Difference between revisions of "The King of Fighters XV/Yashiro Nanakase"
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A rapid series of punches. A version combos from lights and C version combos from heavies. C version allows for small juggles in the corner. EX version launches much higher, opening up further combos. Has no neutral use, and is unsafe on block. | A rapid series of punches. A version combos from lights and C version combos from heavies. C version allows for small juggles in the corner. EX version launches much higher, opening up further combos. Has no neutral use, and is unsafe on block. When used in juggles, only the first 214P variant in the combo will connect the last hit; any further uses of the move will only have the first few hits connect, which don't lead to bigger juggles. | ||
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A dashing mid punch. All versions hit mid. This special is only ok in a vacuum, but works wonders as a cancel from f.C and 2D. The A version is quick , covers about 1/3 of the screen distance, and combos from heavies. It's negative on block, but the pushback is enough to be safe in most circumstances. The C version is slower which can act as a frame trap when canceled. It is also safer on block and travels about half screen. The EX version is the best of both worlds, being fast, | A dashing mid punch. All versions hit mid. This special is only ok in a vacuum, but works wonders as a cancel from f.C and 2D. The A version is quick , covers about 1/3 of the screen distance, and combos from heavies. It's negative on block, but the pushback is enough to be safe in most circumstances. The C version is slower which can act as a frame trap when canceled. It is also safer on block and travels about half screen. The EX version is the best of both worlds, being fast, half screen, and neutral on block. Cancelling into this from your far reaching cancellable normals can give you a lot of mileage. f.C into this special can net you errant hit confirms in neutral. Using this special after 2D helps keep you safe and potentially punish players who are attempting to jump. 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. | ||
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|description= | |description= '''A version''' = A straight punch ender to 41236P. Not noteworthy, as it does less damage than the 236 C 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 41236 P, but as it's still -10 it's not the best option. If you didn't confirm the 41236 P hitting, such as when you are using it raw or in a frame trap with the C version, you can try using this to fish for a super cancel. When used after 41236 AC, the move is completely safe, and knocks down. | ||
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'''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. | |||
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A leaping overhead. 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 has projectile invincibility, is only -5 on block, and allows for a juggle after, which makes it more useful. | A leaping overhead. B version move a short distance, D version goes far. 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 has projectile invincibility, is only -5 on block, and allows for a juggle after, which makes it more useful. | ||
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Revision as of 18:38, 6 March 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. Yashiro is a great character to pick up when learning the fundamentals of KOF. Yashiro can function anywhere on a team, but can prefer mid or anchor, as having EX available makes his small confirms from his great normals much more threatening. | |
Pros | Cons |
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Normals
Far Standing Normals
Far A
No results
No results
No results
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No results |
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Far B
No results
No results
No results
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No results |
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Far C
No results
No results
No results
|
No results |
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Far D
No results
No results
No results
|
No results |
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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
No results
No results
No results
|
No results |
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Crouch B
No results
No results
No results
|
No results |
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Crouch C
No results
No results
No results
|
No results |
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Crouch D
No results
No results
No results
|
No results |
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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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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 |
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Hatchet Throw |
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Command Moves
Regret Bash 6A |
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Step Side Kick 6B |
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Special Moves
Missile Might Bash 214A/C |
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Upper Duel 623A/C |
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Jet Counter 41236A/C |
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Jet Counter Still 236A/C after Jet Counter |
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Sledgehammer 214B/D |
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Super Special Moves
Final Impact 236236A/C |
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Variable Bash Stream 236236B/D |
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Ultimate Billion Bash 2141236CD |
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