Difference between revisions of "XV Broken/Orochi Yashiro"
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* '''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. | * '''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. 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. | ||
* '''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. | ||
}} | }} | ||
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* 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 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. | 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. | ||
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* Raw overhead or otg version can be followed with cl.A (whiff) > immediate hop/hyper hop safe jump vs 4 frame reversals. | * 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. | ||
}} | }} | ||
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|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. | ||
}} | }} | ||
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* 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. | ||
}} | }} | ||
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|name=Kujiku Daichi | |name=Kujiku Daichi | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|captions= , Sideswitch grab from previous games. | |||
|description3=Weird ass command jump. | |description3=Weird ass command jump. | ||
* You really don't want to do this empty. | * You really don't want to do this empty. | ||
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|name=Tsubusu Daichi | |name=Tsubusu Daichi | ||
|input=214A/C~P | |input=214A/C~P | ||
|captions= Condition them into not anti-airing you | |||
|description2= The followup you should be doing. | |description2= The followup you should be doing. | ||
* ~+2 when done as late as possible. | * ~+2 when done as late as possible. | ||
* Deals 16/20 chip damage. | * 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 | 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. | 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. |
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 |
---|