DBFZ/Yamcha: Difference between revisions

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{| class="wikitable" style="float:right; margin-left:10px; width:300px;"
|-
! align="center" colspan="2" | Yamcha
|-
| align="center" colspan="2" | [[File:DBFZ_Yamcha_Portrait.png|300x500px|center]]
|-
| '''Play-style''' || Rushdown, Rekka
|-
| '''Team Role''' || Anchor
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
''"The teachings of the Turtle Hermit School are still etched in my muscles! You can't compete."''
{{DBFZ/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content=As seasonal updates kicked in, '''Yamcha''' was powercrept out and is often very overshadowed by other fighters. In the field, Yamcha is honest to a fault, with normals ranging from okay to terrible for neutral and having straightforward mixups. This bodes poorly for him against the stronger tiers of this game who have neutral skip tools that lead to explosive damage and pressure. Simply put, Yamcha is a fair earthling fighter [[DBFZ/SSB Vegito|competing]] [[DBFZ/SS4_Gogeta|against]] [[DBFZ/Lab_Coat_Android_21|gods.]]


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.
Yamcha's kit is still worth appreciating, and it's not bad. In fact, it's just enough to get the job done with a serviceable sense of neutral and yomi. Yamcha's most definitive strength is how slippery he can be on the offense and in neutral, being hard to catch and hard to escape from. In neutral, Yamcha has simple yet surprisingly useful S buttons due to him leaping back every time he fires, putting distance between the opponent and forcing them to take more predictable and punishable approaches, which he can hit confirm into [[#Flash|Flash]]. As for pressure, Yamcha has one of the best rekkas in the game with {{MiniMoveCard|game=DBFZ|chara=Yamcha|input=236L|label=Wolf Fang Fist}}, and its infamous {{MiniMoveCard|game=DBFZ|chara=Yamcha|input=WFF 5H|label=Flash}} followup is great for both neutral and crossup mixups that even allow Yamcha to combo from on hit. Thanks to all of this, Yamcha can operate decently solo.


{{StrengthsAndWeaknesses
In the end, Yamcha has options that even some strong characters don't. He can consistently special tag DR, and has strong pressure. Even with this however, he still has lacking neutral, lacking buttons, and relies quite a bit on meter. Pick Yamcha if you want to make your opponent second guess their options on defense.
| intro = {{Character Label|DBFZ|Yamcha}} is a rushdown fighter who can use his speed and aggression to pin down his opponents.
| pros =
*Support value is among the highest in the game between his excellent set of assists, Spirit Ball DHC allowing for sliding knockdown finishers and potential Double Supers, and 5LLL allowing the ability to switch out characters while maintaining pressure.
*[[DBFZ/Yamcha#Flash|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.
*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.
| cons =
*Very reliant on meter. Flash is his best tool for many situations but it requires Ki to execute.
*Normals are on the stubbier side and can be awkward to use in pressure and in neutral situations.
*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.
*Limited offense at long range due to his slow Kamehameha and ki blasts.
*His 2M, 5M, and 5H are slow and can be easily reflected, creating holes in his pressure.
*Limited gatling paths, resulting in rather predictable pressure without assist usage.
}}
{{#lst:{{PAGENAME}}/Data|Links}}
<br style="clear:both;"/>


==Normal Moves==
======<font style="visibility:hidden;font-size:0">5L</font>======
{{MoveData
|name=5L
|image=DBFZ_Yamcha_5L.png |caption=
|image2=DBFZ_Yamcha_5LL.png |caption2=
|image3=DBFZ_Yamcha_5LLL.png |caption3=It's not practical, but dammit I'mma do it!
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=5L}}
{{#lst:{{PAGENAME}}/Data|5L}}
{{!}}-
{{Description|9|text=
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.
}}
}}
{{AttackVersion|name=5LL}}
{{DBFZ/Infobox
{{#lst:{{PAGENAME}}/Data|5LL}}
|fastestAttack=
{{!}}-
|reversal=
{{Description|9|text=
* 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.
}}
}}
{{AttackVersion|name=5LLL}}
{{ProsAndCons
{{#lst:{{PAGENAME}}/Data|5LLL}}
|intro=is a tricky rushdown fighter who uses his speed and cross-ups to outwit his opponents.
{{!}}-
|pros=
{{Description|9|text=
* '''Mid Value:''' Yamcha's toolkit lends itself very nicely to the mid role thanks to him having a really good blockstun and scramble assist, being meter reliant, while still needing a little extra for neutral and mix
* Auto-corrects on side switch.
* '''[[#Wolf Fang Fist|Wolf Fang Fist]]:''' One of the better rekkas in the game thanks to being safe on block and having several options to creatively confuse opponents with left/right mixups. [[#Flash|Flash]] is also a great followup that can be used to whiff-punish reliably and allow him to do cross-ups in blockstrings during rekka pressure.
* Wall bounces on hit.
* '''Sparking:''' By default, Yamcha's {{clr|L|5LL}} has the useful benefit of pulling opponents out of the corner, but Sparking enhances this benefit with being able to jump-cancel out of {{clr|L|5LL}} and every hit of {{clr|L|5LLL}}, giving Yamcha opportunities to jump-cancel into an IAD {{clr|M|j.M}} corner crossup or jump-cancel into his {{clr|H|j.2H}}. Sparking loops also get Yamcha access to high damage combo routes anywhere on-screen.
* Uses up Yamcha's Smash. Always Smashes even if his Smash was already used.
|cons=
* Tagging in during this attack prevents the following combo from triggering a Dynamic hit.
* '''Mixed Normals:''' Stubby buttons can be awkward to use in pressure, and others are suicidal to use in neutral. His {{clr|L|2L}} is one of the shortest ranged in the game with no forward movement while his {{clr|M|5M}}'s strengths as a frametrap are overshadowed by how useless it is everywhere else.
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.
* '''Poor Risk/Reward:''' Tools like {{clr|H|5H}} and Flash have extremely high recovery and are easily punished.
|difficulty_rating=3
}}
}}
</div>
==Normal Moves==
===<big>{{clr|L|5L}}</big>===
{{DBFZ_Move_Card
|input=5L,5LL,5LLL
|description=
;{{clr|L|5L}}
* Slow but great jab
* Staggers indefinitely into itself, and will connect after nearly all of Yamcha's buttons
* Can be cancelled into itself with {{clr|L|4L}}.
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.
----
;{{clr|L|5LL}}
* Vacuums on block or hit.
Works even in the corner for surprise IAD {{clr|M|j.M}} crossup. This button being safe is a godsend since your strings will start having holes from here on out.
----
;{{clr|L|5LLL}}
* Smash hit wall splats. Combos into SD.
* All hits can be cancelled into jumping during the Sparking! state.
More often used as a blockstring filler before going into 236X because the only truestring alternative to this button is {{clr|M|2M}}, so using this in your pressure doesn't actually sacrifice much else than a low. This also true strings 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 {{clr|L|5L}} or even {{clr|M|2M}}, {{clr|L|5LLL}} by itself also builds a lot of meter.
}}
}}


