Difference between revisions of "XV Broken/Orochi Yashiro"
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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, and is | 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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* 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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Revision as of 16:29, 31 January 2023
The King of Fighters XV | |
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. |
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Pros | Cons |
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Normals
Far Standing Normals
Far A
far A
f.A
f.A |
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Far B
far B
f.B
f.B |
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Far C
far C
f.C
f.C |
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Far D
far D
f.D
f.D |
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Close Standing Normals
Close A
close A
cl.A
cl.A |
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Close B
close B
cl.B
cl.B |
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Close C
close C
cl.C
cl.C |
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Close D
close D
cl.D
cl.D |
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Crouch Normals
Crouch A
crouch A
2A
2A |
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Crouch B
crouch B
2B
2B |
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Crouch C
crouch C
2C
2C |
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Crouch D
crouch D
2D
2D |
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Jump Normals
Jump A
jump A
j.A
j.A |
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Jump B
jump B
j.B
j.B |
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Jump C
jump C
j.C
j.C |
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Jump D
jump D
j.D
j.D |
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Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
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Blowback
Blowback
Blowback
CD
CD |
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ShatterStrike
ShatterStrike
236CD
236CD |
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jump CD
jump CD
j.CD
j.CD |
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Throws
Baku
Baku
(close) 4/6C
(close) 4/6C |
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Beki
Beki
(close) 4/6D
(close) 4/6D |
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Command Moves
Saku
Saku
6A
6A |
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Bu
Bu
6B
6B |
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Gou
Gou
6B/6B~CD
6B/6B~CD |
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Ki
Ki
5A~C
5A~C |
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Special Moves
Niragu Daichi
Niragu Daichi
41236A/C/AC
41236A/C/AC |
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Musebu Daichi
Musebu Daichi
632146A/C/AC
632146A/C/AC |
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Odoru Daichi
Odoru Daichi
41236B/D/BD
41236B/D/BD |
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Kujiku Daichi
Kujiku Daichi
214A/C/AC
214A/C/AC |
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Tsubusu Daichi
214A/C~P
214A/C~P |
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Super Special Moves
Ankoku Jigoku Gokuraku Otoshi
Ankoku Jigoku Gokuraku Otoshi
6321463214A/C/AC
6321463214A/C/AC |
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Araburu Daichi
Araburu Daichi
214214B/D/BD
214214B/D/BD |
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Climax
Shuuen no Daichi
Shuuen no Daichi
2141236CD
2141236CD |
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Misc
Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
|