Difference between revisions of "XV Broken/Orochi Yashiro"
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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 19:21, 11 November 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 |
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 |
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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 |
|