Yatagarasu/Kou: Difference between revisions
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| width="" style="background:#E8E8E8;"|''' <font size = "3">LP: 6F/4F - +4F/+3F</font> ''' | | width="" style="background:#E8E8E8;"|''' <font size = "3">LP: 6F/4F - +4F/+3F</font> ''' [[File:Yata_Kou_5LP.png|right]] | ||
Standard jab. Chains to c.LP, hits Hanzo, Jyu and Chadha crouching | Standard jab. Chains to c.LP, hits Hanzo, Jyu and Chadha crouching | ||
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| width="" | ''' <font size = "3">cr.LP: 5F/3F - +4F/+3F</font> ''' | | width="" | ''' <font size = "3">cr.LP: 5F/3F - +4F/+3F</font> ''' [[File:Yata_Kou_2LP.png|right]] | ||
Crouching jab. Hits mid. chains to all light normals. | Crouching jab. Hits mid. chains to all light normals. | ||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">j.LP: 5F/11F - ?/?</font> ''' | | width="" style="background:#E8E8E8;"|''' <font size = "3">j.LP: 5F/11F - ?/?</font> ''' [[File:Yata_Kou_jLP.png|right]] | ||
Randy Savage its not but, its an elbow. Stays out a long time. | Randy Savage its not but, its an elbow. Stays out a long time. | ||
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| width="" | ''' <font size = "3">LK - 8F/4F - +3/+2</font> ''' | | width="" | ''' <font size = "3">LK - 8F/4F - +3/+2</font> ''' [[File:Yata_Kou_5LK.png|right]] | ||
Toe kick. Hits mid though. | Toe kick. Hits mid though. | ||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">cr.LK: 5F/2F - +1F/±0</font> ''' | | width="" style="background:#E8E8E8;"|''' <font size = "3">cr.LK: 5F/2F - +1F/±0</font> ''' [[File:Yata_Kou_2LK.png|right]] | ||
Hits low, decent range. | Hits low, decent range. | ||
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| width="" | ''' <font size = "3">j.LK: 7F/11F - ?/? </font> ''' | | width="" | ''' <font size = "3">j.LK: 7F/11F - ?/? </font> ''' [[File:Yata_Kou_jLK.png|right]] | ||
Jumping knee. Good downward hitbox. | Jumping knee. Good downward hitbox. | ||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">HP: 10F/4F - +4F/+1</font> ''' | | width="" style="background:#E8E8E8;"|''' <font size = "3">HP: 10F/4F - +4F/+1</font> ''' [[File:Yata_Kou_5HP.png|right]] | ||
Longer range than it looks. Hits crouchers. | Longer range than it looks. Hits crouchers. | ||
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| width="" | ''' <font size = "3">cl.HP: 7F/6F - +2F/-1F</font> ''' | | width="" | ''' <font size = "3">cl.HP: 7F/6F - +2F/-1F</font> ''' [[File:Yata_Kou_clHP.png|right]] | ||
Upwards hitting punch that may stop some crossups. Faster startup and slightly more damaging than cl.HK, but less frame advantage. | Upwards hitting punch that may stop some crossups. Faster startup and slightly more damaging than cl.HK, but less frame advantage. | ||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">cr.HP: 9F/3~4F - -1F/-4F</font> ''' | | width="" style="background:#E8E8E8;"|''' <font size = "3">cr.HP: 9F/3~4F - -1F/-4F</font> ''' [[File:Yata_Kou_2HP.png|right]] | ||
Good anti-air normal. Max damage normal. Slightly slower than Crow's. | Good anti-air normal. Max damage normal. Slightly slower than Crow's. | ||
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| width="" | ''' <font size = "3">j.HP 9F/4F - ?/?</font> ''' | | width="" | ''' <font size = "3">j.HP 9F/4F - ?/?</font> ''' [[File:Yata_Kou_jHP.png|right]] | ||
Awkward superman punch. Highest damage jump in. | Awkward superman punch. Highest damage jump in. | ||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">HK: 8F/4F - +2F/-1</font> ''' | | width="" style="background:#E8E8E8;"|''' <font size = "3">HK: 8F/4F - +2F/-1</font> ''' [[File:Yata_Kou_5HK.png|right]] | ||
Upwards roundhouse kick. Hits crouchers. | Upwards roundhouse kick. Hits crouchers. | ||
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| width="" | ''' <font size = "3">cl.HK: 9F/10F - +3F/±0F</font> ''' | | width="" | ''' <font size = "3">cl.HK: 9F/10F - +3F/±0F</font> ''' [[File:Yata_Kou_clHK.png|right]] | ||
Close knee kick with an unusually large amount of active frames as well as a high activation range. Strong meaty attack. | Close knee kick with an unusually large amount of active frames as well as a high activation range. Strong meaty attack. | ||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">cr.HK: 9F/3F - -1F/-3F</font> ''' | | width="" style="background:#E8E8E8;"|''' <font size = "3">cr.HK: 9F/3F - -1F/-3F</font> ''' [[File:Yata_Kou_2HK.png|right]] | ||
Low forward yo. Special cancellable, super cancellable. You're going to get real familiar with this normal. | Low forward yo. Special cancellable, super cancellable. You're going to get real familiar with this normal. | ||
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| width="" | ''' <font size = "3">j.HK: 7F/5F - ?/?</font> ''' | | width="" | ''' <font size = "3">j.HK: 7F/5F - ?/?</font> ''' [[File:Yata_Kou_jHK.png|right]] | ||
Downwards jump kick. Crosses up. | Downwards jump kick. Crosses up. | ||
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{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width="" style="background:#E8E8E8;"|''' <font size = "3">LP+LK (Overhead)</font> ''' | | width="" style="background:#E8E8E8;"|''' <font size = "3">LP+LK (Overhead)</font> ''' [[File:Yata_Kou_UOH.png|right]] | ||
