Difference between revisions of "The King of Fighters XV/Yashiro Nanakase"

From Dream Cancel Wiki
Jump to navigation Jump to search
Line 348: Line 348:
  |hitbox=
  |hitbox=
  |invul=  
  |invul=  
  |description= * Enter move description here.
  |description=  
*
A rapid series of punches. A version combos from lights and C version combos from heavies. C version allows for small juggles in the corner. EX version launches much higher, opening up further combos. Has no neutral use, and is unsafe on block.
*
  }}
  }}
}}
}}
Line 372: Line 371:
  |hitbox=
  |hitbox=
  |invul=  
  |invul=  
  |description= * Enter move description here.
  |description=  
*
An uppercut combo. All versions have upper body armor that can armor through highs and mids. The A version starts up the fastest but has the shortest duration of armor. This makes it good for anti-airing, but bad as a reversal, and even in anti-airs its shorter armor means it must be timed better. The C version is the slowest but has armor on frame 1. This makes it harder to use as an anti-air, but can be used as a reversal. The EX version is the best of both worlds, having fast startup and frame 1 armor. Note that all versions lose to lows.
*
  }}
  }}
}}
}}
Line 396: Line 394:
  |hitbox=
  |hitbox=
  |invul=  
  |invul=  
  |description= * Enter move description here.
  |description=  
*
A dashing mid punch. All versions hit mid. This special is only ok in a vacuum, but works wonders as a cancel from f.C and 2D. The A version is quick and combos from heavies. It's negative on block, but the pushback is enough to be safe in most circumstances. The C version is slower which can act as a frame trap when canceled. It is also safer on block. The EX version is the best of both worlds, being fast and neutral on block. This special has follow-ups on hit or block, but in general should only be used on hit, as they're more negative than if you didn't do a follow up at all.
*
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|image=
|image=
Line 417: Line 417:
  |hitbox=
  |hitbox=
  |invul=  
  |invul=  
  |description= * Enter move description here.
  |description= 236 A = A straight punch ender to 41236 P. Not noteworthy, as it does less damage than the 236 C follow-up and doesn't knockdown. It's slightly safer which could give it some frame trapping potential by delaying the follow up after a blocked 426 P, but as it's still -10 it's not the best option. If you didn't confirm the 426 P hitting, such as when you are using it raw or in a frame trap with the C version, you can try using this to fish for a super cancel. When used after 41236 AC, the move is completely safe, and knocks down.
*
 
*
236 C = An uppercut ender to 41236 P. Very unsafe, but does more damage and connects into supers just as well as the 236 A follow up. Since you should ideally should be hit confirming the 41236 P, this will be the preferred ender. When used after 41236 AC, you get a higher launch, allowing for further combos.
  }}
  }}
}}
}}
Line 441: Line 441:
  |hitbox=
  |hitbox=
  |invul=  
  |invul=  
  |description= * Enter move description here.
  |description=  
*
A leaping overhead. Hits overhead, but is very unsafe on block. Can be used as a gimmick but shouldn't be relied upon. The leaping movement can help against projectiles, but what can be done with 214K in neutral can often also be done with regular KOF movement, with much less risk. Using this as a combo ender however, does grant a hard knockdown. The EX version has projectile invincibility, is only -5 on block, and allows for a juggle after, which makes it more useful.
*
  }}
  }}
}}
}}
==Super Special Moves==
==Super Special Moves==
{{MoveData
{{MoveData

Revision as of 17:58, 25 February 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

KOFXV Yashiro Profile.png

Introduction

A fighter with power over the earth, Yashiro is the lead guitarist of the rock group C.Y.S. However, this is all a front as, for the past 660 years, he has underwent multiple reincarnations as a member of the Four Heavenly Kings of Orochi, which are the true enemies of the Three Sacred Treasures. He and fellow teammate Shermie sacrificed themselves to undo the seal of Orochi and grant his power to Chris during the '97 tournament, but Orochi was defeated by the Three Sacred Treasures soon after.

Yashiro, along with many other formerly dead fighters, was one of the lost souls trapped within the being known as Verse. He develops an interest in the mysterious powers wielded by Verse, and sets out with Shermie and Chris to join KOF once again.

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Liver Blow - (close) Bk.gif / Fd.gif + C.gif

Hatchet Throw - (close) Bk.gif / Fd.gif + D.gif

Command Normals

Regret Bash - Fd.gif + A.gif

Step Side Kick - Fd.gif + B.gif

Special Moves

Missile Might Bash - Qcb.gif + A.gif / C.gif (*)

Upper Duel - Dp.gif + A.gif / C.gif (*)

Jet Counter - Hcf.gif + A.gif / C.gif (*)

Jet Counter Still - Qcf.gif + A.gif / C.gif (*)

Sledgehammer - Qcb.gif + B.gif / D.gif (*)

Super Special Moves

Final Impact - Qcf.gifQcf.gif + A.gif / C.gif (!)

Variable Bash Stream - Qcf.gifQcf.gif + B.gif / D.gif (!)

