DBFZ/Yamcha: Difference between revisions

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* Very niche.
Only gives 10 extra frames of lockdown, for double the cooldown and startup of his A assist. You can already hitconfirm pretty easily off of his A assist as well.
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Revision as of 19:19, 11 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Yamcha
DBFZ Yamcha Portrait.png
Play-style Utility, Rekka, Pressure
Team Role Anchor

Overview

"The teachings of the Turtle Hermit School are still etched in my muscles! You can't compete."
Lore:Yamcha was a desert bandit who once sought the Dragon Balls to wish away his fear of women, so that he could one day marry and settle down. Along the way, he would go from being Goku's first serious rival to one of his closest friends. For a time, he was romantically involved with Bulma before the two split up and she married Vegeta. While his peers have long surpassed him as a martial artist, Yamcha has found happiness in his career as a professional baseball player.

Playstyle

 Yamcha  Yamcha is a rushdown fighter who can use his speed and aggression to pin down his opponents.

Pros
Cons
  • Incredible Team Value: Support value is among the highest in the game between his excellent set of assists. Spirit Ball can link into his Level 3, and 5LLL allows the ability to switch out characters while maintaining pressure.
  • Best EX in the Game: Flash is arguably one of the best moves in the game. With its high priority, extremely fast start-up, and fast recovery, Flash can be used to pin down Yamcha's opponent or to catch practically any whiff punish or recovery. Flash is also amazing during Yamcha's rekka pressure, as it allows him to do fast crossups.
  • Incredible Momentum: Can convert every combo into a sliding knockdown with Gale Claw, M Wolf Fang Fist Finisher, or Spirit Ball, making him a very solid battery.
  • Double Super: Can set up double supers because of his ability chain Spirit Ball into Ultimate Wolf Fang Fist, which can significantly boost his damage.
  • Long Blockstrings: Easy self-sustaining blockstrings when supported by the proper assists.
  • Heavily Meter Reliant: Lower than average damage, as he needs to use resources to do damage that the rest of the cast can normally do during solo combos. Flash is his best tool for many situations but it requires Ki to execute. Double super is strong but it takes 4 bars to do only slightly more damage than most other character's Level 3's.
  • Small Range: Normals are on the stubbier side and can be awkward to use in pressure and in neutral situations.
  • Unorthodox Normals: Limited gatling paths, resulting in rather predictable pressure without assist usage. His 5M and 5H are slow and can be easily reflected, creating holes in his pressure.

Normal Moves

5L
5L
DBFZ Yamcha 5L.png
DBFZ Yamcha 5LL.png
DBFZ Yamcha 5LLL.png
It's not practical, but dammit I'mma do it!
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5L

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.

5M
5M
DBFZ Yamcha 5M.png
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  • Puts airborne opponents into a spin state on hit.

Slow startup medium 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
5H
DBFZ Yamcha 5H.png
Dandy Step Function
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  • 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
5S
DBFZ Yamcha 5S.png
Super Dash, I dare ya!
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  • 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
2L
DBFZ Yamcha 2L.png
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  • 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
2M
DBFZ Yamcha 2M.png
Your jays are no more
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  • Yamcha's only low.
  • Pulls opponent in on hit.

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
2H
DBFZ Yamcha 2H.png
Yun, give me strength!
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  • Smash on the second hit if both hits connect.
  • Smash hit has longer hitstun and combos into SD. Non-Smash can still combo into SD in the corner.

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

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

2S
2S
DBFZ Yamcha 5S.png
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  • Plus on block.

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

6M
6M Template:AttackDataHeader-DBFZ
  • 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
j.L
DBFZ Yamcha jL.png
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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
j.M
DBFZ Yamcha jM.png
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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
j.H
DBFZ Yamcha jH.png
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  • 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
j.S Template:AttackDataHeader-DBFZ

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
j.2H
DBFZ Yamcha j2H.png
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  • 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

Wolf Fang Fist
Wolf Fang Fist
236L/M
DBFZ Yamcha WolfFangFist.png
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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.

  • 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
Pack Attack
Wolf Fang Fist > L/M
DBFZ Yamcha PackAttack.png
ATATATATATATATA
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L
  • [] is when used immediately after 236L/M.
  • Fastest followup without the use of bars.
  • 236L > L is a true blockstring.
M
  • Slower than L followup for more damage.
  • 236L > M has a gap which will catch mashing.
Finisher
Finisher
Wolf Fang Fist > 6L/M
or Pack Attack > L/M
DBFZ Yamcha Finisher.png
"Fighterz? I thought you said fruit ninja"
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L
  • 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
Flash
Wolf Fang Fist > H
DBFZ Yamcha Flash.png
AWOOOOOO
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  • Costs half a ki bar
  • 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

Yamcha's infamous Wolf Fang Fist Flash.

With its insanely fast startup, high priority, low recovery, and being -5 on block, this move alone makes opponents think twice of playing the ground game with Yamcha. On hit, Flash will bring the opponent up, allowing for extensions that scale like a medium starter. On block, this move is safe and depending on the distance of the opponent, can put Yamcha away from the opponent, returning to neutral. Overall, this move is low risk/high reward for Yamcha when thrown out. Flash can be beaten if the opponent preemptively jumps and either aerial or super dash you, so take caution when overusing this move.

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

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

Whiskers
Whiskers
Wolf Fang Fist > S
DBFZ Yamcha Whiskers.png
"Hello There"
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  • 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
Tail
Wolf Fang Fist > 4S
DBFZ Yamcha Tail.png
wwWOOP
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  • A special backdash, can be used to disengage from a blocked rekka.
  • Can use Whiskers to dash back in.
Neo Wolf Fang Fist
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?
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  • 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
Wolf Fang Fist: Gale Claws
214L/M/H (Air OK)
DBFZ Yamcha WolfFangFistGaleClaws.png
Beyblade, Beyblade let it rip
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Ground L
Air L
  • Good for its soft knockdown to mixup and surprise the opponent.
  • All versions keep momentum, L keeps the least and H keeps almost all.
Ground M
Air M
  • Classic air combo ender that gives a sliding knockdown.
Ground H
Air H
  • Able to easily followup after j.H in midscreen due to its very fast startup and snappy movement.
Kamehameha
Kamehameha
236S
DBFZ Yamcha Kamehameha.png
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  • Slower startup than other Kamehamehas, but faster recovery.

Z Assists

Assist A
Wolf Fang Fist
Assist A BERSERKER BARRAGE
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  • 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.

Assist B
Kamehameha
Assist B
DBFZ Yamcha Kamehameha.png
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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.

Assist C
Wolf Fang Fist: Pack Attack
Assist C
DBFZ Yamcha PackAttack.png
Twice the lockdown
DBFZ Yamcha Finisher.png
Twice the price
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  • Very niche.

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

Super Moves

Spirit Ball
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."
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  • 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.
Ball control guide

Ultimate Wolf Fang Fist
Ultimate Wolf Fang Fist
214L+M or 214H+S
DBFZ Yamcha UltimateWolfFangFist.png
Are you okay?
DBFZ Yamcha UltimateWolfFangFist-2.png
BUSTER WOLF!
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  • 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

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.

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