DBFZ/Yamcha

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Yamcha
DBFZ Yamcha Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Rekka

Overview[edit]

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.

In Dragon Ball FighterZ, Yamcha is a rushdown fighter who can use his speed and aggression to pin down his opponents. His Wolf Fang Fist is his bread-and-butter, a powerful rushing attack that can build meter quickly while putting his opponents on the defensive.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Support value is among the highest in the game between his Wolf Fang Fist Assist, Spirit Ball DHC allowing for sliding knockdown finishers and potential Double Supers, and 5LLL allowing the ability to switch out characters while maintaining pressure.
  • Very strong crossup game when he has the resources to burn. Flash is a fast, verstile move that can cause fast crossups during his rekka pressure.
  • 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.
  • Can set up double supers because of his ability chain Spirit Ball into Ultimate Wolf Fang Fist, which can significantly boost his damage.
  • Easy self-sustaining blockstrings when supported by the proper assists.
  • Probably the best character at punishing assists, since they're not as affected by the heavy scaling on his moves. He can kill an assist from full health with WFF > A > WFF > A > WFF > Level 1.
  • Has a successful life as a pro baseball player.
  • Has two theme songs.
  • Is the result of Yun and Yang doing the fusion dance
  • Very reliant on meter. Flash is his best tool for many situations but it requires Ki to execute.
  • 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.
  • Has no way to play offensive at long range because his Kamehameha is slow.
  • His normals are awkward. 2M, 5M and 5H are slow and can be easily reflected.
  • Limited gatling paths, resulting in rather predictable pressure without assist usage.
  • Bulma isn't his gf anymore



Normals[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 Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 7 - - -3

Fantastic range for a jab at the cost of one additional frame of start-up compared to those of the rest of the cast. 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 - - - - -4
  • Auto-corrects on side switch.
  • Pulls opponent in on hit or block.

Dosen't suffer from the poor hit boxes and frame data that his other mediums have. Pulls opponents closer to Yamcha which prevents follow-ups from whiffing and can set up IAD cross-ups even in the corner.

5LLL 80*4, 1000 All - - - - -5
  • Auto-corrects on side switch.
  • Wall bounces on hit.
  • Uses up Yamcha's Smash. Always Smashes even if his Smash was already used.
  • Tagging in during this attack prevents the following combo from triggering a Dynamic hit.

Can be looped in the corner against large characters and allows for easy tag-ins anywhere on the screen which, if it is done mid-combo, will preserve that combo's Smash. The forced Smash gives Yamcha longer and more damaging combos off of vanishes and the Smash versions of his Neo Wolf Fang Fist and Flash by whiffing 5L and landing 5LL when the opponent is about to hit the ground, though note that the timing for this is strict.


5M[edit]
5M
DBFZ Yamcha 5M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 18 - - 0
  • Puts airborne opponents into a spin state on hit.

Slow startup meduim that has a decent forward reaching hitbox but cannot result in a true block string from any of Yamcha's normals. However, this can be used to create easy frame traps from either 5LL or 2M without needing to manually time the inputs. Used in combos to convert a successful 2M sweep into an air combo using its jump cancelable property, though note that the long start-up means that 5M must be inputted immediately afterwards or the combo will drop.


5H[edit]
5H
DBFZ Yamcha 5H.png
They call me... the dandy man
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 31 - - 4
  • Plus on block.

The starting back-flip makes this a good move for avoiding attacks in neutral or to bait out attacks in pressure. However, this gives the move a huge amount of start-up that requires assists to use it in true block strings or combos. In exchange, this move resets pressure and allows for follow-ups in the corner without using Super Dash. Only the Smash version wall bounces which is required for any non-assist follow-ups.


5S[edit]
5S
DBFZ Yamcha 5S.png
Super Dash, I dare ya!
Damage Guard Smash Startup Active Recovery Frame Adv.
600 All - 14 - - +1
  • Plus on block.

The jump back during the ki blast allows Yamcha to easily disengage from a bad block string and return to neutral with a small frame advantage. Recovery is low enough that if the opponent used Super Dash to plow through the 5S, Yamcha can anti-air it on reaction. Is only a true block string from 5LL or 5H. The ki blast is fired a little above ground level which results in the projectile whiffing against crouching non-large characters though it can hit medium-sized crouching characters if they are in hitstun. Can lead into Wolf Fang Fist and Flash in the corner if it is used at point-blank range. Requires an assist or a vanish to convert 5S into a combo mid-screen.


2L[edit]
2L
DBFZ Yamcha 2L.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 All - 6 - - -3
  • Can be canceled into from itself, even on whiff.

