E's Laf++/Yagabi: Difference between revisions
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==Introduction== | ==Introduction== | ||
<font size="3">''' | <font size="3">'''Yagabi'''</font> | ||
<br> | <br> | ||
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[[image:EL2_Kitsune_Dodge.png|250px]] <font size="5">'''''Dodge'''''</font><br> | [[image:EL2_Kitsune_Dodge.png|250px]] <font size="5">'''''Dodge'''''</font><br> | ||
When double-tapping back, | When double-tapping back, Yagabi doesn't perform a backdash but instead a dodge in place. | ||
</div> | </div> | ||
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|description= ''Chain/Cancel Options: 5A, 2A, Special | |description= ''Chain/Cancel Options: 5A, 2A, Special'' | ||
* | *Typical plus on block Jab, can function as a pseudo Anti-Air | ||
}} | }} | ||
}} | }} | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_cB.png | |image=EL2_Kitsune_cB.png | ||
|caption= | |caption= STOMP | ||
|name=c.B | |name=c.B | ||
|data= | |data= | ||
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|description= ''Chain/Cancel Options: f.B, Special | |description= ''Chain/Cancel Options: f.B, 5C, Special'' | ||
* | *Really Strong pressure/offense starter | ||
}} | }} | ||
}} | }} | ||
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|description= ''Chain/Cancel Options: Special | |description= ''Chain/Cancel Options: Special'' | ||
* | *Neutral Tool. | ||
}} | }} | ||
}} | }} | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_5C.png | |image=EL2_Kitsune_5C.png | ||
|caption= | |caption= If you get hit by this, you're going to lose. | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
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|description= ''Chain/Cancel Options: Special | |description= ''Chain/Cancel Options: Special'' | ||
* | *Arguably his Best Starter | ||
}} | }} | ||
}} | }} | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_5D.png | |image=EL2_Kitsune_5D.png | ||
|caption= | |caption= 死 | ||
|name=5D | |name=5D | ||
|data= | |data= | ||
{{AttackData-EL2 | {{AttackData-EL2 | ||
|damage= | |damage= 2559 | ||
|guard= Mid | |guard= Mid | ||
|startup= 18 | |startup= 18 | ||
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|advHit= +4 | |advHit= +4 | ||
|advBlock= -8 | |advBlock= -8 | ||
|attribute= | |attribute= Hard Knockdown (No Pursuit) | ||
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* | *An extremely fast overhead that gives One stock of Fox Fire on hit. | ||
*Forces No Pursuit and gives Hard Knockdown to enable [2]8A Okizeme | |||
}} | }} | ||
}} | }} | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_6A.png | |image=EL2_Kitsune_6A.png | ||
|caption= | |caption= High Arching Anti-Air | ||
|name=6A | |name=6A | ||
|data= | |data= | ||
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|description= ''Chain/Cancel Options: Special, | |description= ''Chain/Cancel Options: Special, Jump'' | ||
* | *Standard Anti-Air, hits at a very strong angle and allows for easy combos on hit | ||
}} | }} | ||
}} | }} | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_6B.png | |image=EL2_Kitsune_6B.png | ||
|caption= | |caption= Inconspicuous Overhead | ||
|name=6B | |name=6B | ||
|data= | |data= | ||
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|description= ''Chain/Cancel Options: Special | |description= ''Chain/Cancel Options: Special'' | ||
* | *Very quick overhead, great for punishing overly defensive opponents | ||
}} | }} | ||
}} | }} | ||
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|description= ''Chain/Cancel Options: Special | |description= ''Chain/Cancel Options: Special'' | ||
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|image=EL2_Kitsune_6D.png | |image=EL2_Kitsune_6D.png | ||
|image2=EL2_Kitsune_5D.png | |image2=EL2_Kitsune_5D.png | ||
|caption= | |caption= 31 Frames. You're still getting hit | ||
|name=6D | |name=6D | ||
|data= | |data= | ||
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|description= ''Chain/Cancel Options: Special | |description= ''Chain/Cancel Options: Special'' | ||
* | *Strong But slow Overhead Option. | ||
*Special Cancel into stance makes it a good option to utilize. | |||
}} | }} | ||
}} | }} | ||
