |input=5A~C | ||
|description=* | |description= | ||
* This unique chain works from both close A and far A. | |||
* The C has much more recovery than raw far C and is punishable on block from most distances. | |||
}} | }} | ||
Line 354: | Line 359: | ||
|captions= You'll only see this animation if you whiffed. Try not to do that. | |captions= You'll only see this animation if you whiffed. Try not to do that. | ||
|description3= | |description3= | ||
* All versions can be followed up with | * All versions are strike and throw invulnerable on frame 1. | ||
* EX version | * The 426AC EX version has more range than the normal version. | ||
* All versions can be followed up with OTG 6A (max damage and hard knock down for no additional meter). | |||
* 426P > roll forward > 2A (whiff) > normal jump forward will safe jump 4-frame reversals. Midscreen you can dash~super jump after 2A to set up cross up j.C. | |||
* The EX version scales damage less than the regular versions, leading to quite efficient damage with 6B 6246C > 624624P/AC super cancel. | |||
Orochi Yashiro's slower, but invincible command grab. It can snag opponents trying to press against Orochi Yashiro, but most importantly, by following up this command grab with 6B > 6246C, Orochi Yashiro can increase its relatively weak damage output, send the opponent closer to the corner, and even after 6246C he can follow it up with his 624624P super or level 3. These options make this command grab all the more scarier. | Orochi Yashiro's slower, but invincible command grab. It can snag opponents trying to press against Orochi Yashiro, but most importantly, by following up this command grab with 6B > 6246C, Orochi Yashiro can increase its relatively weak damage output, send the opponent closer to the corner, and even after 6246C he can follow it up with his 624624P super or level 3. These options make this command grab all the more scarier. | ||
}} | }} | ||
Line 370: | Line 376: | ||
* Light version grabs grounded opponents, heavy version grabs aerial opponents. | * Light version grabs grounded opponents, heavy version grabs aerial opponents. | ||
* EX version only confirms OTG. | * EX version only confirms OTG. | ||
* Has bad oki that becomes genuinely horrible in the corner. | |||
* Great scaling. | |||
Orochi Yashiro's signature frame-1 command grab. Compared to his previous iterations, it has significantly more utility. Now, this command grab can snatch an opponent regardless of what state they are in, be it grounded, aerial, or knocked down. Thus, this command grab is a signature part of Orochi Yashiro's pressure/combo game. | Orochi Yashiro's signature frame-1 command grab. Compared to his previous iterations, it has significantly more utility. Now, this command grab can snatch an opponent regardless of what state they are in, be it grounded, aerial, or knocked down. Thus, this command grab is a signature part of Orochi Yashiro's pressure/combo game. | ||
Line 381: | Line 389: | ||
|description3= | |description3= | ||
* Light version is a true running grab, heavy version is a hitgrab but does more damage. | * Light version is a true running grab, heavy version is a hitgrab but does more damage. | ||
* EX version is also a hitgrab, but goes through projectiles and leaves the opponent right in front of Orochi Yashiro. | * EX version is also a hitgrab, but goes through projectiles during the running animation and leaves the opponent right in front of Orochi Yashiro. | ||
Orochi Yashiro's running command grab. The light version has little use, beyond catching the opponent off guard. The heavy version, although being a hitgrab and thus needing to be confirmed, is much more important. It has better damage, better oki, and can be comboed into 6246AC in the right scenarios. | Orochi Yashiro's running command grab. The light version has little use, beyond catching the opponent off guard. The heavy version, although being a hitgrab and thus needing to be confirmed, is much more important. It has better damage, better oki, and can be comboed into 6246AC in the right scenarios. | ||
While the EX version can only be followed up with 6246AC, it is powerful in its own right. Its vulnerability makes it go through projectiles, allowing Orochi Yashiro to shrug off zoning attempts. Furthermore, it knocks the opponent down right in front of Orochi Yashiro, leading to better oki. | While the EX version can only be followed up with 6246AC, it is powerful in its own right. Its active frame vulnerability makes it go through projectiles, allowing Orochi Yashiro to shrug off zoning attempts. Furthermore, it knocks the opponent down right in front of Orochi Yashiro, leading to better oki. | ||
}} | }} | ||
Line 393: | Line 401: | ||