Short-hop j.LP. The box is out for a lot longer than it seems, and extends a bit farther down as well. | Short-hop j.LP. The box is out for a lot longer than it seems, and extends a bit farther down as well. | ||
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| width="" | ''' <font size = "3">HP+HK (Unblockable)</font> ''' | | width="" | ''' <font size = "3">HP+HK (Unblockable)</font> ''' [[File:Yata_Kou_UUB.png|right]] | ||
A slower f.st.HP. Despite low speed, has decent range. | A slower f.st.HP. Despite low speed, has decent range. | ||
|- | |- | ||
| width="" style="background:#E8E8E8;"|''' <font size = "3">3HK</font> ''' | | width="" style="background:#E8E8E8;"|''' <font size = "3">3HK</font> ''' [[File:Yata_Kou_3HK.png|right]] | ||
Sweep. Similar to Ryu's in that it extends out moderately far but recovers slowly. | Sweep. Similar to Ryu's in that it extends out moderately far but recovers slowly. | ||
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| width=""|''' <font size = "3">6LP</font> ''' | | width=""|''' <font size = "3">6LP</font> ''' [[File:Yata_Kou_6LP.png|right]] | ||
A standing overhead attack. Generally worse than LP+HP due to the fact that Kou can't combo after it, but may catch an unaware opponent more easily thanks to its lower visibility. | A standing overhead attack. Generally worse than LP+HP due to the fact that Kou can't combo after it, but may catch an unaware opponent more easily thanks to its lower visibility. | ||
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| width="" style="background:#E8E8E8;"| ''' <font size = "3">6HK</font> ''' | | width="" style="background:#E8E8E8;"| ''' <font size = "3">6HK</font> ''' [[File:Yata_Kou_6HK.png|right]] | ||
A hop kick. The recovery frames may be canceled into a special move for a combo. +1 on block. | A hop kick. The recovery frames may be canceled into a special move for a combo. +1 on block. | ||
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{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width="" |''' <font size = "3">Ateyumi – Kagebi 236P</font>''' | | width="" |''' <font size = "3">Ateyumi – Kagebi 236P</font>''' [[File:Yata_Kou_Kagebi.png|right]] | ||
Kou's fireball. Worse recovery than Crow's, but faster travel speed. | Kou's fireball. Worse recovery than Crow's, but faster travel speed. | ||
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| width="" style="background:#E8E8E8;"| ''' <font size = "3">Manchuin – Toriuchi 623P</font> ''' | | width="" style="background:#E8E8E8;"| ''' <font size = "3">Manchuin – Toriuchi 623P</font> ''' [[File:Yata_Kou_Toriuchi.png|400px|thumb|right]] | ||
Standard anti-air uppercut. | Standard anti-air uppercut. | ||
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| width="" |''' <font size = "3">Himezori – Yuzuruha 214K</font>''' | | width="" |''' <font size = "3">Himezori – Yuzuruha 214K</font>''' [[File:Yata_Kou_Yuzuruha.png|right]] | ||
A series of kicks similar to the standard Hurricane Kick from SF. The normal versions whiff on crouching characters, but the first hit forces standing and may be super-canceled. | A series of kicks similar to the standard Hurricane Kick from SF. The normal versions whiff on crouching characters, but the first hit forces standing and may be super-canceled. | ||
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{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width="" style="background:#E8E8E8;"|''' <font size = "3">Issha Zetsumei - Onibi 236236P</font> ''' | | width="" style="background:#E8E8E8;"|''' <font size = "3">Issha Zetsumei - Onibi 236236P</font> ''' [[File:Yata_Kou_Isshazetsumei.png|right]] | ||
A multi-hit fireball that knocks down the opponent. Very short startup invincibility so it gets counter-hit easily by meatier attacks. Easy to connect in all kinds of circumstances. | A multi-hit fireball that knocks down the opponent. Very short startup invincibility so it gets counter-hit easily by meatier attacks. Easy to connect in all kinds of circumstances. | ||
|- | |- | ||
|''' <font size = "3">Kasanejumonji - Kijimuna 214214P </font> ''' | |''' <font size = "3">Kasanejumonji - Kijimuna 214214P </font> ''' [[File:Yata_Kou_Kasanejumonji.png|right]] | ||
First hit causes guard break for a low damaging 2-hit combo. Has some invincibility, but not enough to cover the entire startup. Abysmal range so its prone to whiffing outside of point blank range. Overall far inferior to Crow's version of this. Avoid using. | First hit causes guard break for a low damaging 2-hit combo. Has some invincibility, but not enough to cover the entire startup. Abysmal range so its prone to whiffing outside of point blank range. Overall far inferior to Crow's version of this. Avoid using. |
Revision as of 06:49, 15 August 2015
Introduction
Move List
Normal Moves
Move: Startup/Active - Hit Adv/Block Adv |
LP: 6F/4F - +4F/+3F
Standard jab. Chains to c.LP, hits Hanzo, Jyu and Chadha crouching |
cr.LP: 5F/3F - +4F/+3F
Crouching jab. Hits mid. chains to all light normals. |
j.LP: 5F/11F - ?/?