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|description= ''Chain/Cancel Options: 5A, 2A, Special | |description= ''Chain/Cancel Options: 5A, 2A, Special'' | ||
* | *Typical Crouching Jab, Benefits due to a slight disjoint. | ||
}} | }} | ||
}} | }} | ||
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|description= ''Chain/Cancel Options: Special | |description= ''Chain/Cancel Options: Special'' | ||
* | *Furthest reaching Low Option due to it moving forward. | ||
*Staple Low combo tool | |||
}} | }} | ||
}} | }} | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_2C.png | |image=EL2_Kitsune_2C.png | ||
|caption= | |caption= Nagoriyuki would blush at this | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
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|description= ''Chain/Cancel Options | |description= ''Chain/Cancel Options (Hit only): Special'' | ||
* | *Hits essentially all around Yagabi. | ||
*Not a True Anti-Air but very good at hitting really high up. | |||
*Be careful, the hurtbox is not disjointed and could lead to you getting tagged out of your Anti-Air attempt. | |||
}} | }} | ||
}} | }} | ||
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|description= ''Chain/Cancel Options: Special | |description= ''Chain/Cancel Options: Special'' | ||
* | *Standard but Far Reaching sweep. | ||
}} | }} | ||
}} | }} | ||
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|description= ''Chain/Cancel Options: j.A'' | |description= ''Chain/Cancel Options: j.A, j.D'' | ||
* | *Air to Air Jab, decent at its job | ||
*Can link into j.B on hit to allow easy confirms | |||
}} | }} | ||
}} | }} | ||
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|description= ''Chain/Cancel Options: | |description= ''Chain/Cancel Options: j.D'' | ||
* | *Another stellar air to air normal. Confirms easily into j.D | ||
}} | }} | ||
}} | }} | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_jC.png | |image=EL2_Kitsune_jC.png | ||
|caption= | |caption= The Jump in | ||
|name=j.C | |name=j.C | ||
|data= | |data= | ||
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|advHit= -11 to +16 | |advHit= -11 to +16 | ||
|advBlock= -17 to +10 | |advBlock= -17 to +10 | ||
|attribute= | |attribute= Hard Knockdown | ||
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* | *High damaging jump in as its only weakness is that it isn't disjointed at all meaning you can get tagged very early and easily | ||
*Forces Hard Knockdown on hit | |||
}} | }} | ||
}} | }} | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_jD.png | |image=EL2_Kitsune_jD.png | ||
|caption= | |caption= "Instant" Overhead | ||
|name=j.D | |name=j.D | ||
|data= | |data= | ||
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* | *lowest possible Height j.D hits on Frame 23 | ||
}} | }} | ||
}} | }} | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
{{MoveData | {{MoveData | ||
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|advBlock= -34 | |advBlock= -34 | ||
|attribute= Invincible 1-20 | |attribute= Invincible 1-20 | ||
|description= * | |description= *Yagabi flashes blue and parries incoming strikes/projectiles. | ||
*Coming in contact with an opponent's move, | *Coming in contact with an opponent's move, Yagabi attacks with a blue blast. | ||
*Time briefly stops when armoring a strike but not a projectile. | *Time briefly stops when armoring a strike but not a projectile. | ||
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* | *Yagabi becomes invincible on startup, and lets out a green blast. | ||
*Any special cancelable normal can be canceled into Tactical Attack. | *Any special cancelable normal can be canceled into Tactical Attack. | ||
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*While stuck in blockstun, | *While stuck in blockstun, Yagabi counterattacks with an invincible blast that knocks the opponent away. | ||
*Guard Cancel is not invincible to throws or supers. | *Guard Cancel is not invincible to throws or supers. | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_46A.png | |image=EL2_Kitsune_46A.png | ||
|caption= | |caption= Mist Finer Meets Parry | ||
|name=[4]6A | |name=[4]6A | ||
|data= | |data= | ||
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|description= * | |description= *A completely Air Unblockable attack if released immediately | ||
