DBFZ/Yamcha

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Overview
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 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.


Yamcha
DBFZ Yamcha Portrait.png

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 being 7f. 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.

5LLL
  • Smash hit wall splats. Combos into SD.

More often used as a blockstring filler before going into 236X because the only button that can true string from here on out is 2M. This also true string 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
5M
DBFZ Yamcha 5M.png
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A built in frame trap from 5LL or 2M. Your opponent WILL disrespect you because you're Yamcha, so use this every now and then to scare them into mashing.

5H
5H
DBFZ Yamcha 5H.png
Dandy Step Function
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  • Performs a sick back flip then lunges forward.
  • Smash hit wall splats. Combos into SD.

The back-flip on startup makes this a decent move to bait out attacks in pressure. It's always +4 on block so this is more often the best spot for you to cross them up.

5S
5S
DBFZ Yamcha 5S.png
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  • Leaps back while shooting a Ki Blast.
  • Whiffs against some crouchers and small bodies.

Allows Yamcha to disengage from a bad block string and return to neutral with a small frame advantage. Recovery is low enough that if the opponent tries to chase you down with SD, you can easily anti-air on reaction. You can also mash this in neutral to bait them into flincing, then go for a surprise Flash.

2L
2L
DBFZ Yamcha 2L.png
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Mashable, short ranged jab at 6f. Mostly used for contesting pressure or after ±0 situations like blocked 6M.

2M
2M
DBFZ Yamcha 2M.png
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  • 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 mixup game isn't about high/low.

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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  • 5S but leaps higher.

Aside from having increased movement backwards, this move is identical to 5S and thus has almost identical usage. Leaps high enough that he can add a j.S before landing.

6M
6M Template:AttackDataHeader-DBFZ
  • Universal overhead.

Abhorrent range like his other buttons. Has high chance of whiffing completely mid-blockstring in midscreen.

j.L
j.L
DBFZ Yamcha jL.png
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Tiny jab with some vertical reach. Combo filler.

j.M
j.M
DBFZ Yamcha jM.png
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Yamcha's IAD crossup normal. On hit, get used to buffering dash 5L since a stationary land 5L can whiff.

j.H
j.H
DBFZ Yamcha jH.png
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  • 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.

Also used in corner combos for extra damage before knockdowns.

j.S
j.S Template:AttackDataHeader-DBFZ
  • 5S but in the air.

Yamcha has air OK anti-airs so use this like how you would use 5S.

j.2H
j.2H
DBFZ Yamcha j2H.png
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  • Knockdown airborne opponent.

On hit or block against a grounded opponent, can cancel into 236X for combo follow-ups or for left-right mix-ups.

In 2H or DR combos, you can use this to take both you and the opponent to the ground for a grounded Vanish combo.

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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  • Used in metered combos to boost damage by around 500.
  • 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.

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.

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
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  • 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

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
Ultimate Wolf Fang Fist
214L+M or 214H+S
DBFZ Yamcha UltimateWolfFangFist.png
Are you OK!?
DBFZ Yamcha UltimateWolfFangFist-2.png
BUSTA WULF!
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  • 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.

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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