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Light
Kick
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Strong
Kick
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Heat
Mode
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Light
Punch
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Strong
Punch
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Not
used
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Taunt
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The
descriptions for each move are
based on my personal experience of KOF. I will try to
give you some hints & advices in order to use this character
the
way he is in KOF. I think this can also apply to M.U.G.E.N (even if
some things can't be reproduced since those are mind games based on
command guessing ...). If you need more info on how to use Yashiro,
improve your gameplay with him or anything else, I'd recommend you to
check out GameFAQs
Emergency
Evasion (Roll) :
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This is the classic roll used since KOF'96 with KOF'98
standards. Note that you are vulnerable to any throw while rolling so
don't perform it too much, especially against grapplers.
Knockdown
Attack :
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This move is okay once it is out and is a somewhat acceptable anti-air, but
be careful as it won't hit some crouching opponents. I don't recommend
using it much since Yashiro has better basic moves than this one, but
it's still something you can think about.
Guard
Cancel Evasion :
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while
guarding
Very useful if you know your opponent will perform a
combo you know about which last hit has a slow recovery time (roll
before opponent executes last hit[s] of his combo). Another function of
this move is to avoid block damage, like while guarding K9999's SDM for
example.
Guard Cancel Attack :
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while
guarding
This is a useful tool when you want to get your
opponent fly away, in order to escape from a combo, from block damage /
guard crush or from being cornered. Use with caution though : if
opponent lands a late air hit and if you perform the Guard Cancel
Attack, you will miss opponent 95 % of the time (because p2 will have
enough time to block the G.C.A).
Guard Cancel Attack Evasion
:
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during any basic move
This is a feature introduced in KOF 2002 in order to
punish people who rely too much on the Guard Cancel Attack.
Indeed, perform the Guard Cancel Attack Evasion during any basic move
if you think your opponent will try to G.C.A you. In the case of a
success, you will get up while opponent is still in his G.C.A motion,
and there you go for a damaging punishment.
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Upper
Duel : ![]()
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or ![]()
This move will only be performed if Yashiro touches the
opponent. X version is a 2 hit combo while Y has 3 hits. Note that both
versions have an auto-guard feature at the start of the move, improving
the usefulness of the move (although this auto-guard isn't as
good as Kyo's ones).
Jet
Counter : ![]()
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Yashiro dashes forward and attacks using a powerful punch.
This version can be easily used as pressure and is easily comboable.
Jet Counter : ![]()
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The alternate version of the Jet Counter. A bit slower and not
really comboable, but this version has an interesting overhead feature.
Since both Jet Counters share the same starting animation, you can
already see the poking session coming closer.
Jet
Counter - Still - Common Followup : ![]()
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(during any version of the Jet
Counter, provided it touches opponent)
The generic followup. Y version varies, depending of the
initial Jet Counter version used.
Jet Counter - Still - Followup 1 : ![]()
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(only after Jet Counter A - same
conditions)
That followup makes
your opponent fall. And you have a free juggle with it.
Jet
Counter - Still - Followup 2 : ![]()
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(only after Jet Counter C - same
conditions)
That followup makes your opponent fall but you have no way to
juggle him.
Sledge
Hammer
: ![]()
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or ![]()
Yashiro jumps and releases a good punch attack that trips your
opponent down.
Regret Bash :
+![]()
Single version (non-combo) is an overhead and is slower than
the linked version (combo) which doesn't have overhead feature but is
faster.
Step Side
Kick :
+![]()
Too slow to be used alone, I think. The best use
would be as part of a combo. Can avoid some crouching attacks.
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Final Impact : ![]()
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or
(can
be held)
Yashiro will charge power and releases another punch attack.
When
charged to the maximum, this DM deals 55 % damage and is unblockable.
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Final Impact : ![]()
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A carbon copy of the DM version.
[Error...]
Code "2002" : ![]()
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The "official" KOF 2002 MAX2 for Yashiro, turned into a
regular SDM
for my M.U.G.E.N conversion. The finisher has been slightly changed.
![]()
...!
:
,
,
,
+
+![]()
This HSDM / MAX2 is taken from Orochi Yashiro. Unblockable powerful
attack.
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Yashiro
has some nice combos. The ones below are for starters, but you can find
more by yourself,
by checking out FAQs, the CMD file, the AI, the comments of this page
...
Close Standing Strong Punch -> Regret Bash/Step
Side Kick -> Jet Counter A -> Jet Counter A : Still
Jumping Strong Kick (1 hit) ->
Close Standing Strong Kick -> Regret Bash/Step Side
Kick -> DM
Crouching Light Punch (up to 4) -> DM
Crouching Light Punch (up to twice) -> Upper Duel
| converted by OrochiKOF97 Last edit : 09/07/05 @ 7:49 p.m |