======<font style="visibility:hidden;font-size:0">5M</font>======
===<big>{{clr|M|5M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5M
|input=5M
|image=DBFZ_Yamcha_5M.png |caption=
|description=
|data=
* Reels back then strikes. The strike has good forward movement.
{{AttackDataHeader-DBFZ}}
* Slow, mid-hitting {{clr|M|5M}} intended for frametraps
{{!}}-
* Will still reliably connect after {{clr|M|2M}} and {{clr|L|5LL}}
{{#lst:{{PAGENAME}}/Data|5M}}
* Has invulnerability from frames 4-14 for non-Low attacks. This is particularly useful against mashers.
{{!}}-
A built in frame trap from {{clr|L|5LL}} or {{clr|M|2M}} that's 0 on block, making it a good point to reset pressure. In turn, it sacrifices absolutely everything that would make another {{clr|M|5M}} good, failing to truestring from any normal and being horrible as a poke. It doesn't deal any more damage than the average {{clr|M|5M}} despite the startup, which means as a frametrap it's not actually any better than just delaying a regular {{clr|M|5M}}. It being 0 on block also loses luster when other characters can typically use {{clr|S|5S}} and {{clr|H|5H}} in their strings as well, something Yamcha cannot do without additional sacrifices.
{{Description|8|text=
 
* Puts airborne opponents into a spin state on hit.
The overall weaknesses of this button make it better to not use often in your strings. Learning to do {{clr|M|2M}} immediately into your rekka series will do you more good. The main upside of {{clr|M|5M}} is its animation being somewhat confusing, and it will strike people incorrectly reacting to it as {{MiniMoveCard|game=DBFZ|chara=Yamcha|input=236M|label=236M}}. This however doesn't work on more seasoned players who know to listen for the teleport sound instead.
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.
}}
}}
===<big>{{clr|H|5H}}</big>===
{{DBFZ_Move_Card
|input=5H
|description=
* Performs a back flip then lunges forward. Has invulnerability from frames 4-20 for all attacks. This is particularly useful against mashers.
* Smash hit wall splats. Combos into SD.
This normal exists to bait sparking activations and reversals, and for dealing with mashers. That's about it. {{clr|H|5H}} usually gives you lower reward than {{clr|M|5M}} for even higher startup, making it easily reactable and almost impossible to use in combos. If the opponent jumps, it can be reliably punished. It's always +4 on block so this is more often the best spot for you to cross them up.
Due to {{clr|H|5H}} and {{clr|M|5M}} having such hefty startup, Yamcha's pressure revolves around abusing his light buttons and his rekkas since he won't be quite able to do the same strings as others. In the corner it leads to better damage, but for the effort and risk it's still not worth it.
}}
}}


======<font style="visibility:hidden;font-size:0">5H</font>======
===<big>{{clr|S|5S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5H
|input=5S
|image=DBFZ_Yamcha_5H.png |caption=Dandy Step Function
|description=
|data=
* Leaps back while shooting a Ki Blast.
{{AttackDataHeader-DBFZ}}
* Recovery is low enough that if the opponent tries to chase you down with SD, you can easily anti-air on reaction.
{{!}}-
* Does NOT whiff on crouchers or small characters.
{{#lst:{{PAGENAME}}/Data|5H}}
Allows Yamcha to disengage from a bad block string and return to neutral with a small frame advantage. You can also mash this in neutral to bait them into flinching, then go for a surprise [[{{PAGENAME}}#Flash|Flash.]] Additionally, at close range you can followup this move with {{clr|H|214H}}. Furthermore, you can use this move to strategically leap back for an assist (by using {{clr|S|5S}} and an assist either at the same time or at roughly the same time)
{{!}}-
{{Description|8|text=
* 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.
}}
}}
===<big>{{clr|L|2L}}</big>===
{{DBFZ_Move_Card
|input=2L
|description=
Mashable, short ranged jab at 6f. Mostly used for contesting pressure or after ±0 situations like blocked {{clr|M|6M}}.
}}
}}


======<font style="visibility:hidden;font-size:0">5S</font>======
===<big>{{clr|M|2M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5S
|input=2M
|image=DBFZ_Yamcha_5S.png |caption=Super Dash, I dare ya!
|description=
|data=
* Vacuums on hit.
{{AttackDataHeader-DBFZ}}
While it is his only low and is pretty fast for a {{clr|M|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's mixup game isn't about high/low.
{{!}}-
{{#lst:{{PAGENAME}}/Data|5S}}
{{!}}-
{{Description|8|text=
* 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.
}}
}}
===<big>{{clr|H|2H}}</big>===
{{DBFZ_Move_Card
|input=2H
|description=
* 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 every safe cancel option except for {{clr|H|j.2H}}, which lets him stay safe and keep up pressure. It even works midscreen!
}}
}}