*[4]6A~D is a stance cancel. It changes the frame data of normals | |||
*If [4]6A is done out of blockstrings, it is whiff cancelable on startup | |||
*Is a parry when Held to enforce a mixup. [4]6A Parry clashes with; Highs, Mids, Projectiles. | |||
*If done during a combo/blockstring doing 46A Allows the stance to come out regardless meaning you don't have to charge! | |||
*When done with a Fox Fire Stock, it allows Yagabi to do the parry out of blockstun. | |||
}} | }} | ||
}} | }} | ||
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|imageSize= 250x250px | |imageSize= 250x250px | ||
|image=EL2_Kitsune_46B.png | |image=EL2_Kitsune_46B.png | ||
|caption= | |caption= Low Mist Finer, also a Parry | ||
|name=[4]6B | |name=[4]6B | ||
|data= | |data= | ||
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|description= * | |description= *A Low slash that forces a hard knockdown and juggles in combos. | ||
*[4]6B~D is a stance cancel. It changes the frame data of Normals | |||
*If [4]6B is done out of blockstrings, it is whiff cancelable on startup | |||
*Is a parry when Held to enforce a mixup. [4]6B Parry clashes with Lows Specifically. | |||
*If done during a combo/blockstring doing 46B Allows the stance to come out regardless meaning you don't have to charge! | |||
*When done with a Fox Fire Stock, it allows Yagabi to do the parry out of blockstun. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|imageSize= 250x250px | |imageSize= 250x250px | ||
|image= | |image=EL2_Kitsune_46C.png | ||
|caption= | |caption= The gap closer. | ||
|name=[4]6C | |name=[4]6C | ||
|data= | |data= | ||
{{AttackData-EL2 | {{AttackData-EL2 | ||
|damage= 1407 | |damage= 1407 | ||
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|advHit= Hard Knockdown | |advHit= Hard Knockdown | ||
|advBlock= 0 | |advBlock= 0 | ||
|attribute= | |attribute= Frame 3 Armor (High, Mid, Projectile) | ||
|description= * | |description= *An Armored tackle that allows Yagabi to brute force his way in. It being 0 on block means he can force RPS after | ||
* Blows through Highs, Mids and Projectiles allowing him to navigate neutral. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|imageSize= 250x250px | |imageSize= 250x250px | ||
|image= | |imageSize2= 250x250px | ||
|caption= | |image=EL2_Kitsune_28A1.png | ||
|image2=EL2_Kitsune_28A2.png | |||
|caption= Fireball Okizeme | |||
|name=[2]8A | |name=[2]8A | ||
|data= | |data= | ||
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|description= * | |description= *If the first slash comes in contact with a Projectile, the Fireball is automatically enhanced. | ||
*Launches on hit allowing Yagabi to get certain combo extensions | |||
*The Charge Version is an extremely strong Okizeme tool and a way for Yagabi have more screen presence. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|imageSize= 250x250px | |imageSize= 250x250px | ||
|image= | |image=EL2_Kitsune_28C.png | ||
|caption= | |caption= Flashkick | ||
|name=[2]8C | |name=[2]8C | ||
|data= | |data= | ||
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|description= * | |description= *A Lightning fast Flashkick that forces Knockdowns | ||
*If done early in a combo it can allow for safejumps when used as an ender. | |||
}} | }} | ||
}} | }} | ||
==Super Moves== | ==Super Moves== | ||
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|data= | |data= | ||
{{AttackData-EL2 | {{AttackData-EL2 | ||
|damage= | |damage= 2016 | ||
|guard= All | |guard= All | ||
|startup= | |startup= | ||
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|recovery= | |recovery= | ||
|advHit= Hard Knockdown | |advHit= Hard Knockdown | ||
|advBlock= | |advBlock= | ||
|attribute= | |attribute= | ||
|description= * | |description= Parry type move. Can be held to trigger the rest of the super. | ||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_46C.png | |||
|caption= The Coolest Super in the Game | |||
|name=236D | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 2128 | |||
|guard= All | |||
|startup= | |||
|active= | |||
|recovery= | |||
|advHit= Hard Knockdown | |||
|advBlock= -15 | |||
|attribute= | |||
|description= Combo Ender Super, use it to tack on a lot of damage. | |||
*Forces Side Swap on hit. | |||
