Movelist of Yashiro

 

Light Kick
Strong Kick
Heat Mode
Light Punch
Strong Punch
Not used
Taunt

: Press A and B
: Press X and Y

Reminder
DMs need 1 power stock
SDMs need 2 power stocks
HSDM/MAX2 needs 3 power stocks
Super Cancel requires 1 extra power stock (added to the power stocks the hyper move takes, i.e to s.cancel Jet Counter into a DM, you will need 2 power stocks, to s.cancel into a SDM, you will need 3 power stocks. Super Cancelable Moves only accept DMs & SDMs, i.e you cannot cancel into HSDM/MAX2)




Heat Mode ?

Official SNK Playmore explanation : By pushing the Heat Button when not making attacks or being hit, the player character flashes red and Heat Mode activates. The character's attack strength rises substantially, but life energy, conversely, decreases gradually. Using this when opponents are defenseless or off guard has a devastating effect.

Super Cancel Mode : Yashiro uses by default the KOF NeoWave Super Cancel Mode. In this mode, you can cancel a special move into another special move at the cost of one power stock. You
start the match with the maximum number of power stocks, 3.

 

 

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) :

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 :
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 : 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 : 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 : 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.


 

Upper Duel :
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 :
 
Yashiro dashes forward and attacks using a powerful punch. This version can be easily used as pressure and is easily comboable.

 
Jet Counter :  
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 :  
  (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   (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 : 
  (only after Jet Counter C - same conditions)
That followup makes your opponent fall but you have no way to juggle him.


Sledge Hammer 
  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.


 

Final Impact :
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.


 

 
Final Impact :
A carbon copy of the DM version.

[Error...] Code "2002" : 
   
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.


 

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