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| | {{CharNavbox_XV}} |
| [[File:KOFXV Yashiro Profile.png|right|thumb]] | | [[File:KOFXV Yashiro Profile.png|right|thumb]] |
| {{TOClimit|3}} | | {{TOClimit|3}} |
Revision as of 02:06, 22 February 2022
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) / +
Hatchet Throw - (close) / +
Command Normals
Regret Bash - +
Step Side Kick - +
Special Moves
Missile Might Bash - + / (*)
Upper Duel - + / (*)
Jet Counter - + / (*)
- Jet Counter Still - + / (*)
Sledgehammer - + / (*)
Super Special Moves
Final Impact - + / (!)
Variable Bash Stream - + / (!)
Climax Super Special Moves
Ultimate Billion Bash - ++
Quick Combo Reference
Quick Combo Reference
Notation
0 Meter
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
1 Meter
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
2 Meters
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
Gameplay Overview
Normals
Far Standing Normals
Far A
No results
NO IMAGE FOUND
|
No results
- Special/Super cancelable. A quick jab.
|
|
Far B
No results
NO IMAGE FOUND
|
No results
- Midrange poke with good startup.
|
|
Far C
No results
NO IMAGE FOUND
|
No results
- Special/Super Cancellable.
- Heavy slug that moves Yashiro forward a bit.
|
|
Far D
No results
NO IMAGE FOUND
|
No results
- Long reaching kick that aims about shoulder length.
- Whiffs on crouching opponents.
|
|
Close Standing Normals
Close A
close A
|
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
|
|
|
Close B
close B
|
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 link into cl.C.
|
|
Close C
close C
|
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 Cancelable.
- Can link into st.A, cr.A, and cr.B.
|
|
Close D
close D
|
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
|
|
|
Crouch Normals
Crouch A
No results
NO IMAGE FOUND
|
No results
|
Crouch B
No results
NO IMAGE FOUND
|
No results
|
Crouch C
No results
NO IMAGE FOUND
|
No results
|
Crouch D
No results
NO IMAGE FOUND
|
No results
|
Jump Normals
Jump A
jump A
|
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
|
|
|
Jump B
jump B
|
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
|
|
|
Jump C
jump C
|
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
|
|
|
Jump D
jump D
|
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
|
|
|
Blowback
Blowback
Blowback
|
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
|
|
|
ShatterStrike
ShatterStrike
|
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
|
|
|
jump CD
jump CD
|
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
|
|
|
Throws
Liver Blow
|
Damage
|
Stun
|
Startup
|
Active
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Recovery
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Hit Adv
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Block Adv
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-
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-
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-
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-
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-
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-
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-
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- Enter move description here.
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Hatchet Throw
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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-
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-
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-
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-
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-
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-
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-
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- Enter move description here.
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Command Moves
Regret Bash 6A
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Damage
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Stun
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Startup
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Active
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Recovery
|
Hit Adv
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Block Adv
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70
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90
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-
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-
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-
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-
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-
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- Overhead if done raw.
- Hard knockdown if done raw.
- Hits OTG after a hard knockdown.
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Step Side Kick 6B
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Damage
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Stun
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Startup
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Active
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Recovery
|
Hit Adv
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Block Adv
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-
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-
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-
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-
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-
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-
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-
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- Enter move description here.
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Special Moves
Missile Might Bash 214A/C
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Damage
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Stun
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Startup
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Active
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Recovery
|
Hit Adv
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Block Adv
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-
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-
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-
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-
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-
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-
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-
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- Enter move description here.
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Upper Duel 623A/C
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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-
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-
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-
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-
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-
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-
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-
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- Enter move description here.
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Jet Counter 41236A/C
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Damage
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Stun
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Startup
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Active
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Recovery
|
Hit Adv
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Block Adv
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-
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-
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-
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-
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-
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-
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-
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- Enter move description here.
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Jet Counter Still 236A/C after Jet Counter
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Damage
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Stun
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Startup
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Active
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Recovery
|
Hit Adv
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Block Adv
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-
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-
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-
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-
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-
|
-
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-
|
- Enter move description here.
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|
Sledgehammer 214B/D
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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-
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-
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-
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-
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-
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-
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-
|
- Enter move description here.
|
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Super Special Moves
Final Impact 236236A/C
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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-
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-
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-
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-
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-
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-
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-
|
- Enter move description here.