Climax Super Special Moves

Ultimate Billion Bash - Qcb.gifDb.gifQcf.gif+C.gif+D.gif

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Anywhere
Corner

cr.B/cl.C > cr.A(x2)/6B > 214A/214C = 151/280 dmg
(j.X) > cl.C > 6B > 214C > 623A = 324 dmg

1 Meter

Anywhere
Corner

(j.X) cl.C > 6B > 214C > [SC] 236236D = 410 dmg
cr.B > cr.A > 214AC > 41236AC ~ 236C > 6B > 623C > cl.D = 330 dmg

2 Meters

Anywhere

cl.C/cr.B > 6B/cr.A (x2) > 214C > [SC] 236236BD = 399 dmg

Gameplay Overview

Yashiro is a simple character with far reaching normals and a straight-forward combo game. His special moves lack utility, but he makes up for that with a solid set of normal moves. Yashiro is a great character to pick up when learning the fundamentals of KOF, and can function anywhere on a team.

Normals

Far Standing Normals

Far A

No results
No results
No results


NO IMAGE FOUND

No results
  • Special/Super cancelable
  • Chains into and from light 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.

Far B

No results
No results
No results


NO IMAGE FOUND

No results
  • Chains from light normals

A massive quick kick. This button is excellent at controlling space and can even lead to good reward with Max Cancel. Use frequently to pester the opponent, but remember to take advantage of their annoyance to get bigger hits. Chains from A normals, making for easy Max confirms.

Far C

No results
No results
No results


NO IMAGE FOUND

No results
  • Special/Super Cancellable.

A far reaching punch that's cancelable. Having a cancellable far heavy in KOF is often a boon, and this normal is no exception. Yashiro can get a very easy confirm with f.C > 41236 A > 236 C > super, stopping at 426 A if it's blocked. It's quite fast as well giving Yashiro potentially stronger punishes than other characters in certain situations.

Far D

No results
No results
No results


NO IMAGE FOUND

No results
  • Whiffs on crouching opponents.

A massive roundhouse. This move as a similarly large hitbox to f.B, but has bigger damage and reaches higher, making it good at catching jumps as well. However, compared to f.B it has a much higher whiff recovery, so the commitment is higher. It also whiffs on crouchers. Still effective, but must be used more carefully, such as against opponents who hop in neutral frequently.

Close Standing Normals

Close A

close A
cl.A
cl.A
XV Yashiro cA ima.png
XV yashiro cla.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 4 6 +5 +3 - 30 60
  • Special/Super Cancellable.
  • Can chain into and from lights.

An upwards jab. This is a solid defense against close range hops. Has frame advantage and chains into other A and B normals.

Close B

close B
cl.B
cl.B
XV Yashiro cB ima.png
XV yashiro clb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 6 5 5 +5 +3 - 30 60
  • Special/Super Cancelable.
  • Can chain from lights.

A close-hitting knee. This normal has the best frame advantage on block out of Yashiro's moveset. Use this for setting up frame traps into 2B or 2C. It also links into c.C and 2C, allowing for strong combos. Does not chain into other normals, but does chain from A normals.

Close C

close C
cl.C
cl.C
XV Yashiro cC ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 4 6 17 -2 -4 - 70 120
  • Special/Super Cancellable.

A standard close punch. Yashiro's fastest heavy normal; use for punishes. Can link from c.A and c.B.

Close D

close D
cl.D
cl.D
XV Yashiro cD ima.png
XV yashiro cld.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 6 5 13 +3 +1 - 70 120
  • Special/Super Cancellable.

A standard close kick. Doesn't hit low. Although slower than c.C, this is Yashiro's highest damage starter, so use to punish over c.C when possible. Plus on block interestingly, but hard to make use of due to pushback, other than a f.B.

Crouch Normals

Crouch A

No results
No results
No results


NO IMAGE FOUND

No results
  • Special/Super Cancellable.
  • Can chain into and from lights.

A crouching jab. Like Yashiro's f.A, this has good range for a 2A, leading to the same advantages. Chains into itself and other A and B normals, making for easy light confirms. Neutral on block, allowing for stagger pressure.

Crouch B

No results
No results
No results


NO IMAGE FOUND

No results
  • Can chain into and from lights.

A low kick. Your go-to low starter. Doesn't chain into itself, but does chain into and from A normals.

Crouch C

No results
No results
No results


NO IMAGE FOUND

No results
  • Special/Super Cancellable.

A heavy uppercut. This is Yashiro's go-to anti air for most situations. It has a small blind spot behind Yashiro's head so be careful. This frame traps and links from c.B, and the lack of a proximity requirement like close normals can make this more consistent than c.C. Bad on block so make sure to cancel this.

Crouch D

No results
No results
No results


NO IMAGE FOUND

No results
  • Special/Super Cancellable.

A spinning sweep. Great range and cancelable, but very bad if not canceled. Pester opponents with this, then mix in hops to establish a simple mix-up at midscreen.