}} | }} | ||
}} | }} | ||
==Combos== | |||
=== Meterless === | |||
=== 28A Loops === | |||
Stuff>[28A>Dash>cl.5B]x~ | |||
Probably his best meterless BnB.<br> | |||
Very versatile and can fit into many routes, plus it can be extended with Fatal Shift.<br> | |||
You can choose to end the loop in 28[A] so it'll reset them but leave you flame oki afterwards.<br> | |||
You can do 2A/5A after the dash if you feel you're not close enough for cl.5B to connect.<br> | |||
You can buffer the dashes during the last part of the 28A animation, the window is very generous. | |||
=== 6B/6D Overhead Conversions === | |||
Both are special cancellable so you can go for 28A Loops on hit. It's best to use Dash A in between since you'll probably be farther.<br> | |||
If you hit 6D close enough, you can gatling into c.BC after it hits thanks to the stagger (as in 6D>c.BC>Loops) | |||
=== Air Throw Conversion === | |||
AT>cl.5B>46B>[Dash>cl.5B>28A]x2>Dash>cl.5B>5C>28[A]<br> | |||
28[A] can be delayed so the flames hit on oki instead of OTG. | |||
{{EL2}} | {{EL2}} | ||
[[Category:E's Laf++]] | [[Category:E's Laf++]] | ||
[[Category:Kitsune]] | [[Category:Kitsune]] |
Latest revision as of 13:49, 23 June 2024
Introduction
Yagabi
Placeholder
Strengths | Weaknesses |
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Character Information
Health | 10500 |
Backdash | 19 Frames (3-14 Invincible) |
Walk Speed | 8th |
Run Speed | N/A |
Prejump | 5 Frames (7 for High Jump) |
Normal Moves
5A
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c.B
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f.B
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5C
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5D
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6A
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6B
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6C
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6D
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2A
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2B
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2C
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2D
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j.A
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j.B
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j.C
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j.D
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Universal Mechanics
Ground Throw
A+B |
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Air Throw
j.A+B |
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Tactical Guard (Air OK)
B+C |
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Tactical Attack (Air OK)
2B+C |
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Guard Cancel (Air OK)
6B+C During Blockstun |
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Counter Burst (Air OK)
A+B+C During Hitstun/Blockstun |
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Special Moves
[4]6A
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[4]6B
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[4]6C
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[2]8A
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[2]8C
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Super Moves
214D
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236D
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Combos
Meterless
28A Loops
Stuff>[28A>Dash>cl.5B]x~
Probably his best meterless BnB.
Very versatile and can fit into many routes, plus it can be extended with Fatal Shift.
You can choose to end the loop in 28[A] so it'll reset them but leave you flame oki afterwards.
You can do 2A/5A after the dash if you feel you're not close enough for cl.5B to connect.
You can buffer the dashes during the last part of the 28A animation, the window is very generous.
6B/6D Overhead Conversions
Both are special cancellable so you can go for 28A Loops on hit. It's best to use Dash A in between since you'll probably be farther.
If you hit 6D close enough, you can gatling into c.BC after it hits thanks to the stagger (as in 6D>c.BC>Loops)
Air Throw Conversion
AT>cl.5B>46B>[Dash>cl.5B>28A]x2>Dash>cl.5B>5C>28[A]
28[A] can be delayed so the flames hit on oki instead of OTG.