DBFZ/Yamcha

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Overview[edit]
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Overview

Yamcha is often played as an anchor.


"The teachings of the Turtle Hermit School are still etched in my muscles! You can't compete."
Lore:Yamcha was a desert bandit who once sought the Dragon Balls to wish away his fear of women, so that he could one day marry and settle down. Along the way, he would go from being Goku's first serious rival to one of his closest friends. For a time, he was romantically involved with Bulma before the two split up and she married Vegeta. While his peers have long surpassed him as a martial artist, Yamcha has found happiness in his career as a professional baseball player.
Playstyle
DBFZ Yamcha Icon.png Yamcha is a tricky rushdown fighter who uses his speed and crossups to confuse his opponents.
Pros Cons
  • Incredible Team Value: Support value is among the highest in the game between his excellent set of assists. Spirit Ball can link into his Level 3, and 5LLL allows the ability to switch out characters while maintaining pressure.
  • Best EX in the Game: Flash is arguably one of the best moves in the game. With its high priority, extremely fast start-up, and fast recovery, Flash can be used to pin down Yamcha's opponent or to catch practically any whiff punish or recovery. Flash is also amazing during Yamcha's rekka pressure, as it allows him to do fast crossups.
  • Incredible Momentum: Can convert every combo into a sliding knockdown with Gale Claw, M Wolf Fang Fist Finisher, or Spirit Ball, making him a very solid battery.
  • Double Super: Can set up double supers because of his ability chain Spirit Ball into Ultimate Wolf Fang Fist, which can significantly boost his damage.
  • Long Blockstrings: Easy self-sustaining blockstrings when supported by the proper assists.
  • Heavily Meter Reliant: Lower than average damage, as he needs to use resources to do damage that the rest of the cast can normally do during solo combos. Flash is his best tool for many situations but it requires Ki to execute. Double super is strong but it takes 4 bars to do only slightly more damage than most other character's Level 3's.
  • Small Range: Normals are on the stubbier side and can be awkward to use in pressure and in neutral situations.
  • Unorthodox Normals: Limited gatling paths, resulting in rather predictable pressure without assist usage. His 5M and 5H are slow and can be easily reflected, creating holes in his pressure.

Normal Moves[edit]

5L[edit]
5L
DBFZ Yamcha 5L.png
DBFZ Yamcha 5LL.png
DBFZ Yamcha 5LLL.png
It's not practical, but dammit I'mma do it!
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 7 3 12 -3 -

Fantastic range for a jab at the cost of being 7f. Go-to starter for both pressure and combos thanks to the fact that its speed and range make up for the lack of said traits on his mediums.

5LL 700 All - 9 4 16 -4 -
  • Vacuums on block or hit.

Works even in the corner for surprise IAD j.M crossup.

5LLL 80*4, 1000 All U3+ 15 [1 (5)]*4, 1 20 -5 -
  • Smash hit wall splats. Combos into SD.

More often used as a blockstring filler before going into 236X because the only button that can true string from here on out is 2M. This also true string into Z Change, letting you tag in safely.

Also good for corner combos. Yamcha has so much frame advantage on hit that he can dash in 5L or even 2M, 5LLL by itself also builds a lot of meter.

5M[edit]
5M
DBFZ Yamcha 5M.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 18 2 14 0 -

A built in frame trap from 5LL or 2M. Your opponent WILL disrespect you because you're Yamcha, so use this every now and then to scare them into mashing.

5H[edit]
5H
DBFZ Yamcha 5H.png
Dandy Step Function
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1 31 8 18 4 -
  • Performs a sick back flip then lunges forward.
  • Smash hit wall splats. Combos into SD.

The back-flip on startup makes this a decent move to bait out attacks in pressure. It's always +4 on block so this is more often the best spot for you to cross them up.

5S[edit]
5S
DBFZ Yamcha 5S.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
600 All - 14 - 19 +2 -
  • Leaps back while shooting a Ki Blast.
  • Whiffs against some crouchers and small bodies.

Allows Yamcha to disengage from a bad block string and return to neutral with a small frame advantage. Recovery is low enough that if the opponent tries to chase you down with SD, you can easily anti-air on reaction. You can also mash this in neutral to bait them into flincing, then go for a surprise Flash.

2L[edit]
2L
DBFZ Yamcha 2L.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 All - 6 3 12 -3 -

Mashable, short ranged jab at 6f. Mostly used for contesting pressure or after ±0 situations like blocked 6M.

2M[edit]
2M
DBFZ Yamcha 2M.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 10 3 18 -5 -
  • Vacuums on hit.