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Variable Bash Stream 236236B/D
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Damage
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Stun
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Startup
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Active
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Recovery
|
Hit Adv
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Block Adv
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-
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-
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-
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-
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-
|
-
|
-
|
- Enter move description here.
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|
Ultimate Billion Bash 2141236CD
|
Damage
|
Stun
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Startup
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Active
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Recovery
|
Hit Adv
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Block Adv
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-
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-
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-
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-
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-
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-
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-
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- Enter move description here.
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Combos
Notation Guide (placeholder XIV page for now, replace w/ XV page when available)
General Notes
Rush Auto Combo
Meterless: Backhand, turn punch, knee in the stomach. Ends with qcb+A. (146 DMG)
1 Meter: Ends with qcfx2+K. (240 DMG)
2 Meter: Ends with qcfx2+BD. (367 DMG)
3 Meter: Ends with qcb,hcf+CD. (439 DMG)
0 Meter
Anywhere
- cr.B > cr.A > cr.A > qcb+A (151 DMG)
Quick and easy meterless BNB off a low starter. Ends in soft knockdown.
- cr.B > Rush Autocombo (168 DMG)
Might actually be better to go into Rush Autocombo if you don't even have enough meter for an EX special. It does more damage and builds a bit more meter than the above. Absolutely do not use this combo if you have 1 bar or more, as it will go to waste.
- (j.X) cl.C > f+B > qcb+C (234 DMG)
Corner Only
- (j.X) cl.C > f+B > qcb+C, dp+A (293 DMG)
0.5 Meters
Anywhere
- cr.B > cr.A > cr.A > qcb+AC, hcf+A ~ qcf+A (253 DMG)
Can also end this combo with hcf+A ~ qcf+C if you want slightly more damage in exchange for less corner carry.
- (j.X) cl.C > f+B > qcb+AC, hcf+A ~ qcf+A (308 DMG)
Corner Only
- cr.B > cr.A > cr.A > qcb+AC, dp+C (235 DMG)
- cr.B > cr.A > cr.A > qcb+AC, hcf+A ~ qcf+C (266 DMG)
Corner carry doesn't matter if you're in the corner, so feel free to go into the C ender instead of the A one for the higher damage.
- cr.B > cr.A > cr.A > qcb+AC, delay qcb+A, dp+A (287 DMG)
Wait a tiny bit before inputting the qcb+A, otherwise you'll only get the first hit and the combo will drop. You don't want to delay too long though, as in that case the dp+A will whiff.
- (j.X) cl.C > f+B > qcb+AC, delay qcb+A, dp+A (344 DMG)
- (j.X) cl.C > f+B > qcb+C, dp+AC, qcb+A, dp+A (431 DMG)
Excellent damage for just half a bar.
1 Meter
Anywhere
- cr.B > cr.A > cr.A > qcb+A > SC qcfx2+K (311 DMG)
- cr.B > cr.A > cr.A > qcb+AC, hcf+AC ~ qcf+C, hcf+A ~ hcf+A (330 DMG)
Good corner carry, will take you from corner to midscreen.
- (j.X) cl.C > f+B > qcb+C > SC qcfx2+K (404 DMG)
- (j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C, hcf+A ~ qcf+A (378 DMG)
Corner Only
- cr.A > cr.A > cr.A > qcb+AC, delay qcb+A, dp+AC, delay qcb+A, dp+A (387 DMG)
- (j.X) cl.C > f+B > qcb+AC, delay qcb+A, dp+AC, delay qcb+A, dp+A (453 DMG)
1.5 Meters
Anywhere
- cr.B > cr.A > cr.A > qcb+AC, hcf+A ~ qcf+C > SC qcfx2+P (374 DMG)
Corner Only
- cr.B > cr.A > cr.A > qcb+AC, hcf+AC ~ qcf+C, qcb+A, dp+AC, delay qcb+A, dp+A (440 DMG)
The second qcb+A can be tough to land, practice the timing.
- (j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C, qcb+A, dp+AC, delay qcb+A, dp+A (513 DMG)
2 Meters
Anywhere
Corner Only
3 Meters
Anywhere
Corner Only
4 Meters
Anywhere
Corner Only
4.5 Meters
Anywhere
Corner Only
- (j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C, qcb+A, dp+AC, delay qcb+A > SC qcfx2 P > AC qcfx2BD (747 DMG)
5 Meters
Anywhere
Corner Only
- (j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C, qcb+A > SC qcfx2 P > CC qcb,hcf+CD (770 DMG)
Misc
Videos
Yashiro Nanakase Reveal Trailer
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