======<font style="visibility:hidden;font-size:0">2L</font>======
===<big>{{clr|S|2S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2L
|input=2S
|image=DBFZ_Yamcha_2L.png |caption=
|description=
|data=
{{clr|S|5S}} but leaps higher and projectile moves slower. Leaps high enough that he can add a {{clr|S|j.S}} before landing.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2L}}
{{!}}-
{{Description|8|text=
* 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.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">2M</font>======
===<big>{{clr|M|6M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2M
|input=6M
|image=DBFZ_Yamcha_2M.png |caption=Your jays are no more
|description=
|data=
* Universal overhead.
{{AttackDataHeader-DBFZ}}
Abhorrent range like his other buttons. Has high chance of whiffing completely mid-blockstring in midscreen.
{{!}}-
{{#lst:{{PAGENAME}}/Data|2M}}
{{!}}-
{{Description|8|text=
* 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.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">2H</font>======
===<big>{{clr|L|j.L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2H
|input=j.L
|image=DBFZ_Yamcha_2H.png |caption=Yun, give me strength!
|description=
|data=
Tiny jab with some vertical reach. Combo filler.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2H}}
{{!}}-
{{Description|8|text=
* 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.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">2S</font>======
===<big>{{clr|M|j.M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2S
|input=j.M
|image=DBFZ_Yamcha_5S.png |caption=
|description=
|data=
Yamcha's IAD crossup normal. On hit, get used to buffering dash {{clr|L|5L}} since a stationary land {{clr|L|5L}} can whiff.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2S}}
{{!}}-
{{Description|8|text=
* Plus on block.
Aside from having increased movement backwards, this move is identical to 5S and thus has almost identical usage.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">6M</font>======
===<big>{{clr|H|j.H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=6M
|input=j.H
|image=DBFZ_Yamcha_6M.png |caption=
|description=
|data=
* Knocks aerial opponents sideways instead of the standard diagonal downward angle.
{{AttackDataHeader-DBFZ}}
* Dynamic hit causes a wall bounce.
{{!}}-
Yamcha has absolutely NO hurtbox below his crotch, so this is his best jump-in.
{{#lst:{{PAGENAME}}/Data|6M}}
{{!}}-
{{Description|8|text=
* 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.
}}
}}


======<font style="visibility:hidden;font-size:0">j.L</font>======
Used before Wolf Fang Fist: Gale Claws in all of his combos.
{{MoveData
|name=j.L
|image=DBFZ_Yamcha_jL.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.L}}
{{!}}-
{{Description|8|text=
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.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.M</font>======
===<big>{{clr|S|j.S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.M
|input=j.S
|image=DBFZ_Yamcha_jM.png |caption=
|description=
|data=
* {{clr|S|5S}} but in the air, except it travels much faster.
{{AttackDataHeader-DBFZ}}
* From a distance, this gives a wallbounce that lets you combo it into SD.
{{!}}-
Yamcha has air OK anti-airs so feel free to use this like how you would use {{clr|S|5S}}. At close range you can followup with {{clr|H|214H}}.
{{#lst:{{PAGENAME}}/Data|j.M}}
{{!}}-
{{Description|8|text=
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.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.H</font>======
===<big>{{clr|H|j.2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.H
|input=j.2H
|image=DBFZ_Yamcha_jH.png |caption=
|description=
|data=
* Knockdown airborne opponent.
{{AttackDataHeader-DBFZ}}
* On hit or block, can cancel into {{clr|H|5H}}, {{clr|S|5S}}, or 236X after landing. This can be used for combo follow-ups or for left/right mixups.  
{{!}}-
* On block, frame advantage varies depending on height. In most cases like when used after a jump in, Yamcha will be left at -7 to -8.
{{#lst:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{Description|8|text=
* 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.
}}
}}


======<font style="visibility:hidden;font-size:0">j.S</font>======
Since this move is almost always minus (even on hit) when hitting a grounded opponent, get used to canceling into 236X.  
{{MoveData
|name=j.S
|image=DBFZ_Yamcha_jS.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{Description|8|text=
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.
}}
}}


======<font style="visibility:hidden;font-size:0">j.2H</font>======
In {{clr|H|2H}} or DR combos, you can use this to take both you and the opponent to the ground for a 236X extension
{{MoveData
|name=j.2H
|image=DBFZ_Yamcha_j2H.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.2H}}
{{!}}-
{{Description|8|text=
* 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.
}}
}}
}}


==Special Moves==
==Special Moves==
======<font style="visibility:hidden;font-size:0">Wolf Fang Fist</font>======
===<big>Wolf Fang Fist</big>===
{{MoveData
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}'''}}
|name=Wolf Fang Fist
{{DBFZ_Move_Card
|input=236L/M
|input=236L,236M
|image=DBFZ_Yamcha_WolfFangFist.png |caption=
|description=
|data=
;Wolf Fang Fist {{InputBadge|{{clr|L|236L}}}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Wolf Fang Fist|subtitle=236L}}
{{#lst:{{PAGENAME}}/Data|236L}}
{{!}}-
{{Description|9|text=
* Regular rekka starter.
* Regular rekka starter.
* Covers 80% of the screen.
* Covers 80% of the screen.
}}
----
{{AttackVersion|name=Reverse Wolf Fang Fist|subtitle=236M}}
;Reverse Wolf Fang Fist {{InputBadge|{{clr|M|236M}}}}
{{#lst:{{PAGENAME}}/Data|236M}}
{{!}}-
{{Description|9|text=
* Dashes forward for a bit before starts attacking, goes further than full screen.
* 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.
* Teleports behind enemy to attack if he reaches them during the dash, otherwise it's the same as the {{clr|L|L}} version.
* Can work even without corner space.
* Can work even without corner space.
* Extremely simple and efficient mixup.
* Extremely simple and efficient mixup.
-------
-------
* Each of the rekka followups can only be used once.
;Follow-Ups
* All followups can come out on whiff, and can combo into Gale Claws.
* All rekka follow-ups can come out on whiff, and can combo into Gale Claws.
* Using Finisher or Flash will end the string.
* Most of the rekka follow-ups can only be used once (the exceptions being Whiskers and Tail, which can be used twice per string).
* Attempting to do Pack Attack after it's been used in the rekka string will give you Finisher instead.
* 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.
* Flash can be ''canceled'' into at any point during the string.
}}
* Using Finisher or Flash will end the string.
* Can cancel into Kamehameha from the rekka starter and from all rekka follow-ups, giving you an option to jail into Vanish and open up combo routes.
* Can cancel into [DR] by holding [4]+[DR] during the rekka starter and all rekka follow-ups.
}}
}}