Randy Savage its not but, its an elbow. Stays out a long time. |
LK - 8F/4F - +3/+2
Toe kick. Hits mid though. |
cr.LK: 5F/2F - +1F/±0
Hits low, decent range. |
j.LK: 7F/11F - ?/?
Jumping knee. Good downward hitbox. |
HP: 10F/4F - +4F/+1
Longer range than it looks. Hits crouchers. |
cl.HP: 7F/6F - +2F/-1F
Upwards hitting punch that may stop some crossups. Faster startup and slightly more damaging than cl.HK, but less frame advantage. |
cr.HP: 9F/3~4F - -1F/-4F
Good anti-air normal. Max damage normal. Slightly slower than Crow's. |
j.HP 9F/4F - ?/?
Awkward superman punch. Highest damage jump in. |
HK: 8F/4F - +2F/-1
Upwards roundhouse kick. Hits crouchers. |
cl.HK: 9F/10F - +3F/±0F
Close knee kick with an unusually large amount of active frames as well as a high activation range. Strong meaty attack. |
cr.HK: 9F/3F - -1F/-3F
Low forward yo. Special cancellable, super cancellable. You're going to get real familiar with this normal. |
j.HK: 7F/5F - ?/?
Downwards jump kick. Crosses up. |
Command Normals
LP+LK (Overhead)
Short-hop j.LP. The box is out for a lot longer than it seems, and extends a bit farther down as well. |
HP+HK (Unblockable)
A slower f.st.HP. Despite low speed, has decent range. |
3HK
Sweep. Similar to Ryu's in that it extends out moderately far but recovers slowly. |
6LP
A standing overhead attack. Generally worse than LP+HP due to the fact that Kou can't combo after it, but may catch an unaware opponent more easily thanks to its lower visibility. |
6HK
A hop kick. The recovery frames may be canceled into a special move for a combo. +1 on block. |
Special Moves
Ateyumi – Kagebi 236P
Kou's fireball. Worse recovery than Crow's, but faster travel speed.
|
Manchuin – Toriuchi 623P
Standard anti-air uppercut.
|
Himezori – Yuzuruha 214K
A series of kicks similar to the standard Hurricane Kick from SF. The normal versions whiff on crouching characters, but the first hit forces standing and may be super-canceled.
|
Supers
Issha Zetsumei - Onibi 236236P
A multi-hit fireball that knocks down the opponent. Very short startup invincibility so it gets counter-hit easily by meatier attacks. Easy to connect in all kinds of circumstances. |
Kasanejumonji - Kijimuna 214214P
First hit causes guard break for a low damaging 2-hit combo. Has some invincibility, but not enough to cover the entire startup. Abysmal range so its prone to whiffing outside of point blank range. Overall far inferior to Crow's version of this. Avoid using. |
Combos
0 bars:
- cr.LK, cr.LK xx 623HP
- 6HK xx 623HP
- UOH, cl.HK xx 623HP
- (meaty) cl.HK, cl.HK xx 623HP
- cr.HK xx 214HK
- only works against standing opponents
- (aerial BLC), dash forward, 623HP
- (corner only) (aerial BLC), 623LP, 623LP, 623HP
0.5 bars:
- cr.LK, cr.LK xx EX 214K
- gives Kou more time to set up oki than most of his other combos.
- cl.HK xx EX 236P
- works from max range
1 bar:
- st.HP xx 236236P
- Scary footsie tool. Also Kou's highest damage punisher.
- cr.HP xx 623HP xx 236236P
- Lower damage than the previous combo, but more meter efficient.
- cr.HK xx 236HP xx 236236P
- doesn't work from max range
- (air reset) 236236P
- not a real combo, but safe even when fully parried.
1.5 bars:
- EX 236P, 236236P
- EX 214K, 236236P