Difference between revisions of "XV Broken/Orochi Yashiro"
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* '''Ridiculous Corner Carry''': Odoru Daichi has half a screen of corner carry ''all on its own''. Srsly what else needs to be said? | * '''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 Niragu Daichi, Orochi Yashiro has any nearly any mixup option a grappler would want. | * '''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. | ||
* '''Great Vortex''': Though he is no Clark, Orochi Yashiro's vortex is still formidable. Midscreen he gets devastating ambiguous left/rights, and in the corner he gets absolutely devious tick throw setups. Couple this with everything else, and it all comes together. Though Orochi Yashiro may need meter (that he doesn't generate well) to get started killing you, he can absolutely mix his way through to get it, ensuring that his meter economy stays within normality. | * '''Great Vortex''': Though he is no Clark, Orochi Yashiro's vortex is still formidable. Midscreen he gets devastating ambiguous left/rights, and in the corner he gets absolutely devious tick throw setups and safejumps. Couple this with everything else, and it all comes together. Though Orochi Yashiro may need meter (that he doesn't generate well) to get started killing you, he can absolutely mix his way through to get it, ensuring that his meter economy stays within normality. | ||
| cons= | | cons= | ||
* '''Zoning Woes''': OYash is big and not the most mobile. As such, he has less ways to get around fast recovering fireballs than your average KoF character thanks to his large hurtbox. This can make many zoner matchups quite troublesome. Unless you have the meter and reactions to bypass a projectile with an EX command grab, you're out of luck. | * '''Zoning Woes''': OYash is big and not the most mobile. As such, he has less ways to get around fast recovering fireballs than your average KoF character thanks to his large hurtbox. This can make many zoner matchups quite troublesome. Unless you have the meter and reactions to bypass a projectile with an EX command grab, you're out of luck. |
Revision as of 12:10, 30 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 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 |
|
|
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 |
|
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
|
---|
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 |
|
---|
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 |
|
---|
Musebu Daichi
Musebu Daichi
632146A/C/AC
632146A/C/AC |
|
---|
Odoru Daichi
Odoru Daichi
41236B/D/BD
41236B/D/BD |
|
---|
Kujiku Daichi
Kujiku Daichi
214A/C/AC
214A/C/AC |
|
---|
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 |
|
---|
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 |
|