======<font style="visibility:hidden;font-size:0">Pack Attack</font>======
===<big>Pack Attack</big>===
{{MoveData
{{InputBadge|'''{{clr|L|5L}}/{{clr|M|M}} during Wolf Fang Fist'''}}
|name=Pack Attack
{{DBFZ_Move_Card
|input=Wolf Fang Fist > L/M
|input=WFF 5L,WFF 5M
|image=DBFZ_Yamcha_PackAttack.png |caption=ATATATATATATATA
|description=
|data=
;All
{{AttackDataHeader-DBFZ|version=yes}}
* [] is when used immediately after {{clr|L|236L}}/{{clr|M|M}}.
{{!}}-
----
{{AttackVersion|name=L}}
;{{clr|L|L}}
{{#lst:{{PAGENAME}}/Data|236X 5L}}
* The fastest followup without the use of bars.
{{!}}-
* {{clr|L|236L}} > {{clr|L|L}} is a true blockstring.  
{{Description|9|text=
----
* [] is when used immediately after 236L/M.
;{{clr|M|M}}
* Fastest followup without the use of bars.
* This followup is slower than {{clr|L|L}} followup, but does more damage.
* 236L > L is a true blockstring.  
* {{clr|L|236L}} > {{clr|M|M}} has a gap which will catch mashing.
}}
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|236X 5M}}
{{!}}-
{{Description|9|text=
* Slower than L followup for more damage.
* 236L > M has a gap which will catch mashing.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Finisher</font>======
===<big>Finisher</big>===
{{MoveData
{{InputBadge|'''{{clr|L|6L}}/{{clr|M|M}} during Wolf Fang Fist'''}} or {{InputBadge|'''Pack Attack > {{clr|L|L}}/{{clr|M|M}}'''}}
|name=Finisher
{{DBFZ_Move_Card
|input=Wolf Fang Fist > 6L/M<br>or Pack Attack > L/M
|input=WFF 6L,WFF 6M
|image=DBFZ_Yamcha_Finisher.png |caption= "Fighterz? I thought you said fruit ninja"
|description=
|data=
;{{clr|L|L}}
{{AttackDataHeader-DBFZ|version=yes}}
* Has a short hitbox in front of Yamcha but has fast recovery frames.
{{!}}-
----
{{AttackVersion|name=L}}
;{{clr|M|M}}
{{#lst:{{PAGENAME}}/Data|236X 6L}}
{{!}}-
{{Description|9|text=
* Short hitbox in front of Yamcha but has fast recovery frames.
}}
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|236X 6M}}
{{!}}-
{{Description|9|text=
* Causes a sliding knockdown.
* Causes a sliding knockdown.
* Surprisingly long range where you even can use Tail and still hit at that distance.
** 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.
** Pack Attack {{clr|L|L}} > {{clr|M|M}} has a gap that will catch mashing.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Flash</font>======
===<big>Flash</big>===
{{MoveData
{{InputBadge|'''{{clr|H|5H}} during Wolf Fang Fist'''}}
|name=Flash
{{DBFZ_Move_Card
|input=Wolf Fang Fist > H
|input=WFF 5H
|image=DBFZ_Yamcha_Flash.png |caption=''AWOOOOOO''
|description=
|data=
* Used in metered combos to boost damage by around 500.
{{AttackDataHeader-DBFZ}}
* Crazy high recovery on whiff, Yamcha is visibly stuck in place and punishable.
{{!}}-
* Useful in neutral as a full screen poke thanks to its speed and easy confirms, and after Whiskers for a quick cross-up.
{{#lst:{{PAGENAME}}/Data|236X H}}
* Can catch your opponent pressing buttons after a blocked {{clr|S|5S}}, and catches opponents after a reflected vanish. It's that fast.
{{!}}-
Yamcha's infamous Wolf Fang Fist Flash. One of Yamcha's strongest tools and the butter that holds his kit together.
{{Description|8|text=
 
* Costs half a ki bar
With its insanely fast start-up, high priority, and being -5 on block, the move alone commands a ground presence. Flash complements with his {{clr|S|5S}} as it can be confirmed from massive distances while spacing Yamcha out from dangerous ranges. On hit, Flash will bring the opponent up, allowing for extensions that scale like a medium starter, allowing Yamcha to finally get some decent damage. Unfortunately, Flash has terrible recovery, and thanks to it being ground only means the opponent will likely find themselves jumping a lot versus Yamcha, where using the move is a death sentence.
* 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
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 good reward (for Yamcha, any way). Just once again, take note that if the opponent jumps to avoid it, you're going to be in for some serious hurt.
* 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.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Whiskers</font>======
===<big>Whiskers</big>===
{{MoveData
{{InputBadge|'''{{clr|S|5S}} during Wolf Fang Fist'''}}
|name=Whiskers
{{DBFZ_Move_Card
|input=Wolf Fang Fist > S
|input=WFF 5S
|image=DBFZ_Yamcha_Whiskers.png |caption=
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|236X S}}
{{!}}-
{{Description|8|text=
* Dashes a short distance forward, passing through the opponent if close.
* Dashes a short distance forward, passing through the opponent if close.
* For a short while after this move, only rekka follow-ups are available.
* For a short while after this move, only rekka follow-ups are available.
}}
* Can be performed up to 2 times in one string.
* Can be cancelled into immediately from other WFF followups, similarly to Flash. This makes it potent for mixups and can potentially even be used as a movement option.
}}
}}


======<font style="visibility:hidden;font-size:0">Tail</font>======
===<big>Tail</big>===
{{MoveData
{{InputBadge|'''{{clr|S|4S}} during Wolf Fang Fist'''}}
|name=Tail
{{DBFZ_Move_Card
|input=Wolf Fang Fist > 4S
|input=WFF 4S
|image=DBFZ_Yamcha_Tail.png |caption=''wwWOOP''
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|236X 4S}}
{{!}}-
{{Description|8|text=
* A special backdash, can be used to disengage from a blocked rekka.
* A special backdash, can be used to disengage from a blocked rekka.
* Can use Whiskers to dash back in.
* Can use Whiskers to dash back in.
}}
* Can be performed up to 2 times in one string.
* Can be used in the same fashion as Whiskers as this can also be early cancelled into.
}}
}}