Jump Normals

Jump A

jump A
j.A
j.A
XV Yashiro jA ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High - 6 10 1 on ground - - - 30 50

jump A jump A

45 High - 6 12 1 on ground - - - 30 60

A downwards jab. Deceptively good. This is Yashiro's fastest air button, and also has considerable active frames. Use early j.A to mix up your jump ins.

Jump B

jump B
j.B
j.B
XV Yashiro jB ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 5 9 1 on ground - - - 30 50

jump B jump B

45 High - 5 9 1 on ground - - - 30 60

An upwards kick. Good at meeting opponents in the air. Hard to hit crouchers with.

Jump C

jump C
j.C
j.C
XV Yashiro jC ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

70 High - 9 6 1 on ground - - - 70 100

jump C jump C

70 High - 9 7 1 on ground - - - 70 120

A downwards punch. A good jump in. Can cross up crouching opponents.

Jump D

jump D
j.D
j.D
XV Yashiro jD ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 High - 8 7 1 on ground - - - 70 100

jump D jump D

70 High - 8 8 1 on ground - - - 70 120

An arcing kick. Also a good jump in. Has more horizontal range, doubling as a good air-to-air. Neutral hop j.D to control space.

Blowback

Blowback

Blowback
CD
CD
XV Yashiro fCD ima.png
XV yashiro cd.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 14 5 20 Splat (+75~+91) -2 - 100 160

A shoulder tackle blowback. A good blowback, with a good hitbox and forward movement.

ShatterStrike

ShatterStrike
236CD
236CD
XV yashiro 236cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple (+93) -10 Full Body Armor: 4 to 14 (11 frames) 0 200
  • Placeholder

jump CD

jump CD
j.CD
j.CD
XV Yashiro jCD ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop CD hop CD

80 Mid - 12 7 1 on ground SKD - - 80 120

jump CD jump CD

90 Mid - 12 10 1 on ground SKD - - 80 140

A upwards kick. Great horizontal range. Can use for jumping in and for controlling space in neutral.

Throws

Liver Blow
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hatchet Throw
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Command Moves

Regret Bash
6A
Damage Stun Startup Active Recovery Hit Adv Block Adv
70 90 - - - - -
  • Overhead.

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. 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, but is rendered obselete compared to 6B.


Step Side Kick
6B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -

A step kick. Has a lot of range and is cancelable giving it potential use in neutral, but its speed holds it back. It's very useful in combos however; does more damage than 6A and functions the same when canceled from heavies, and also can be used in juggles.

Special Moves

Missile Might Bash
214A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -

A rapid series of punches. A version combos from lights and C version combos from heavies. C version allows for small juggles in the corner. EX version launches much higher, opening up further combos. Has no neutral use, and is unsafe on block.


Upper Duel
623A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -

An uppercut combo. All versions have upper body armor that can armor through highs and mids. The A version starts up the fastest but has the shortest duration of armor. This makes it good for anti-airing, but bad as a reversal, and even in anti-airs its shorter armor means it must be timed better. The C version is the slowest but has armor on frame 1. This makes it harder to use as an anti-air, but can be used as a reversal. The EX version is the best of both worlds, having fast startup and frame 1 armor. Note that all versions lose to lows.


Jet Counter
41236A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -

A dashing mid punch. All versions hit mid. This special is only ok in a vacuum, but works wonders as a cancel from f.C and 2D. The A version is quick and combos from heavies. It's negative on block, but the pushback is enough to be safe in most circumstances. The C version is slower which can act as a frame trap when canceled. It is also safer on block. The EX version is the best of both worlds, being fast and neutral on block. This special has follow-ups on hit or block, but in general should only be used on hit, as they're more negative than if you didn't do a follow up at all.


Jet Counter Still
236A/C after Jet Counter
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -

236 A = A straight punch ender to 41236 P. Not noteworthy, as it does less damage than the 236 C follow-up and doesn't knockdown. It's slightly safer which could give it some frame trapping potential by delaying the follow up after a blocked 426 P, but as it's still -10 it's not the best option. If you didn't confirm the 426 P hitting, such as when you are using it raw or in a frame trap with the C version, you can try using this to fish for a super cancel. When used after 41236 AC, the move is completely safe, and knocks down.

236 C = An uppercut ender to 41236 P. Very unsafe, but does more damage and connects into supers just as well as the 236 A follow up. Since you should ideally should be hit confirming the 41236 P, this will be the preferred ender. When used after 41236 AC, you get a higher launch, allowing for further combos.


Sledgehammer
214B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -

A leaping overhead. Hits overhead, but is very unsafe on block. Can be used as a gimmick but shouldn't be relied upon. The leaping movement can help against projectiles, but what can be done with 214K in neutral can often also be done with regular KOF movement, with much less risk. Using this as a combo ender however, does grant a hard knockdown. The EX version has projectile invincibility, is only -5 on block, and allows for a juggle after, which makes it more useful.

Super Special Moves

Final Impact
236236A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Variable Bash Stream
236236B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Ultimate Billion Bash
2141236CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Misc

Videos

Yashiro Nanakase Reveal Trailer
The King of Fighters XV

OverviewStrategyDataCombosReplays

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters