*Easy self-sustaining blockstrings when supported by the proper assists.
*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.
*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.
*Benefited greatly from Season 3 EX changes, and also got a beam assist as a great alternative to an already good assist.
| cons =
| cons =
*Very reliant on meter. Flash is his best tool for many situations but it requires Ki to execute.
*Very reliant on meter. Flash is his best tool for many situations but it requires Ki to execute.
Revision as of 01:08, 5 April 2020
Yamcha
Play-style
Rushdown, Rekka
Team Role
Anchor
Overview
"The teachings of the Turtle Hermit School are still etched in my muscles! You can't compete."
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.
YamchaYamcha is a rushdown fighter who can use his speed and aggression to pin down his opponents.
Pros
Cons
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.
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.
Benefited greatly from Season 3 EX changes, and also got a beam assist as a great alternative to an already good assist.
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.
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
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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: Template:8Template:8Template:8Template:9Template:1
Ball control guide
Forcing the ball to move in the same direction as its last move will make it cycle to a different direction.
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.
To edit frame data, edit values in DBFZ/Yamcha/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.