======<font style="visibility:hidden;font-size:0">Neo Wolf Fang Fist</font>======
===<big>Neo Wolf Fang Fist</big>===
{{MoveData
{{InputBadge|'''{{clr|H|236H}}'''}}
|name=Neo Wolf Fang Fist
{{DBFZ_Move_Card
|input=236H
|input=236H
|image=DBFZ_Yamcha_NeoWolfFangFist.png |caption=Either you use this "Shin Rouga Fuufuuken"...or the other one. Ain't Japanese homophones a stinker?
|description=
|data=
* Consumes 1/2 Ki Gauge.
{{AttackDataHeader-DBFZ}}
* A faster version of {{clr|L|236L}} that covers a slightly shorter distance.
{{!}}-
{{#lst:{{PAGENAME}}/Data|236H}}
{{!}}-
{{Description|8|text=
* 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 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.
* On whiff, does not have access to {{clr|L|236L}}/{{clr|M|M}} rekka followups.
* Wallbounces, allowing you to squeeze out a bit more damage in your strings.
* Wallbounces, allowing you to squeeze out a bit more damage in your strings.
* Easily combos into 214M for a sliding knockdown.
* Easily combos into {{clr|M|214M}} for a sliding knockdown.
* Can combo into itself once for a "level 2".
* Can combo into itself once for a "level 2".
* Consumes smash on the final hit.
* Consumes smash on the final hit.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Wolf Fang Fist: Gale Claws</font>======
===<big>Wolf Fang Fist: Gale Claws</big>===
{{MoveData
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
|name=Wolf Fang Fist: Gale Claws
{{DBFZ_Move_Card
|input=214L/M/H (Air OK)
|input=214L,214M,214H,j.214L,j.214M,j.214H
|image=DBFZ_Yamcha_WolfFangFistGaleClaws.png |caption= Beyblade, Beyblade let it rip
|description=
|data=
;All
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Ground L}}
{{#lst:{{PAGENAME}}/Data|214L}}
{{!}}-
{{AttackVersion|name=Air L}}
{{#lst:{{PAGENAME}}/Data|j.214L}}
{{!}}-
{{Description|9|text=
* Good for its soft knockdown to mixup and surprise the opponent.
* Good for its soft knockdown to mixup and surprise the opponent.
* All versions keep momentum, L keeps the least and H keeps almost all.
* Takes priority over the opponent's jumping attacks.
}}
----
{{AttackVersion|name=Ground M}}
;{{clr|L|214L}}
{{#lst:{{PAGENAME}}/Data|214M}}
* Keeps the least momentum of the three versions.
{{!}}-
----
{{AttackVersion|name=Air M}}
;{{clr|M|214M}}
{{#lst:{{PAGENAME}}/Data|j.214M}}
* The classic air combo ender that gives a sliding knockdown.
{{!}}-
----
{{Description|9|text=
;{{clr|H|214H}}
* Classic air combo ender that gives a sliding knockdown.
* Keeps the most momentum of the three versions (specifically, almost all the momentum is kept).
}}
* Is able to easily followup after {{clr|H|j.H}} in midscreen due to its very fast startup and snappy movement.
{{AttackVersion|name=Ground H}}
* Good followup for {{clr|S|5S}} or {{clr|S|j.S}} (when they are done at close range).
{{#lst:{{PAGENAME}}/Data|214H}}
* If blocked standing Yamcha is +4, however, the move will whiff on crouchers and the last hit only connects on taller characters
{{!}}-
* If the last hit whiffs on block, Yamcha is -12 to -16 depending on character height
{{AttackVersion|name=Air H}}
{{#lst:{{PAGENAME}}/Data|j.214H}}
{{!}}-
{{Description|9|text=
* Able to easily followup after j.H in midscreen due to its very fast startup and snappy movement.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Kamehameha</font>======
===<big>Kamehameha</big>===
{{MoveData
{{InputBadge|'''{{clr|S|236S}}'''}}
|name=Kamehameha
{{DBFZ_Move_Card
|input=236S
|input=236S
|image=DBFZ_Yamcha_Kamehameha.png |caption=
|description=
|data=
* Slower startup than other Kamehamehas.
{{AttackDataHeader-DBFZ}}
* -4 on block, but can link to {{clr|L|2L}} or {{clr|M|2M}} on hit in the corner.
{{!}}-
* Flash will catch the opponent trying to hit buttons after this.
{{#lst:{{PAGENAME}}/Data|236S}}
* Can be cancelled into from all Wolf Fang Fist inputs (the rekka starters and the rekka follow-ups), giving you an option to jail into Vanish and open up combo routes.
{{!}}-
* Cancels into SD.
{{Description|8|text=
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.
* Slower startup than other Kamehamehas, but faster recovery.
 
}}
This move allows for decently high damage in the corner by linking into it following a rekka (with the rekka usually following a {{clr|H|j.2H}}). Combos regularly reach 5000+ damage in the corner thanks to it.
}}
}}


==Z Assists==
==Z Assists==
======<font style="visibility:hidden;font-size:0">Assist A</font>======
===<big>Assist A</big>===
{{MoveData
{{InputBadge|'''Wolf Fang Fist'''}}
|name=Wolf Fang Fist
{{DBFZ_Move_Card
|input=Assist A
|input=Assist A
|image=DBFZ_Yamcha_AssistWolfFangFist.png |caption=BERSERKER BARRAGE
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist A}}
{{!}}-
{{Description|8|text=
* Yamcha dashes forward with a series of claw swipes.
* Yamcha dashes forward with a series of claw swipes.
* Opponent stays grounded on hit
* 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.
* 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.
}}
}}


======<font style="visibility:hidden;font-size:0">Assist B</font>======
===<big>Assist B</big>===
{{MoveData
{{InputBadge|'''Kamehameha'''}}
|name=Kamehameha
{{DBFZ_Move_Card
|input=Assist B
|input=Assist B
|image=DBFZ_Yamcha_Kamehameha.png |caption=
|description=
|data=
* It's a beam assist. Use it for beam things.
{{AttackDataHeader-DBFZ}}
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.
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist B}}
{{!}}-
{{Description|8|text=
 