While it is his only low and is pretty fast for a 2M, it's really only ever used as blockstring filler and for combos. The range is so short that it can even be hard to punish blocked Guard Cancel, and Yamcha mixup game isn't about high/low.

2H[edit]
2H
DBFZ Yamcha 2H.png
Yun, give me strength!
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700*2 All U1+ 13 2 (8) 6 23 -24 (1st hit), -13 (2nd hit) 4- Head
  • Smash on the second hit if both hits connect.
  • Smash hit has longer hitstun and combos into SD. Non-Smash can still combo into SD in the corner.

Puts Yamcha into an airborne state which removes most of his cancel options and makes him vulnerable to anti-airs. The best possible outcome on block is 2H(1) > j.214L, which true strings up till the final hit of j.214L.

On big, standing characters, Yamcha can land both hits on block and cancel the second hit to j.2H. While 2H(2) > j.2H in midscreen would whiff completely, in the corner this is a true string that leads to rekka pressure.

2S[edit]
2S
DBFZ Yamcha 5S.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
600 All - 19 - 21f (10f in air cancel) - -
  • 5S but leaps higher.

Aside from having increased movement backwards, this move is identical to 5S and thus has almost identical usage. Leaps high enough that he can add a j.S before landing.

6M[edit]
6M
DBFZ Yamcha 6M.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 High - 24 6 4+6 After landing 0 -
  • Universal overhead.

Abhorrent range like his other buttons. Has high chance of whiffing completely mid-blockstring in midscreen.

j.L[edit]
j.L
DBFZ Yamcha jL.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 High - 6 3 - - -

Tiny jab with some vertical reach. Combo filler.

j.M[edit]
j.M
DBFZ Yamcha jM.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 High - 9 4 - - -

Yamcha's IAD crossup normal. On hit, get used to buffering dash 5L since a stationary land 5L can whiff.

j.H[edit]
j.H
DBFZ Yamcha jH.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 High - 15 7 - - -
  • Knocks aerial opponents sideways instead of the standard diagonal downward angle.
  • Dynamic hit causes a wall bounce.

Yamcha has absolutely NO hurtbox below his crotch, so this is his best jump-in.

Also used in corner combos for extra damage before knockdowns.

j.S[edit]
j.S
DBFZ Yamcha jS.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 High - 13 - 19 +2 -
  • 5S but in the air.

Yamcha has air OK anti-airs so use this like how you would use 5S.

j.2H[edit]
j.2H
DBFZ Yamcha j2H.png
Is that a Dr. Doom reference
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 High - 12 Until Landing 20L - -
  • Knockdown airborne opponent.

On hit or block against a grounded opponent, can cancel into 236X for combo follow-ups or for left-right mix-ups.

In 2H or DR combos, you can use this to take both you and the opponent to the ground for a grounded Vanish combo.

Special Moves[edit]

Wolf Fang Fist[edit]
Wolf Fang Fist
236L/M
DBFZ Yamcha WolfFangFist.png
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Wolf Fang Fist
236L
220*5 All - 11 [1 (4)]*4, 1 20 -5 -
  • Regular rekka starter.
  • Covers 80% of the screen.
Reverse Wolf Fang Fist
236M
400*2, 220*3 All - 32f (sideswap), 25f (no sideswap) [1 (4)]*4, 1 20 -5 -
  • Dashes forward for a bit before starts attacking, goes further than full screen.
  • Teleports behind enemy to attack if he reaches them during the dash, otherwise it's the same as the L version.
  • Can work even without corner space.
  • Extremely simple and efficient mixup.

  • Each of the rekka followups can only be used once.
  • All followups can come out on whiff, and can combo into Gale Claws.
  • Using Finisher or Flash will end the string.
  • Attempting to do Pack Attack after it's been used in the rekka string will give you Finisher instead.
  • Flash can be canceled into at any point during the string.
Pack Attack[edit]
Pack Attack
Wolf Fang Fist > L/M
DBFZ Yamcha PackAttack.png
ATATATATATATATA
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 220*7 All - 4 [1 (3)]*6, 1 20 -5 -
  • [] is when used immediately after 236L/M.
  • Fastest followup without the use of bars.
  • 236L > L is a true blockstring.
M 220*8 All - 16 [1 (3)]*7, 1 20 -5 -
  • Slower than L followup for more damage.
  • 236L > M has a gap which will catch mashing.
Finisher[edit]
Finisher
Wolf Fang Fist > 6L/M
or Pack Attack > L/M
DBFZ Yamcha Finisher.png
"Fighterz? I thought you said fruit ninja"
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 1200 All - 9 3 18 -5 -
  • Short hitbox in front of Yamcha but has fast recovery frames.
M 1500 All D1 14 3 25 -12 -
  • Causes a sliding knockdown.
  • Surprisingly long range where you even can use Tail and still hit at that distance.
  • Pack Attack L > M has a gap that will catch mashing.
Flash[edit]
Flash
Wolf Fang Fist > H
DBFZ Yamcha Flash.png
AWOOOOOO
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1200 All U1 7 10 21 -5 -
  • Used in metered combos to boost damage by around 500.
  • High recovery on whiff.
  • Useful in neutral as a full screen poke thanks to its speed and easy confirms, and after Whiskers for a quick cross-up.
  • Can catch your opponent pressing buttons after a blocked 5S. It's that fast.
  • Punishes vanish after reflect. It's that fast.

