Difference between revisions of "XV Broken/Orochi Yashiro"
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* '''Great Combo Damage''': Be it point, mid, or anchor, Orochi Yashiro tops the damage charts when it comes to grapplers. Fantastic scaling on D | * '''Great Combo Damage''': Be it point, mid, or anchor, Orochi Yashiro tops the damage charts when it comes to grapplers. Fantastic scaling on D Odoru 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. | ||
* '''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. | * '''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 Light 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 Light 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''': | * '''Ridiculous Corner Carry''': Odoru Daichi has half a screen of corner carry ''all on its own''. Srsly what else needs to be said? | ||
* '''Mixup Potential''': Sporting one of the best crossups in the game with j.C, a great standing overhead, and the ridiculous setups of | * '''Mixup Potential''': Sporting one of the best crossups in the game with j.C, a great standing overhead, and the ridiculous setups of Niragu Daichi, Orochi Yashiro has any nearly any mixup option a grappler would want. | ||
| 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. | * '''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. | ||
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* '''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. | ||
* '''Bad Meter Generation''': Orochi Yashiro's meter generation is among the lowest in the cast, gaining peanuts for light confirms and even still less than half a bar off a heavy combo into C Museibu Daichi. Considering how much power OYash gets off his metered CGs and his super confirms. To put it shortly, this significantly harms his comeback potential on point, complicates his gameplan, and can mean that a won point fight may still leave you at a meter disadvantage regardless of what happens next. | * '''Bad Meter Generation''': Orochi Yashiro's meter generation is among the lowest in the cast, gaining peanuts for light confirms and even still less than half a bar off a heavy combo into C Museibu Daichi. Considering how much power OYash gets off his metered CGs and his super confirms. To put it shortly, this significantly harms his comeback potential on point, complicates his gameplan, and can mean that a won point fight may still leave you at a meter disadvantage regardless of what happens next. | ||
* '''Spacing-Dependent Conversions''': Orochi Yashiro's conversions require a lot of spacial awareness to make the most of them. A messed up conversion means you miss out on his combo damage, oki, and pressure all at once. Further still, far conversions off air hits and TC CD require Orochi Yashiro to spend a half bar on EX | * '''Spacing-Dependent Conversions''': Orochi Yashiro's conversions require a lot of spacial awareness to make the most of them. A messed up conversion means you miss out on his combo damage, oki, and pressure all at once. Further still, far conversions off air hits and TC CD require Orochi Yashiro to spend a half bar on EX Odoru Daichi, which further complicates his meter generation issues. As such, there are many ranges where Orochi Yashiro's threat level drops considerably, and knowing when and how to play around these ranges is pinnacle for success with this character. | ||
Revision as of 20:47, 9 August 2022
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 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 gameplay. | |
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 |
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Command Moves
Saku
Saku
6A
6A |
---|
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 |
---|
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
|
No resultsNo results |
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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 |
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Climax
Shuuen no Daichi
Shuuen no Daichi
2141236CD
2141236CD |
---|