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Assist C</font>======
===<big>Assist C</big>===
{{MoveData
{{InputBadge|'''Wolf Fang Fist: Pack Attack'''}}
|name=Wolf Fang Fist: Pack Attack
{{DBFZ_Move_Card
|input=Assist C
|input=Assist C
|image=DBFZ_Yamcha_PackAttack.png |caption=Twice the lockdown
|description=
|image2=DBFZ_Yamcha_Finisher.png |caption2=Twice the price
* Very niche.
|data=
Only gives 15 extra frames of lockdown, for 16 more frames of startup and twice the cooldown of his A assist. You can already hitconfirm pretty easily off of his A assist as well. Main benefit is less time between hits for HSD purposes as A drops often at high hitstun decay.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist C}}
{{!}}-
{{Description|8|text=
 
}}
}}
}}


==Super Moves==
==Super Moves==
======<font style="visibility:hidden;font-size:0">Spirit Ball</font>======
===<big>Spirit Ball</big>===
{{MoveData
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}}'''}}
|name=Spirit Ball
{{DBFZ_Move_Card
|input=236L+M or 236H+S
|input=236L+M
|image=DBFZ_Yamcha_SpiritBall.png |caption="I'll show you somethin' rad!"
|description=
|image2=DBFZ_Yamcha_SpiritBall-2.png |caption2="NOT the Spirit Bomb...Spirit BALL...the difference in the Japanese names of the two moves are enough."
* Can only be landed once per combo (unless you have another Yamcha through Body Change).
|data=
* Pressing {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|S}} and a direction after the first ball causes the Spirit Ball to fly in that direction, up to 5 more hits.
{{AttackDataHeader-DBFZ}}
* 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: {{Ni|7}}{{Ni|4}}{{Ni|7}}{{Ni|4}}{{Ni|1}} (this is NOT the only direction combination that allows Yamcha to combo Spirit Ball into Ultimate Wolf Fang Fist).
{{{!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;"
{{!}}+ style="white-space: nowrap; text-align: left;" {{!}} '''Ball control guide:'''
{{!}}-
{{!}}-
{{#lst:{{PAGENAME}}/Data|236HS}}
{{!}}
{{!}}-
{{Description|8|text=
* 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: {{8}}{{8}}{{8}}{{9}}{{1}}
<br style="clear:both;"/>
<center>'''Ball control guide'''</center><div class="mw-collapsible mw-collapsed"><br>
* 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:
* There are 2 cycles:
** {{2}}{{4}} '''(''' {{6}}{{8}}{{1}}{{3}} ''')'''
: {{Ni|2}}{{Ni|4}} '''(''' {{Ni|6}}{{Ni|8}}{{Ni|1}}{{Ni|3}} ''')'''
** {{7}}{{9}} '''(''' {{1}}{{3}}{{6}}{{8}} ''')'''
: {{Ni|7}}{{Ni|9}} '''(''' {{Ni|1}}{{Ni|3}}{{Ni|6}}{{Ni|8}} ''')'''
* {{6}}{{8}}{{1}}{{3}} is the main cycle that will repeat itself if no direction is inputted.
* {{Ni|6}}{{Ni|8}}{{Ni|1}}{{Ni|3}} 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 {{6}} will give you {{6}}{{8}}{{6}}{{8}}{{6}}{{8}}.</div>
* 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 {{Ni|2}} will give you {{Ni|2}}{{Ni|4}}{{Ni|2}}{{Ni|4}}{{Ni|2}}
{{!}}}
}}
}}
===<big>Ultimate Wolf Fang Fist</big>===
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}}'''}}
{{DBFZ_Move_Card
|input=214L+M
|description=
* 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 {{clr|M|j.M}} or {{clr|M|236M}}~{{clr|H|H}}, bait Sparking with {{clr|H|5H}}, or just do something simple like meaty {{clr|M|2M}}, {{clr|M|6M}}, {{clr|L|5L}} > DR.
}}
}}


======<font style="visibility:hidden;font-size:0">Ultimate Wolf Fang Fist</font>======
==Colors==
{{MoveData
{{DBFZColors}}
|name=Ultimate Wolf Fang Fist
|input=214L+M or 214H+S
|image=DBFZ_Yamcha_UltimateWolfFangFist.png |caption=Are you okay?
|image2=DBFZ_Yamcha_UltimateWolfFangFist-2.png |caption2=BUSTER WOLF!
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|214HS}}
{{!}}-
{{Description|8|text=
* 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==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|DBFZ|Yamcha}}</center>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{DBFZ/CharacterLinks}}
{{Navbar-DBFZ}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:Dragon Ball FighterZ]]
{{DBFZ/Navigation}}
[[Category:Yamcha]]

Latest revision as of 04:36, 11 March 2024

Overview

Overview

As seasonal updates kicked in, Yamcha was powercrept out and is often very overshadowed by other fighters. In the field, Yamcha is honest to a fault, with normals ranging from okay to terrible for neutral and having straightforward mixups. This bodes poorly for him against the stronger tiers of this game who have neutral skip tools that lead to explosive damage and pressure. Simply put, Yamcha is a fair earthling fighter competing against gods.

Yamcha's kit is still worth appreciating, and it's not bad. In fact, it's just enough to get the job done with a serviceable sense of neutral and yomi. Yamcha's most definitive strength is how slippery he can be on the offense and in neutral, being hard to catch and hard to escape from. In neutral, Yamcha has simple yet surprisingly useful S buttons due to him leaping back every time he fires, putting distance between the opponent and forcing them to take more predictable and punishable approaches, which he can hit confirm into Flash. As for pressure, Yamcha has one of the best rekkas in the game with Wolf Fang FistDBFZ Yamcha WolfFangFist.pngGuardAllStartup11Recovery20Advantage-5, and its infamous FlashDBFZ Yamcha Flash.pngGuardAllStartup7Recovery30Advantage-5 followup is great for both neutral and crossup mixups that even allow Yamcha to combo from on hit. Thanks to all of this, Yamcha can operate decently solo.

In the end, Yamcha has options that even some strong characters don't. He can consistently special tag DR, and has strong pressure. Even with this however, he still has lacking neutral, lacking buttons, and relies quite a bit on meter. Pick Yamcha if you want to make your opponent second guess their options on defense.
Yamcha


DBFZ Yamcha Portrait.png
Fastest Attacks
Reversals

 Yamcha is a tricky rushdown fighter who uses his speed and cross-ups to outwit his opponents.