Yamcha's fastest normal, making it a great button for contesting pressure and for starting block strings. It can be canceled into its self, making it good in clashes from 0 frame advantage normals (like all 6M's) as a second 2L can beat most 5LL's. However this attack has atrocious range so it is better to use 5L when the opponent isn't at point-blank range. Also has little to no use in combos as it quickly scales combo damage and has awkward cancel options against airborne opponents.


2M[edit]
2M
DBFZ Yamcha 2M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 10 - - -5
  • Yamcha's only low.
  • Pulls opponent in on hit or block.

As the only low in Yamcha's arsenal, 2M is vital to his mix-up game. It also sweeps opponents which can be used to convert successful hits into an air combo. The pulling effect on hit helps make combos from this move more consistent and allows Yamcha to set-up IAD cross-ups in the corner. Note that this move lacks range so avoid using this move in neutral.


2H[edit]
2H
DBFZ Yamcha 2H.png
Yun, give me strength!
Damage Guard Smash Startup Active Recovery Frame Adv.
700*2 All - 13 - - -13
  • Head-attribute invincible.
  • Hits twice, only uses Smash if both hits connect.

Yamcha's most reliable anti-air and a powerful combo tool when vanish is available for use after j.2H. Puts Yamcha into an airborne state which removes his rekka as a cancel option and makes him vulnerable to anti-airs. Can still cancel into Super Dash after the final hit if Smash wasn't used which leads into combo extensions in the corner.


2S[edit]
2S
DBFZ Yamcha 5S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
600 All - - - - -
  • Plus on block.

Aside from having increased movement backwards, this move is identical to 5S and thus has almost identical usage.


6M[edit]
6M
DBFZ Yamcha 6M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 - - 0
  • Uses the same hitboxes / hurtboxes as j.L.

Universal grounded overhead used for mix-ups, though it can only lead into a combo if assists are available, Sparking Blast is active, or if 6M hit as a meaty. Poor range but safe on block, just like all his other mediums.


j.L[edit]
j.L
DBFZ Yamcha jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 6 - - -

Yamcha's fastest airborne attack that can be chained into itself twice. Used to add extra overheads during IAD mix-ups. Has better vertical reach than j.M, so (j.L > j.M > j.L) will work after a Super Dash while (j.L > j.L > j.M) would whiff. Only added in aerial combos to squeeze out extra damage and meter for optimization.


j.M[edit]
j.M
DBFZ Yamcha jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 9 - - -

Yamcha's best jump-in for mix-ups and air-to-airs thanks to its speed, range, and cancel options. Use after IAD's for cross-ups and use follow-up j.L's for additional overheads.


j.H[edit]
j.H
DBFZ Yamcha jH.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 15 - - -
  • Knocks aerial opponents sideways instead of the standard diagonal downward angle, unaffected by Smash usage.
  • Dynamic hit results in a wall bounce.

Best jump-in for meaty set-ups and for damage. Knocks airborne opponents away horizontally. Can be followed up with heavy Gale Claws mid-screen or with medium Gale Claws in the corner. While this move lacks the ability to obtain sliding knockdowns like most of the cast, this isn't an issue thanks to medium Gale Claws providing the same thing from any combo without needing to use Smash in particular ways.


j.S[edit]
j.S
DBFZ Yamcha jS.png
Anti-air, I dare ya!
Damage Guard Smash Startup Active Recovery Frame Adv.
600 All - 13 - - -

Airborne version of 5S. Used in neutral to poke airborn opponents from full screen thanks to its low recovery. The momentum backwards can be used after forward jumps to bait and dodge anti-airs. In the corner, it can combo straight into the medium version of Gale Claws against large opponents and the heavy version against the entire cast, though the heavy version isn't meter efficient.


j.2H[edit]
j.2H
DBFZ Yamcha j2H.png
*Cries in Raigekishu*
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 12 - - -5
  • Only knocks down airborne opponents.

Dive kick that brings both Yamcha and any opponents he hits to the ground. Can be canceled into specials on hit or block, leading directly into Wolf Fang Fist for grounded combo follow-ups or for left-right mix-ups. In combos, this move is used to take opponents who are high in the air (like after the Smash version of 2H) down low enough for grounded vanish follow-ups. Sparking allows Yamcha to jump cancel this move so he can loop into it multiple times against grounded, cornered opponents for massive damage.


