Difference between revisions of "Yata"
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'''236A/B:''' Fireball | '''236A/B:''' Fireball | ||
Your standard projectile | |||
::*Fast start-up. | ::*Fast start-up. | ||
::*Runs across the ground, making it easy to jump over when far away. | ::*Runs across the ground, making it easy to jump over when far away. | ||
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'''236C:''' EX Fireball | '''236C:''' EX Fireball | ||
Two-Hitting Fireball that travels ABOVE ground. | |||
::*As fast as Fireball B | ::*As fast as Fireball B | ||
::*Low recovery, making for great combo extensions and guard pressure. | ::*Low recovery, making for great combo extensions and guard pressure. | ||
'''j.236A/B:''' Air Fireball | '''j.236A/B:''' Air Fireball | ||
Travels in a downwards diagonal arc. | |||
::*A version sends him away after firing. | ::*A version sends him away after firing. | ||
:::*Angle is much more vertical. | :::*Angle is much more vertical. | ||
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::*Similar to ground properties. | ::*Similar to ground properties. | ||
'''623A-AA/B-BB:''' | '''623A-AA/B-BB:''' Tenkachou | ||
Strike-Invincible Reversal Option | |||
::*Very fast, and leads to a knock-down on the second hit. | ::*Very fast, and leads to a knock-down on the second hit. | ||
::*Can combo after with use of EX moves and Super. | ::*Can combo after with use of EX moves and Super. | ||
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::*Cannot cancel into the second hit when blocked. Very unsafe. | ::*Cannot cancel into the second hit when blocked. Very unsafe. | ||
'''623C:''' EX | '''623C:''' EX Tenkachou | ||
Reversal Option with even more invincibility. | |||
::*Slightly faster start-up than other DPs | ::*Slightly faster start-up than other DPs | ||
::*Easier to combo after the second hit. | ::*Easier to combo after the second hit. | ||
'''214A:''' Rolling Slash A | '''214A:''' Rolling Slash A | ||
A spinning slash that goes over lows. | |||
::*Multiple Hits. | ::*Multiple Hits. | ||
::*Completely punishable on block. | ::*Completely punishable on block. | ||
'''214B:''' Rolling Slash B | '''214B:''' Rolling Slash B | ||
Similar to above., only one solid Overhead hit, rather than 3. | |||
::*Higher travel arc. Sometimes goes over the opponent. | ::*Higher travel arc. Sometimes goes over the opponent. | ||
::*Safe on block. | ::*Safe on block. | ||
'''214C:''' EX Rolling Slash | '''214C:''' EX Rolling Slash | ||
::* | ::*Launches opponent to continue combos, and comes with an enormous hit-box. | ||
::*Fully invincible to projectiles. | ::*Fully invincible to projectiles. | ||
::*NOT an overhead, but can cross-up. | ::*NOT an overhead, but can cross-up. | ||
== Super Moves == | == Super Moves == |
Revision as of 15:57, 23 October 2019
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Introduction
No really, he's the "Shoto" of the game. A balanced character with balanced traits, simple and easy to pick up, and doesn't lack in many areas. His primary strength is neutral, having quick, safe normals with sizable hitboxes, and strong fireball play to keep his opponent out, even a DP for reversals. These many things make him a great choice for any team.
Normals
4A: A fast, short-range jab. Cancellable. Auto-chains into 5A. Chains into 6A, 2A, 5B, and 2B manually.
5A: Fast sword slash. Cancellable. Auto-chains into 5AA, 5AAA. Chains into 6A, 2A, 5B, and 2B manually.
- 5AA: A follow-up slash, Cancellable. Auto-chains into 5AAA. Chains into 5B, and 2B manually.
- 5AAA: An ending slash that moves past the opponent on hit (NOT on block.) Cancels into EX and Super only.
1A: Low-hitting, crouching light kick. Cancellable. Auto-chains into 2A(both block and hit). Chains into 6A, 5B, and 2B manually.
2A: Low-hitting, crouching medium kick. Cancellable. Auto-chains into 2B. Chains into 5B, and 2B manually.
6A: A long, quick poking tool, great for spacing. Cancels into EX and Super only.
3A: Overhead rolling kick that moves him slightly forward. Low-Attack invincibility. Cancels into EX and Super only.
5B: Chunky sword slash, for combo fodder. Cancellable.
2B: Low-hitting Sweep with solid range. Cancellable.
6B: Forward moving, large sword slash. Cancels into EX and Super only.
j.A: Jumping Light Attack, very, very low range and active frames. Cancellable.
j.?A: Jumping Medium Kick. Cross-Up. Cancellable.
j.B: Jumping Heavy Slash. Cancellable.
Special Moves
236A/B: Fireball Your standard projectile
- Fast start-up.
- Runs across the ground, making it easy to jump over when far away.
- A version has slower traveling speed. Can be used to meaty your opponent more consistently as well.
- B version has faster-traveling speed, 2x as much as A. Mix the two to make zoning disorienting.
- Both are relatively similar in recovery time.
236C: EX Fireball Two-Hitting Fireball that travels ABOVE ground.
- As fast as Fireball B
- Low recovery, making for great combo extensions and guard pressure.
j.236A/B: Air Fireball Travels in a downwards diagonal arc.
- A version sends him away after firing.
- Angle is much more vertical.
- B version follows jump arc. Forward jump = Moving forward after firing, Neutral jump = Stay in place, Back jump = moving away after firing.
- Angle is much more horizontal.
j.236C: EX Air Fireball
- Fires at a diagonal arc between A and B.
- Similar to ground properties.
623A-AA/B-BB: Tenkachou
Strike-Invincible Reversal Option
- Very fast, and leads to a knock-down on the second hit.
- Can combo after with use of EX moves and Super.
- Good vertical hit-box, with B's slightly higher than A's.
- Only invincible to physical attacks, not projectile ones.
- Cannot cancel into the second hit when blocked. Very unsafe.
623C: EX Tenkachou Reversal Option with even more invincibility.
- Slightly faster start-up than other DPs
- Easier to combo after the second hit.
214A: Rolling Slash A A spinning slash that goes over lows.
- Multiple Hits.
- Completely punishable on block.
214B: Rolling Slash B Similar to above., only one solid Overhead hit, rather than 3.
- Higher travel arc. Sometimes goes over the opponent.
- Safe on block.
214C: EX Rolling Slash
- Launches opponent to continue combos, and comes with an enormous hit-box.
- Fully invincible to projectiles.
- NOT an overhead, but can cross-up.
Super Moves
236236A: Launches a massive fireball.
- Five hits of bit damage.
- Ideal combo ender with meter in nearly any situation.
Awaken Art - 236236B: Cinematic Rush.
- Entirely invincible.
Extra
His throws are somewhat ordinary, but when in the corner, it's possible to make his back throw into a combo starter.
His awakening trait grants him a pair of wings, allowing him to air-dash similar to Kurama.