|name=Kujiku Daichi | |name=Kujiku Daichi | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|description3= | |captions= , Sideswitch grab from previous games. | ||
* | |description3=Weird ass command jump. | ||
* | * You really don't want to do this empty. | ||
* Seriously. | |||
* EX version is a side switching command grab. Usually not super useful, but it does go over lows, and can be comboed out of- primarily with f.C. | |||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
Line 403: | Line 414: | ||
|name=Tsubusu Daichi | |name=Tsubusu Daichi | ||
|input=214A/C~P | |input=214A/C~P | ||
|description2= | |captions= Condition them into not anti-airing you | ||
* | |description2= The followup you should be doing. | ||
* | * ~+2 when done as late as possible. | ||
* Deals 16/20 chip damage. | |||
Decent pressure reset, but it's on a grappler so it's actually a good ass pressure reset. Considering that you can frametrap 2A 5A after this ''and'' it will beat shatter strike, this tool is quite important to keeping the opponent scared, as it adds yet another option to Orochi Yashiro's pressure game. | |||
Speaking of options: Orochi Yashiro can actually do quirky ambiguous crossups with this move, though they are very unsafe. Alternatively, he can also do plus on block but reactable crossups with 214A vs 214C. There are also many ways to set up leftrights where crossup is plus and unreactable, while same side is punishable and unreactable. Why do these two moves have so much that you can do with them? Because he needs it. | |||
}} | }} | ||
Line 417: | Line 431: | ||
|input=6321463214A/C/AC | |input=6321463214A/C/AC | ||
|description2= | |description2= | ||
* | * ''The'' combo ender super. | ||
Orochi Yashiro's signature command grab super, and the only one out of his two Super Special moves that can be used as a combo ender after a special. For a grappler, this move does a lot of damage, even more than Clark and Shermie. This is probably the move that will be on your opponent's mind the most during a match, as comboing into this will hurt a ''lot.'' | |||
}} | }} | ||
Line 429: | Line 442: | ||
|input=214214B/D/BD | |input=214214B/D/BD | ||
|description2= | |description2= | ||
* | * D version causes Orochi Yashiro to leap farther than the B version. | ||
Orochi Yashiro's leaping command grab super. Does more damage than his other command grab super, but it is not as useful or easy to perform as a combo ender. This move is mostly intended to catch the opponent off guard if they try to run away from Orochi Yashiro or for punishing fireballs. | |||
}} | }} | ||
Line 441: | Line 453: | ||
|input=2141236CD | |input=2141236CD | ||
|description= | |description= | ||
* | * Becomes a counter if performed raw or too late during a combo. | ||
Orochi Yashiro's brand new level 3 super for KoF XV. Just like Goro Daimon, the man Orochi Yashiro serves to be a doppelganger of, this move can be used both as a combo ender or as a counterattack. | |||
}} | }} | ||
Revision as of 16:29, 31 January 2023
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Ankoku Jigoku Gokuraku Otoshi - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
cl.C > 6B > CD > 6246C = ? dmg |
1 Meter |
Anywhere |
cl.C > 6B > CD > 426BD > 6246AC (corner carry) = ? dmg |
2 Meters |
Anywhere |
move > move > move > move = 0 dmg |
Gameplay Overview
Orochi Yashiro is a pressure-based grappler who seeks to duke it out in midrange and capitalize off any opening to get his game started. With a simple gameplan, many options, and congratulatory versatility, Orochi Yashiro can only be described as a menace that significantly rewards players who have fast thinking and the ability for high APM aggressive gameplay. Essentially, be it point or mid, Orochi Yashiro is a force to be reckoned with due to having things most other grapplers simply wish they had. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
f.A
f.A |
---|
Far B
far B
f.B
f.B |
---|
Far C
far C
f.C
f.C |
---|
Far D
far D
f.D
f.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
ShatterStrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Baku
Baku
(close) 4/6C
(close) 4/6C |
---|
Beki
Beki
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Saku
Saku
6A
6A |
---|
Bu
Bu
6B
6B |
---|
Gou
Gou
6B/6B~CD
6B/6B~CD |
---|
Ki
Ki
5A~C
5A~C |
---|
Special Moves
Niragu Daichi
Niragu Daichi
41236A/C/AC
41236A/C/AC |
---|
Musebu Daichi
Musebu Daichi
632146A/C/AC
632146A/C/AC |
---|
Odoru Daichi
Odoru Daichi
41236B/D/BD
41236B/D/BD |
---|
Kujiku Daichi
Kujiku Daichi
214A/C/AC
214A/C/AC |
---|
Tsubusu Daichi
214A/C~P
214A/C~P |
---|
Super Special Moves
Ankoku Jigoku Gokuraku Otoshi
Ankoku Jigoku Gokuraku Otoshi
6321463214A/C/AC
6321463214A/C/AC |
---|
Araburu Daichi
Araburu Daichi
214214B/D/BD
214214B/D/BD |
---|
Climax
Shuuen no Daichi
Shuuen no Daichi
2141236CD
2141236CD |
---|