Specials[edit]

Wolf Fang Fist[edit]
Wolf Fang Fist
236L/M
DBFZ Yamcha WolfFangFist.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Wolf Fang Fist
236L
220*5 All - 11 - - -5
  • Regular rekka starter.
  • Covers 80% of the screen.
Reverse Wolf Fang Fist
236M
400*2, 220*3 All - 32 - - -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
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 220*8 [220*7] All - 4 - - -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 - 15 - - -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
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 1200 All - 12 - - -5
  • Short hitbox in front of Yamcha but has fast recovery frames.
M 1500 All - 15 - - -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 Guard Smash Startup Active Recovery Frame Adv.
1200 All - 8 - - -6
  • Costs 1 Ki gauge
  • Used in metered combos such as 2M5M (delay) 236L~H dash 2M5M > air combo
  • Can be used in neutral as a full screen poke thanks to its speed and easy confirms
  • Can be used after Whiskers for a quick cross-up

The main use for this move is an almost instant crossup after 236M. This is made even better by the fact that you always get a sliding knockdown afterwards thanks to j.214M. This move alone somewhat makes up for his lack of low 2L.

Whiskers[edit]
Whiskers
Wolf Fang Fist > S
DBFZ Yamcha Whiskers.png
Damage Guard Smash Startup Active Recovery Frame Adv.
- - - - - - -
  • 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 Guard Smash Startup Active Recovery Frame Adv.
- - - - - - -
  • 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 Guard Smash Startup Active Recovery Frame Adv.
80*10, 380*2 All - - - - -
  • Consumes 1 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
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 50*7, 700 All - 9 - - -4
j.L 50*7, 700 All - - - - -
  • Good for its soft knockdown to mixup and surprise the opponent.
  • All versions keep momentum, L keeps the least and H keeps almost all.
M 50*7, 800 All - 13 - - -7
j.M 50*7, 800 All - - - - -
  • Classic air combo ender that gives a sliding knockdown.
H 50*7, 900 All - 9 - - -22
j.H 50*7, 900 All - - - - -
  • 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 Guard Smash Startup Active Recovery Frame Adv.
262*5 All - 26 25 22 -4
  • Slower startup than other Kamehamehas, but faster recovery.


Assist[edit]

Wolf Fang Fist
A1/A2
DBFZ Yamcha AssistWolfFangFist.png
BERSERKER BARRAGE
Damage Guard Smash Startup Active Recovery Frame Adv.
200*4, 300 All - 20 - - -
  • Yamcha dashes forward with a series of claw swipes.
  • Opponent stays grounded on hit

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.


Supers[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
"NOT the Spirit Bomb...Spirit BALL...the difference in the Japanese names of the two moves are enough."
Damage Guard Smash Startup Active Recovery Frame Adv.
1300, 200*0~5 All - - - - -
  • Without DHC, Yamcha can only land this Super once per combo.
  • Up to 6 hits, where you can control the last 5 hits' directions.
  • Pressing an additional button and a direction after the first ball causes the Spirit Ball to fly in that direction.
  • The first hit that lands will always deal 1300, every next hit deals 200.
  • Minimum damage for all 6 hits is 390, 60*5.
  • Can force the opponent into different positions for follow-up supers or DHCs such as high up, knockdown, close or far away, behind you,...
  • Downward directions will cause a sliding knockdown, unless the opponent is too high up.
  • For example, you can combo Spirit Ball into Ultimate Wolf Fang Fist by pressing the attack button while holding the control stick in these directions: GG8.pngGG8.pngGG8.pngGG9.pngGG1.png


Ball control guide

  • Forcing the ball to move in the same direction as its last move will make it cycle to a different direction.
  • There are 2 cycles:
    • GG2.pngGG4.png ( GG6.pngGG8.pngGG1.pngGG3.png )
    • GG7.pngGG9.png ( GG1.pngGG3.pngGG6.pngGG8.png )
  • GG6.pngGG8.pngGG1.pngGG3.png is the main cycle that will repeat itself if no direction is inputted.
  • Holding the control in a single direction while mashing will make the ball alternate between 2 directions, e.g. holding GG6.png will give you GG6.pngGG8.pngGG6.pngGG8.pngGG6.pngGG8.png.


Ultimate Wolf Fang Fist[edit]
Ultimate Wolf Fang Fist
214L+M or 214H+S
DBFZ Yamcha UltimateWolfFangFist.png
DBFZ Yamcha UltimateWolfFangFist-2.png
The other "Shin Rouga Fuufuuken", if you will. Also, *various howling noises*.
Damage Guard Smash Startup Active Recovery Frame Adv.
4015 All - - - - -
  • Yamcha dashes forward, delivers a flurry of claw swipes, and slams the opponent with a meaty palm strike.
  • 1505 minimum damage. Lowest minimum Level 3 damage in the game.
  • Invincible throughout the entire dash, can invul through other beams and projectiles, including supers and level threes.
  • The final hit ignores Sparking's healing effect.
  • Once Yamcha hits the opponent, they will not take damage from anything else. If DHCing into this super, delay for a moment to let your other supers make impact.


Navigation[edit]


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