Difference between revisions of "The King of Fighters XV/Yashiro Nanakase"
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* A version is faster, C version has longer armor duration | * A version is faster, C version has longer armor duration | ||
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 | An uppercut combo. All versions have upper body armor that can armor through highs and mids, making this a fantastic anti air and situational reversal. The A version starts up the fastest but has the shortest duration of armor. The C version is the slowest but has a longer duration of armor. You can also nullify projectiles with the armor, gaining meter in the process. The C version is best for this, as it recovers faster when it absorbs a projectile. Both versions can be super cancelled on the first hit, but only the C version can be followed-up after the second hit. | ||
The EX version has full body armor, letting it armor through lows, which the regular versions cannot. This functions is a reliable reversal, and can also lead to some combos, especially in the corner. | |||
}} | }} | ||
===Jet Counter=== | ===Jet Counter=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=41236A/C/AC | |input=41236A/C/AC | ||
|description3= | |description3= | ||
A dashing mid punch | A dashing mid punch. The A version is quick, covers about 1/3 of the screen distance, and combos from heavies. It's negative on block, but safe, and has enough pushback to where Yashiro can counter his opponent's response. Knowing your options after a blocked 41236A is an integral part of Yashiro's pressure. Since this is safe, you can use it as a hitconfirm from far C into super, greatly increasing Yashiro's threat at mid range. The C version is slower which can act as a frame trap when canceled, although a savvy opponent can throw Yashiro out of the start up. It is safer on block and travels further, but overall the A version is more useful. | ||
The EX version is fast and neutral on block, with a range inbetween the A and C versions. Although Yashiro isn't plus, you could continue your offense on block if your opponent doesn't have any good normals to contest your 2A. | |||
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. | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="Ranges" data-collapsetext="Hide">[[File:XV_Yashiro_41236P_ima.png|x400px|center]]</div> | <div class="mw-collapsible mw-collapsed" data-expandtext="Ranges" data-collapsetext="Hide">[[File:XV_Yashiro_41236P_ima.png|x400px|center]]</div> | ||
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|name=Jet Counter Still | |name=Jet Counter Still | ||
|input=41236A/C/AC~236A/C | |input=41236A/C/AC~236A/C | ||
|description4='''A version''' = A straight punch ender to 41236P. Not noteworthy, as it does less damage than the | |description4='''A version''' = A straight punch ender to 41236P. Not noteworthy, as it does less damage than the 236C 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 41236P, but as it's still -10 it's not the best option. In juggles, this can be used as a super cancel option of 236C has already been used. When used after 41236AC, the move is completely safe, and knocks down. | ||
'''C version''' = An uppercut ender to 41236P. Very unsafe, but does more damage and connects into supers just as well as the 236A follow up. Since you should ideally should be hit confirming the 41236P, this will be the preferred ender. When used after 41236AC, you get a higher launch, allowing for further combos. This only connects once per juggle. | '''C version''' = An uppercut ender to 41236P. Very unsafe, but does more damage and connects into supers just as well as the 236A follow up. Since you should ideally should be hit confirming the 41236P, this will be the preferred ender. When used after 41236AC, you get a higher launch, allowing for further combos. This only connects once per juggle, so if it's already been used in your combo, use 236A instead. | ||
}} | }} | ||
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* Overhead attack. | * Overhead attack. | ||
* EX version is projectile invincible. | * EX version is projectile invincible. | ||
A leaping overhead. Button pressed determines the distance travelled. 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 travels the furthest, has projectile invincibility, is | A leaping overhead. Button pressed determines the distance travelled. Hits overhead, but is very unsafe on block. Can be used as a gimmick, particularly after 2D, 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 travels the furthest, has projectile invincibility, is safe on block, and allows for a juggle after, which makes it more useful. | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="Ranges" data-collapsetext="Hide">[[File:XV_Yashiro_214K_ima.png|x200px|center]]</div> | <div class="mw-collapsible mw-collapsed" data-expandtext="Ranges" data-collapsetext="Hide">[[File:XV_Yashiro_214K_ima.png|x200px|center]]</div> | ||
}} | }} |
Revision as of 07:18, 18 May 2022
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Variable Bash Stream - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
2B > 2A > 2A > 214A = 151 dmg |
1 Meter |
Anywhere |
2B > 2A > 2A > 214AC, 41236AC ~ 236C, 6B > 214D = 320 dmg |
2 Meters |
Anywhere |
2B > 2A > 2A > BC, c.D > 6B > 41236A ~ 236C > [SC] 236236D = 361 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 buttons, ranging from his quick and large f.B, his beefy, cancellable f.C, and great jump normals between j.A, j.D, and j.CD. His biggest weakness is his aforementioned lack of utility, making it difficult for him to deal with the more specialized tools of the stronger characters in the cast. Nonetheless, Yashiro is a great character to pick up when learning the fundamentals of KOF. Yashiro functions best mid or anchor, as having EX available makes his confirms from his great normals much more threatening. | |
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 |
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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 |
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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 |
---|
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
Liver Blow
Liver Blow
(close) 4/6C
(close) 4/6C |
---|
Hatchet Throw
Hatchet Throw
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Regret Bash
Regret Bash
6A
6A |
---|
Step Side Kick
Step Side Kick
6B
6B |
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Special Moves
Missile Might Bash
Missile Might Bash
214A/C/AC
214A/C/AC |
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Upper Duel
Upper Duel
623A/C/AC
623A/C/AC |
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Jet Counter
Jet Counter
41236A/C/AC
41236A/C/AC |
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Jet Counter Still
41236A/C/AC~236A/C
41236A/C/AC~236A/C |
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Sledgehammer
Sledgehammer
214B/D/BD
214B/D/BD |
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Super Special Moves
Final Impact
Final Impact
236236A/C/AC
236236A/C/AC |
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Variable Bash Stream
Variable Bash Stream
236236B/D/BD
236236B/D/BD |
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Climax
Ultimate Billion Bash
2141236CD
2141236CD |
---|