Yamcha's infamous Wolf Fang Fist Flash.

With its insanely fast startup, high priority, and being -5 on block, this move alone makes opponents think twice of playing the ground game with Yamcha. On hit, Flash will bring the opponent up, allowing for extensions that scale like a medium starter. On block, this move is safe and depending on the distance of the opponent, can put Yamcha away from the opponent, returning to neutral. Overall, this move is low risk/high reward for Yamcha when thrown out. Flash can be beaten if the opponent preemptively jumps and either aerial or super dash you, so take caution when overusing this move. The nerf to it's whiff recovery means you can't use it as mindlessly as before, but it remains as one of Yamcha's strongest tools and why he is so threatening as an anchor.

Flash complements with his special moves, like his 5S and 236S, as these will encourage the opponent to challenge with non-special moves. 5S > Flash is also particularly egregious.

Flash is also Yamcha's go-to for fast cross-ups during his Wolf Fang Fist pressure. Go in with Reverse Wolf Fang Fist or Whiskers and follow up with Flash for a fast cross-up that leads into high reward.

Whiskers[edit]
Whiskers
Wolf Fang Fist > S
DBFZ Yamcha Whiskers.png
"Hello There"
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - - - 30 Total (cancel to 6L/M on frame 22 and H on 17), 19 Total from 4S (cancel on frame 13) - -
  • Dashes a short distance forward, passing through the opponent if close.
  • For a short while after this move, only rekka follow-ups are available.
Tail[edit]
Tail
Wolf Fang Fist > 4S
DBFZ Yamcha Tail.png
wwWOOP
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - - - 14 Total - -
  • A special backdash, can be used to disengage from a blocked rekka.
  • Can use Whiskers to dash back in.
Neo Wolf Fang Fist[edit]
Neo Wolf Fang Fist
236H
DBFZ Yamcha NeoWolfFangFist.png
Either you use this "Shin Rouga Fuufuuken"...or the other one. Ain't Japanese homophones a stinker?
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
80*10, 380*2 All U1 11 [1 (4)]*3, 1 22 -5 -
  • Consumes 1/2 Ki Gauge.
  • A faster version of 236L that covers a slightly shorter distance.
  • On hit or block, automatically performs Pack Attack > Finisher > Flash. Can use vanish to cancel these followups.
  • On whiff, does not have access to 236L/M rekka followups.
  • Wallbounces, allowing you to squeeze out a bit more damage in your strings.
  • Easily combos into 214M for a sliding knockdown.
  • Can combo into itself once for a "level 2".
  • Consumes smash on the final hit.
Wolf Fang Fist: Gale Claws[edit]
Wolf Fang Fist: Gale Claws
214L/M/H (Air OK)
DBFZ Yamcha WolfFangFistGaleClaws.png
Beyblade, Beyblade let it rip
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 50*7, 700 All - 9 7 (15) 2 19 -4 4- Head
Air L 50*7, 700 All - 9 7 (15) 2 19 -4 4- Head
  • Good for its soft knockdown to mixup and surprise the opponent.
  • All versions keep momentum, L keeps the least and H keeps almost all.
Ground M 50*7, 800 All D1 13 7 (15) 2 19 -7 4- Head
Air M 50*7, 800 All D1 13 7 (15) 2 19 -7 4- Head
  • Classic air combo ender that gives a sliding knockdown.
Ground H 50*7, 900 All D1 9 7 (15) 2 19 -7 1- Head
Air H 50*7, 900 All D1 9 7 (15) 2 19 -7 1- Head
  • Able to easily followup after j.H in midscreen due to its very fast startup and snappy movement.
Kamehameha[edit]
Kamehameha
236S
DBFZ Yamcha Kamehameha.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
262*5 All - 26 25 21 -4 -
  • Slower startup than other Kamehamehas.
  • -4 on block, but links to 2L on hit in the corner.
  • Flash will catch the opponent trying to hit buttons after this.

