< DBFZ
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{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|DBFZ|Yamcha}} is a rushdown fighter who | | intro = {{Character Label|DBFZ|Yamcha}} is a tricky rushdown fighter who uses his speed and crossups to confuse his opponents. | ||
| pros = | | pros = | ||
* '''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. | * '''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. | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Used in metered combos to boost damage by around 500. | |||
* Used in metered combos | * High recovery on whiff. | ||
* | * Useful in neutral as a full screen poke thanks to its speed and easy confirms, and after Whiskers for a quick cross-up. | ||
* Can catch your opponent pressing buttons after a blocked 5S. It's that fast. | |||
* ''Punishes vanish after reflect.'' '''''It's that fast.''''' | |||
Yamcha's infamous Wolf Fang Fist Flash. | Yamcha's infamous Wolf Fang Fist Flash. | ||
With its insanely fast startup, high priority | With its insanely fast startup, high priority, and being -5 on block, this move alone makes opponents think twice of playing the ground game with Yamcha. On hit, Flash will bring the opponent up, allowing for extensions that scale like a medium starter. On block, this move is safe and depending on the distance of the opponent, can put Yamcha away from the opponent, returning to neutral. Overall, this move is low risk/high reward for Yamcha when thrown out. Flash can be beaten if the opponent preemptively jumps and either aerial or super dash you, so take caution when overusing this move. The nerf to it's whiff recovery means you can't use it as mindlessly as before, but it remains as one of Yamcha's strongest tools and why he is so threatening as an anchor. | ||
Flash complements with his special moves, like his 5S and 236S, as these will encourage the opponent to challenge with non-special moves. 5S > Flash is also particularly egregious. | Flash 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. | ||
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======<font style="visibility:hidden;font-size:0">Whiskers</font>====== | ======<font style="visibility:hidden;font-size:0">Whiskers</font>====== | ||
{{MoveData | {{MoveData | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Slower startup than other Kamehamehas, but | * Slower startup than other Kamehamehas. | ||
* -4 on block, but links to 2L on hit in the corner. | |||
* Flash will catch the opponent trying to hit buttons after this. | |||
Sub par neutral tool due to its speed, but weirdly enough better suited for pressure. Once you have conditioned your opponent to look out for WFF cross ups, this move can be used as a same side option that still converts to a combo in the corner. It's only 2-3 frames slower, so the difference is hardly noticeable if your opponent is simply reacting to the delay. The reward on hit is slightly higher in terms of damage than DR and you have the option to Vanish if it is blocked to continue pressure. | |||
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==Z Assists== | ==Z Assists== | ||
======<font style="visibility:hidden;font-size:0">Assist A</font>====== | ======<font style="visibility:hidden;font-size:0">Assist A</font>====== | ||
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{{Description|8|text= | {{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. | |||
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======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
{{MoveData | {{MoveData | ||
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{{Description|8|text= | {{Description|8|text= | ||
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. | * 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. | |||
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======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
{{MoveData | {{MoveData | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Very niche. | * 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. | Only gives 10 extra frames of lockdown, for double the cooldown and startup of his A assist. You can already hitconfirm pretty easily off of his A assist as well. Basically use his A assist instead. | ||
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==Super Moves== | ==Super Moves== | ||
======<font style="visibility:hidden;font-size:0">Spirit Ball</font>====== | ======<font style="visibility:hidden;font-size:0">Spirit Ball</font>====== |
Revision as of 20:27, 21 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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You can help by editing it.
Overview
Yamcha is often played as an anchor.
"The teachings of the Turtle Hermit School are still etched in my muscles! You can't compete." | |
Lore: | Yamcha was a desert bandit who once sought the Dragon Balls to wish away his fear of women, so that he could one day marry and settle down. Along the way, he would go from being Goku's first serious rival to one of his closest friends. For a time, he was romantically involved with Bulma before the two split up and she married Vegeta. While his peers have long surpassed him as a martial artist, Yamcha has found happiness in his career as a professional baseball player. |
Yamcha Yamcha is a tricky rushdown fighter who uses his speed and crossups to confuse his opponents.
Pros
Cons
- Incredible Team Value: Support value is among the highest in the game between his excellent set of assists. Spirit Ball can link into his Level 3, and 5LLL allows the ability to switch out characters while maintaining pressure.
- Best EX in the Game: Flash is arguably one of the best moves in the game. With its high priority, extremely fast start-up, and fast recovery, Flash can be used to pin down Yamcha's opponent or to catch practically any whiff punish or recovery. Flash is also amazing during Yamcha's rekka pressure, as it allows him to do fast crossups.
- Incredible Momentum: Can convert every combo into a sliding knockdown with Gale Claw, M Wolf Fang Fist Finisher, or Spirit Ball, making him a very solid battery.
- Double Super: Can set up double supers because of his ability chain Spirit Ball into Ultimate Wolf Fang Fist, which can significantly boost his damage.
- Long Blockstrings: Easy self-sustaining blockstrings when supported by the proper assists.
- Heavily Meter Reliant: Lower than average damage, as he needs to use resources to do damage that the rest of the cast can normally do during solo combos. Flash is his best tool for many situations but it requires Ki to execute. Double super is strong but it takes 4 bars to do only slightly more damage than most other character's Level 3's.
- Small Range: Normals are on the stubbier side and can be awkward to use in pressure and in neutral situations.
- Unorthodox Normals: Limited gatling paths, resulting in rather predictable pressure without assist usage. His 5M and 5H are slow and can be easily reflected, creating holes in his pressure.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Wolf Fang Fist
Wolf Fang Fist 236L/M |
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Pack Attack
Pack Attack Wolf Fang Fist > L/M |
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Finisher
Finisher Wolf Fang Fist > 6L/M or Pack Attack > L/M |
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Flash
Flash Wolf Fang Fist > H |
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Whiskers
Whiskers Wolf Fang Fist > S |
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Tail
Tail Wolf Fang Fist > 4S |
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Neo Wolf Fang Fist
Neo Wolf Fang Fist 236H |
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Wolf Fang Fist: Gale Claws
Wolf Fang Fist: Gale Claws 214L/M/H (Air OK) |
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Kamehameha
Kamehameha 236S |
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Z Assists
Assist A
Wolf Fang Fist Assist A |
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Assist B
Kamehameha Assist B |
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Assist C
Wolf Fang Fist: Pack Attack Assist C |
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Super Moves
Spirit Ball
Spirit Ball 236L+M or 236H+S |
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Ultimate Wolf Fang Fist
Ultimate Wolf Fang Fist 214L+M or 214H+S |
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To edit frame data, edit values in DBFZ/Yamcha/Data. Be sure to update both the
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and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.