Pros
Cons
  • Mid Value: Yamcha's toolkit lends itself very nicely to the mid role thanks to him having a really good blockstun and scramble assist, being meter reliant, while still needing a little extra for neutral and mix
  • Wolf Fang Fist: One of the better rekkas in the game thanks to being safe on block and having several options to creatively confuse opponents with left/right mixups. Flash is also a great followup that can be used to whiff-punish reliably and allow him to do cross-ups in blockstrings during rekka pressure.
  • Sparking: By default, Yamcha's 5LL has the useful benefit of pulling opponents out of the corner, but Sparking enhances this benefit with being able to jump-cancel out of 5LL and every hit of 5LLL, giving Yamcha opportunities to jump-cancel into an IAD j.M corner crossup or jump-cancel into his j.2H. Sparking loops also get Yamcha access to high damage combo routes anywhere on-screen.
  • Mixed Normals: Stubby buttons can be awkward to use in pressure, and others are suicidal to use in neutral. His 2L is one of the shortest ranged in the game with no forward movement while his 5M's strengths as a frametrap are overshadowed by how useless it is everywhere else.
  • Poor Risk/Reward: Tools like 5H and Flash have extremely high recovery and are easily punished.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 7 3 12 -3
5LL 700 All 9 4 16 -4
5LLL 80×4, 1000 All U3+ 15 [1 (5)]×4, 1 20 -5
5L
  • Slow but great jab
  • Staggers indefinitely into itself, and will connect after nearly all of Yamcha's buttons
  • Can be cancelled into itself with 4L.

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
  • Vacuums on block or hit.

Works even in the corner for surprise IAD j.M crossup. This button being safe is a godsend since your strings will start having holes from here on out.


5LLL
  • Smash hit wall splats. Combos into SD.
  • All hits can be cancelled into jumping during the Sparking! state.

More often used as a blockstring filler before going into 236X because the only truestring alternative to this button is 2M, so using this in your pressure doesn't actually sacrifice much else than a low. This also true strings 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 18 2 14 0 4-14 Non-low
  • Reels back then strikes. The strike has good forward movement.
  • Slow, mid-hitting 5M intended for frametraps
  • Will still reliably connect after 2M and 5LL
  • Has invulnerability from frames 4-14 for non-Low attacks. This is particularly useful against mashers.

A built in frame trap from 5LL or 2M that's 0 on block, making it a good point to reset pressure. In turn, it sacrifices absolutely everything that would make another 5M good, failing to truestring from any normal and being horrible as a poke. It doesn't deal any more damage than the average 5M despite the startup, which means as a frametrap it's not actually any better than just delaying a regular 5M. It being 0 on block also loses luster when other characters can typically use 5S and 5H in their strings as well, something Yamcha cannot do without additional sacrifices.

The overall weaknesses of this button make it better to not use often in your strings. Learning to do 2M immediately into your rekka series will do you more good. The main upside of 5M is its animation being somewhat confusing, and it will strike people incorrectly reacting to it as 236MDBFZ Yamcha WolfFangFist.pngGuardAllStartup32f (sideswap), 25f (no sideswap)Recovery20Advantage-5. This however doesn't work on more seasoned players who know to listen for the teleport sound instead.

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850/1000 All U1 31 8 18 +4 4-20 All
  • Performs a back flip then lunges forward. Has invulnerability from frames 4-20 for all attacks. This is particularly useful against mashers.
  • Smash hit wall splats. Combos into SD.

This normal exists to bait sparking activations and reversals, and for dealing with mashers. That's about it. 5H usually gives you lower reward than 5M for even higher startup, making it easily reactable and almost impossible to use in combos. If the opponent jumps, it can be reliably punished. It's always +4 on block so this is more often the best spot for you to cross them up.

Due to 5H and 5M having such hefty startup, Yamcha's pressure revolves around abusing his light buttons and his rekkas since he won't be quite able to do the same strings as others. In the corner it leads to better damage, but for the effort and risk it's still not worth it.

5S

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 All 14 19 +1
  • Leaps back while shooting a Ki Blast.
  • Recovery is low enough that if the opponent tries to chase you down with SD, you can easily anti-air on reaction.
  • Does NOT whiff on crouchers or small characters.

Allows Yamcha to disengage from a bad block string and return to neutral with a small frame advantage. You can also mash this in neutral to bait them into flinching, then go for a surprise Flash. Additionally, at close range you can followup this move with 214H. Furthermore, you can use this move to strategically leap back for an assist (by using 5S and an assist either at the same time or at roughly the same time)

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 All 6 3 9 0

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

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
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's mixup game isn't about high/low.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
700×2 / 700,850 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 every safe cancel option except for j.2H, which lets him stay safe and keep up pressure. It even works midscreen!

2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 All 19 21f (10f in air cancel)

5S but leaps higher and projectile moves slower. Leaps high enough that he can add a j.S before landing.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
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

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 3

Tiny jab with some vertical reach. Combo filler.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
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

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 [1000] High [D3+] 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.

Used before Wolf Fang Fist: Gale Claws in all of his combos.

j.S

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 13 19 +2
  • 5S but in the air, except it travels much faster.
  • From a distance, this gives a wallbounce that lets you combo it into SD.

Yamcha has air OK anti-airs so feel free to use this like how you would use 5S. At close range you can followup with 214H.

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All 12 Until Landing 20L -12 ~ -5
  • Knockdown airborne opponent.
  • On hit or block, can cancel into 5H, 5S, or 236X after landing. This can be used for combo follow-ups or for left/right mixups.
  • On block, frame advantage varies depending on height. In most cases like when used after a jump in, Yamcha will be left at -7 to -8.

Since this move is almost always minus (even on hit) when hitting a grounded opponent, get used to canceling into 236X.

In 2H or DR combos, you can use this to take both you and the opponent to the ground for a 236X extension

Special Moves

Wolf Fang Fist

236L/M

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 220×5 All 11 [1 (4)]×4, 1 20 -5
236M 400×2, 220×3 All 32f (sideswap), 25f (no sideswap) [1 (4)]×4, 1 20 -5
Wolf Fang Fist 236L
  • Regular rekka starter.
  • Covers 80% of the screen.

Reverse Wolf Fang Fist 236M
  • 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.