Sub par neutral tool due to its speed, but weirdly enough better suited for pressure. Once you have conditioned your opponent to look out for WFF cross ups, this move can be used as a same side option that still converts to a combo in the corner. It's only 2-3 frames slower, so the difference is hardly noticeable if your opponent is simply reacting to the delay. The reward on hit is slightly higher in terms of damage than DR and you have the option to Vanish if it is blocked to continue pressure.

Z Assists[edit]

Assist A[edit]
Wolf Fang Fist
Assist A
DBFZ Yamcha AssistWolfFangFist.png
BERSERKER BARRAGE
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
200, 140*3, 210 All - 20 20 48 +40 -
  • Yamcha dashes forward with a series of claw swipes.
  • Opponent stays grounded on hit.
  • Travels forward about 80% of the screen.

A very fast assist, which is useful in blockstrings for pressure, and can extend combos somewhat slightly. Also useful to catch people at certain ranges for pushing buttons. Amazing for scrambles and converting stray attacks into pressure or a combo. Also one of the fastest assists in the game, which lends to it also being amazing in clash situations due to its high priority and multiple hits.

Assist B[edit]
Kamehameha
Assist B
DBFZ Yamcha Kamehameha.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
200*5 All - 35 25 63 +30 -
  • It's a beam assist. Use it for beam things.

Although it is a beam, Yamcha is one of the few characters that has an arguably better and more unique assist in his first one. Nonetheless the beam option is still present. Controls space much better than it's A assist counterpart but loses some speed and frame advantage in return.

Assist C[edit]
Wolf Fang Fist: Pack Attack
Assist C
DBFZ Yamcha PackAttack.png
Twice the lockdown
DBFZ Yamcha Finisher.png
Twice the price
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
100, 70*4, 400*2 All - 41 [21] - Total 116-165 +50 -
  • Very niche.

Only gives 10 extra frames of lockdown, for double the cooldown and startup of his A assist. You can already hitconfirm pretty easily off of his A assist as well. Basically use his A assist instead.

Super Moves[edit]

Spirit Ball[edit]
Spirit Ball
236L+M or 236H+S
DBFZ Yamcha SpiritBall.png
"I'll show you somethin' rad!"
DBFZ Yamcha SpiritBall-2.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1300, 200*0~5 All UDV - - - - -
  • Can only be landed once per combo (unless you have another Yamcha through Body Change).
  • Pressing L/M/H/S and a direction after the first ball causes the Spirit Ball to fly in that direction, up to 5 more hits.
  • The first hit that lands will always deal 1300, every next hit deals 200.
  • Minimum damage for all 6 hits: 390, 60*5.
  • Downward directions cause sliding knockdowns, unless the opponent is too high up.

Can force the opponent into different positions for oki or follow-up Supers such as high up, knockdown, close or far away, behind you...

For example, Yamcha can combo Spirit Ball into Ultimate Wolf Fang Fist by pressing buttons with these directions: InputIcon 7.pngInputIcon 4.pngInputIcon 7.pngInputIcon 4.pngInputIcon 1.png

Ball control guide:

  • There are 2 cycles:
InputIcon 2.pngInputIcon 4.png ( InputIcon 6.pngInputIcon 8.pngInputIcon 1.pngInputIcon 3.png )
InputIcon 7.pngInputIcon 9.png ( InputIcon 1.pngInputIcon 3.pngInputIcon 6.pngInputIcon 8.png )
  • InputIcon 6.pngInputIcon 8.pngInputIcon 1.pngInputIcon 3.png is the main cycle that will repeat itself if no direction is inputted.
  • Forcing the ball to move in the same direction as its last move will instead perform the next one in the queue. Holding a single direction while mashing will make the ball alternate between 2 directions, e.g. holding InputIcon 2.png will give you InputIcon 2.pngInputIcon 4.pngInputIcon 2.pngInputIcon 4.pngInputIcon 2.png
Ultimate Wolf Fang Fist[edit]
Ultimate Wolf Fang Fist
214L+M or 214H+S
DBFZ Yamcha UltimateWolfFangFist.png
Are you OK!?
DBFZ Yamcha UltimateWolfFangFist-2.png
BUSTA WULF!
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
4015 All UDV +3 - - - 1- All
  • Yamcha dashes fullscreen forward.
  • Minimum damage: 1505.

On hit in midscreen, the opponent will be put a fullscreen away. But on hit in the corner, they'll be pulled slightly out of it while Yamcha will be at +11. From here you can crossup with IAD j.M or 236M~H, bait Sparking with 5H, or just do something simple like meaty 2M, 6M, 5L > DR.

Navigation[edit]


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Dragon Ball FighterZe
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc