Arashi
|
|
Full name |
Arashi Yamauchi
|
Health |
332
|
Play-style |
Rushdown
|
Weight |
Middleweight (7/12)
|
Introduction
Arashi Yamauchi is a well-rounded rushdown character, borrowing moves from staple characters of the 3D fighting genre. Like most characters in Jingi Storm, his moveset is comparably small to other 3d fighters, but what he does well, he does better than any other character in the game. Being the posterboy of Jingi Storm, he's also pretty easy to pick up and play. If you're at all experienced with 3D fighting games like Tekken, your skills will translate over smoothly to Arashi with a little bit of adjusting.
Arashi has access to some of the best launchers, counterhits, and strings in the game, never having to overcommit during his offense. He's an incredibly safe, easy, powerful combo heavy character. Along with this, his guardbreaks are easy to follow up on, and give the highest damage juggles off guard breaks in the game.
This character is a rushdown monster. Arashi bullies opponents with a barrage of safe strings, mids, and projectiles. Launchers are this characters bread and butter, landing one can easily end rounds and cause rage-quits.
Playstyle
Arashi Yamauchi is an oppressive rushdown character, being easy to pick up and play for 3D fighter veterans.
|
Strengths |
Weaknesses
|
- High Damage: Arashi's main strength is his massive damage potential. He can easily deal 70% off of one counter-hit 3P, and TOD you with counter-hit low-profile 623P.
- Fast Offense: The majority of Arashi's moves have exceptional frame data and are difficult to punish, or outright safe.
- Safe Pressure: Arashi has a toolkit filled with safe and fast mids, unseeable lows, and annoying pokes. Combine this safe pressure with his terrifying counterhit potential, and your opponent will be scared to press buttons.
- Projectile: Playing around 412PPP can be really annoying. Arashi can alternate the amount of projectiles he throws out, making it difficult to approach.
|
- Useless Moves: This isn't a weakness unique to Arashi, most characters have some garbage in their movelists. I just needed something to put here because this character's so broken. Air PP, Air PK, 1PP6PP, and 44PPPPPPPPPP are generally useless and should never be used.
- Bad Red Guard Breaks: 44PPPPPPPPPP and KKP are his only 2 red guard breaks. Each of these moves have simple counters which make them useless against experienced players. 44P(x10) can be beaten by mashing high parry, and KKP can be option selected. Simply spam 4p+k, the delay in KKP will be enough to fit in a 1p+k if they go for it.
|
Attacks
Kozuki PPP6PK
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
PP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
PPP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Natural comboing 3 hit string, very minus on hit
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
PPP6P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
PPP6PK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Really high damage combo-string, doesn't combo into itself, but good for air launchers. Beware doing the entire string in neutral however, the final kick is very easy to reverse.
|
|
Koresenkyaku PPPK normal normal ~4K string ~4K string 2k string 2k string
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
PP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
PPP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
PPPK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Terrible on block, doesn't combo from PPP. Good on counterhit, but PPPK~4K is better.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
PPPK~4K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Effectively the exact same string as PPPK, only a little slower to catch people mashing buttons.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
PPP2K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Hits low, good counter to mid atemi.
|
|
Kumate P3P
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
P3P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
One of Arashi's best strings. Mid-hitting quick string with fast recovery, safe against 5G and 4G. Also a great combo tool.
|
|
Seiken Chudan 6PP p variation p variation k variation k variation
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
6P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Mid poke with decent range and startup
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
6PP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Yellow guard break, easy to follow up with a 623P.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
6PK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Launches on hit, cannot be atemi'd.
|
|
Hougeki 623PK
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
623P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Good launcher and frametrap tool, also evades under some highs. Getting a counter-hit with this more or less ends the round.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
623PK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Makes 623p a little safer on block and good as a combo ender
|
|
66P
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
66P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Very unsafe, but good range. Also a very good okizeme tool.
|
|
Magic Bullet 412PPP 3 fireballs 3 fireballs dp ender dp ender 412p k ender 412p k ender
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
412P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
1st hit of fireball chain
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
412PP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
2nd hit of fireball chain.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
412PPP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Final hit of fireball chain, all projectiles combo into themselves. Very good zoning tool, alternating the number of fireballs used during this chain can make it difficult to approach.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
412PPP623P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Confirm into this if you see the fireballs hit, giving a 4 hit combo. Unsafe on hit, so should only be used to close out rounds.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
412PK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Sends fullscreen on counterhit.
|
|
Nio Jurenken 44PPPPPPPPPP
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
44PPPPPPPPPP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Terrible, just spam high atemi.
|
|
3P
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
3P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Best move in the game. Very fast, you can't react with mid atemi. No counter except 6G, gives insane juggle potential on counterhit.
|
|
Amon Sanken 1PPP ppp version ppp version fireball version fireball version
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
1P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
1PP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
1PPP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
All 3 hits are mid, good for blowing up crouchers.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
1PP6P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
1st hit of fireball ender.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
1PP6PP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Fireballs do not combo from 1PP, don't use it.
|
|
Sidestep P
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Sidestep P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Running P
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Running P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Joubu Sankyaku KKK k version k version delay p version delay p version
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
KK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
KKK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
KKKP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A red guard break ender, pretty fast but if your opponent is experienced it can be difficult to land this.
|
|
66K k version k version delay low k version delay low k version
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
66K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A yellow guard break with good follow-up options, if your opponent is trying to make space this is a decent option.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
66K~2K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Really slow and low damage, looks funny though. It's entertaining to watch a middle-aged office worker ballerina twirl like Noel, but that's the only upside.
|
|
3K k version k version delay low k version delay low k version
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
3K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Good long range roundhouse kick, being deceptively safe on block. Definitely worth using.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
3K~K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
1KK k version k version p version p version
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
1K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
1KK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Arashi doesn't have many lows, so this, ppp2k, and cr.k3k is more or less all there is that's decent. It's alright
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
1KP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Hits mid, sends them flying back on counterhit, pretty good if they want to block 1KK.
|
|
9K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
9K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Not much use other than an OTG
|
|
Sidestep K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Sidestep K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Running K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Running K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Bottle Opener P+K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
P+K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Very good low, gives knockdown and is decently fast. However, the damage is super mediocre, so it's not worth using other than to get into your opponents head.
|
|
2K+G K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
2K+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
2K+G K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Crouching Attacks
Crouching KK mid k ender mid k ender low k ender low k ender
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Crouching K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Crouching KK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Crouching K3K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Aerial Attacks
Air PP
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Air PP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Air PK
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Air PK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Air K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Air K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Huge hitstun on hit, combos into DP. Good for jumping over an opponent's offense and landing with a punish.
|
|
Throws
P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
3P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
3P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Back P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Back P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Does a whopping 110 damage, and leaves them right next to you.
|
|
Sidestep P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Sidestep P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Back-to-back P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Back-to-back P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
46P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
46P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Cool command throw, no reason to use his normal throw over this. Leaves them right next to you as well, which is good for oki.
|
|
Super Attacks
214P+K+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
214P+K+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Can follow up on hit, but nothing very good.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
214P+K+G P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Faster start-up than most supers, but pretty easy to sidestep. Both attacks can be sidestepped pretty easily. As generic and balanced as a super gets in this game.
|
|