Follow-Ups
  • All rekka follow-ups can come out on whiff, and can combo into Gale Claws.
  • Most of the rekka follow-ups can only be used once (the exceptions being Whiskers and Tail, which can be used twice per 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.
  • Using Finisher or Flash will end the string.
  • Can cancel into Kamehameha from the rekka starter and from all rekka follow-ups, giving you an option to jail into Vanish and open up combo routes.
  • Can cancel into [DR] by holding [4]+[DR] during the rekka starter and all rekka follow-ups.

Pack Attack

5L/M during Wolf Fang Fist

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
WFF 5L 220×7 All 8 [1 (3)]×6, 1 20 -5
WFF 5M 220×8 All 18 [1 (3)]×7, 1 20 -5
All
  • [] is when used immediately after 236L/M.

L
  • The fastest followup without the use of bars.
  • 236L > L is a true blockstring.

M
  • This followup is slower than L followup, but does more damage.
  • 236L > M has a gap which will catch mashing.

Finisher

6L/M during Wolf Fang Fist or Pack Attack > L/M

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
WFF 6L 1200 All 12 3 18 -5
WFF 6M 1500 All D1 18 3 25 -5
L
  • Has a short hitbox in front of Yamcha but has fast recovery frames.

M
  • 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

5H during Wolf Fang Fist

Damage Guard Smash Startup Active Recovery On-Block Invuln
1200 All U1+ 7 10 30 -5
  • Used in metered combos to boost damage by around 500.
  • Crazy high recovery on whiff, Yamcha is visibly stuck in place and punishable.
  • 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, and catches opponents after a reflected vanish. It's that fast.

Yamcha's infamous Wolf Fang Fist Flash. One of Yamcha's strongest tools and the butter that holds his kit together.

With its insanely fast start-up, high priority, and being -5 on block, the move alone commands a ground presence. Flash complements with his 5S as it can be confirmed from massive distances while spacing Yamcha out from dangerous ranges. On hit, Flash will bring the opponent up, allowing for extensions that scale like a medium starter, allowing Yamcha to finally get some decent damage. Unfortunately, Flash has terrible recovery, and thanks to it being ground only means the opponent will likely find themselves jumping a lot versus Yamcha, where using the move is a death sentence.

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 good reward (for Yamcha, any way). Just once again, take note that if the opponent jumps to avoid it, you're going to be in for some serious hurt.

Whiskers

5S during Wolf Fang Fist

Damage Guard Smash Startup Active Recovery On-Block Invuln
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.
  • Can be performed up to 2 times in one string.
  • Can be cancelled into immediately from other WFF followups, similarly to Flash. This makes it potent for mixups and can potentially even be used as a movement option.

Tail

4S during Wolf Fang Fist

Damage Guard Smash Startup Active Recovery On-Block Invuln
14 Total
  • A special backdash, can be used to disengage from a blocked rekka.
  • Can use Whiskers to dash back in.
  • Can be performed up to 2 times in one string.
  • Can be used in the same fashion as Whiskers as this can also be early cancelled into.

Neo Wolf Fang Fist

236H

Damage Guard Smash Startup Active Recovery On-Block Invuln
80×10, 380×2 All U1+ 7 [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

214L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 50×7, 700 All 9 7 (15) 2 19 -3 4- Head
214M 50×7, 800 All D1 13 7 (15) 2 19 -3 4- Head
214H 50×7, 900 All D1 9 7 (15) 2 19 +4 1- Head
j.214L 50×7, 700 All 9 7 (15) 2 19 4- Head
j.214M 50×7, 800 All D1 13 7 (15) 2 19 4- Head
j.214H 50×7, 900 All D1 9 7 (15) 2 19 1- Head
All
  • Good for its soft knockdown to mixup and surprise the opponent.
  • Takes priority over the opponent's jumping attacks.

214L
  • Keeps the least momentum of the three versions.

214M
  • The classic air combo ender that gives a sliding knockdown.

214H
  • Keeps the most momentum of the three versions (specifically, almost all the momentum is kept).
  • Is able to easily followup after j.H in midscreen due to its very fast startup and snappy movement.
  • Good followup for 5S or j.S (when they are done at close range).
  • If blocked standing Yamcha is +4, however, the move will whiff on crouchers and the last hit only connects on taller characters
  • If the last hit whiffs on block, Yamcha is -12 to -16 depending on character height

Kamehameha

236S

Damage Guard Smash Startup Active Recovery On-Block Invuln
262×5 All 26 25 21 -4
  • Slower startup than other Kamehamehas.
  • -4 on block, but can link to 2L or 2M on hit in the corner.
  • Flash will catch the opponent trying to hit buttons after this.
  • Can be cancelled into from all Wolf Fang Fist inputs (the rekka starters and the rekka follow-ups), giving you an option to jail into Vanish and open up combo routes.
  • Cancels into SD.

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.

This move allows for decently high damage in the corner by linking into it following a rekka (with the rekka usually following a j.2H). Combos regularly reach 5000+ damage in the corner thanks to it.

Z Assists

Assist A

Wolf Fang Fist

Damage Guard Smash Startup Active Recovery On-Block Invuln
200×4, 300 All 19 20 48 +45
  • 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

Kamehameha

Damage Guard Smash Startup Active Recovery On-Block Invuln
200×5 All 34 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

Wolf Fang Fist: Pack Attack

Damage Guard Smash Startup Active Recovery On-Block Invuln
100, 70×4, 400×2 All 35 [20] Total 116-165 +55
  • Very niche.

Only gives 15 extra frames of lockdown, for 16 more frames of startup and twice the cooldown of his A assist. You can already hitconfirm pretty easily off of his A assist as well. Main benefit is less time between hits for HSD purposes as A drops often at high hitstun decay.

Super Moves

Spirit Ball

236L+M or 236H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
1300, 200×0~5 All UDV 9+4 -23
  • 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: 74741 (this is NOT the only direction combination that allows Yamcha to combo Spirit Ball into Ultimate Wolf Fang Fist).

Ball control guide:
  • There are 2 cycles:
24 ( 6813 )
79 ( 1368 )
  • 6813 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 2 will give you 24242

Ultimate Wolf Fang Fist

214L+M or 214H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
4015 All UDV 9+3 -15 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.

Colors

1Seasonal colors that can be unlocked at different times of the year.

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