Difference between revisions of "XV Broken/Orochi Yashiro"
(His cons are being able to get zoned really easily cause he's fat and big and not fast, being very committal at times which can easily get him killed, and specifically bad oki in the corner with 632146 command grab.) |
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* '''Damage''': Be it point, mid, or anchor, Orochi Yashiro tops the damage charts when it comes to grapplers. Fantastic scaling on D Niragu 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. | * '''Apocalyptic Combo Damage''': Be it point, mid, or anchor, Orochi Yashiro tops the damage charts when it comes to grapplers. Fantastic scaling on D Niragu 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. | ||
* '''Pressure''': Yashiro's stagger pressure gets a | * '''Actually Good Pressure''': Yashiro's stagger pressure gets a sidegrade with closer staggers being a lot more reactable with (cancel)6A CD. Additionally, having said stagger pressure, frametraps, and jumping normals along with three command grabs and a pressure reset puts Yashiro's pressure above any other grappler's. | ||
* '''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 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 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''': Niragu Daichi has half a screen of corner carry ''all on its own''. Srsly what else needs to be said? | * '''Ridiculous Corner Carry''': Niragu Daichi has half a screen of corner carry ''all on its own''. Srsly what else needs to be said? | ||
| cons= | | cons= | ||
* ''' | * '''Zoning Woes''': OYash is big and not the most mobile. As such, he has less ways to get around fireballs than your average KoF character thanks to his large hurtbox. This can make many zoner matchups quite troublesome. | ||
* ''' | * '''Committal''': Much of Orochi Yashiro's gameplan is committal, and a messed up confirm, whiffed command grab, or simply confirming off an air hit 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. | ||
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Revision as of 20:02, 9 August 2022
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 |
move > move > move > move = 0 dmg |
1 Meter |
Anywhere |
move > move > move > move = 0 dmg |
2 Meters |
Anywhere |
move > move > move > move = 0 dmg |
Gameplay Overview
Yashiro an XYZ charcter who does QWE using ASDF. | |
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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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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Niragu Daichi
Niragu 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/AC~A/C
214A/C/AC~A/C
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No resultsNo results
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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 |
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