DBFZ/Yamcha

From Dustloop Wiki
Jump to navigation Jump to search
Overview
Overview

In stark contrast to his reputation as one of anime's biggest punching bags, Yamcha is ironically a strong anchor character known for his very solid support capabilities and momentum. To begin, Yamcha has two excellent assists in his A and B versions, the first being a scary blockstring, pressure, and combo tool, and his second being the all-purpose beam. His Rekkas are very good, allowing him to both engage in long blockstrings and provide safe tag-outs. As an anchor, Yamcha is capable of dishing out some high damage thanks to his Spirit Ball and Ultimate Wolf Fang Fist Supers that can be comboed into each other unscaled. His Rekkas also have a built in mix-up tool in Flash, threatening a very fast left/right mix-up in the back of his pocket. Since many of his moves are multi-hit and his supers combo into each other, he essentially has the ability to both gain and burn meter effectively. Unfortunately, his unconventional normals hinder him a bit; they are awkward to use, and and his pressure becomes predictable over time. He also needs meter to output any big damage, otherwise he actually has relatively lackluster numbers. Historically, this character has been known to be a reliable anchor. However, this character can work just as well in the mid position, as with assists his mix gets less predictable and he has many ways to safely tag in his team members.

Although seemingly riddled with some deficiencies at first, Yamcha is historically the game's ultimate support character, and has everything a player needs in an Anchor character. It is not wise to overlook his absolutely spectacular strengths, over some of his slight flaws.


"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
DBFZ Yamcha Icon.png Yamcha is a tricky rushdown fighter who uses his speed and cross-ups to outwit his opponents.
Pros Cons
  • Incredible Team Value: Possesses an excellent set of assists combined with superb DHC viability establish him as a high-utility Anchor.
  • Flash: Has a fast, high priority move in Flash that can be used to whiff-punish reliably and allow him to do cross-ups in blockstrings during rekka pressure.
  • Double Super: Can reliably finish off opponents because of his ability chain his level 1 Super into his level 3 Super unscaled, significantly boosting his damage.
  • Last Character: Resources like Limit Break, late-game meter reserves, and even Sparking! allows Yamcha to erase a lot of his weaknesses.
  • Low Damage: Yamcha's meterless damage is very lackluster, relative to the cast.
  • Meter Hog: Needs to use a heavy amount of resources to do meaningful damage.
  • Poor Range: Stubby buttons can be awkward to use in pressure and in neutral.
  • Unorthodox Normals: Limited gatling paths, resulting in predictable pressure. 5M and 5H are sparingly used because they're slow and easy to reflect.

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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 has 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

5H

5S

2L

2M

2H

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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 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

6M

j.L

j.M

j.H

j.S

j.2H

Special Moves

Wolf Fang Fist

236L/M

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Wolf Fang Fist
236L
220*5 All - 11 [1 (4)]*4, 1 20 -5 -
Reverse Wolf Fang Fist
236M
400*2, 220*3 All - 32f (sideswap), 25f (no sideswap) [1 (4)]*4, 1 20 -5 -

  • Regular rekka starter.
  • Covers 80% of the 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.
  • 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

Wolf Fang Fist > L/M

Finisher

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

Flash

Wolf Fang Fist > H

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1200 All U1 7 10 21 -5 -

  • 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. One of Yamcha's strongest tools and why he is so threatening as an anchor.

With its insanely fast start-up, high priority, and being -5 on block, the move alone commands a ground presence. 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 relatively low-mid risk/high reward for Yamcha when thrown out. Flash can be beaten if the opponent preemptively jumps and either throws an overhead or Superdashes at you, so it can definitely be punished due to its high recovery on whiff.

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

Wolf Fang Fist > S

Tail

Wolf Fang Fist > 4S

Neo Wolf Fang Fist

236H

Wolf Fang Fist: Gale Claws

214L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 50*7, 700 All - 9 7 (15) 2 19 -4 4- Head
Air L 50*7, 700 All - 9 7 (15) 2 19 -4 4- Head
Ground M 50*7, 800 All D1 13 7 (15) 2 19 -7 4- Head
Air M 50*7, 800 All D1 13 7 (15) 2 19 -7 4- Head
Ground H 50*7, 900 All D1 9 7 (15) 2 19 -7 1- Head
Air H 50*7, 900 All D1 9 7 (15) 2 19 -7 1- Head

  • Good for its soft knockdown to mixup and surprise the opponent.
  • All versions keep momentum, L keeps the least and H keeps almost all.
  • M is the classic air combo ender that gives a sliding knockdown.
  • H is able to easily followup after j.H in midscreen due to its very fast startup and snappy movement.

Kamehameha

236S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
262*5 All - 26 25 21 -4 -

  • 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.

Z Assists

Assist A

Wolf Fang Fist

Assist B

Kamehameha

Assist C

Wolf Fang Fist: Pack Attack

Super Moves

Spirit Ball

236L+M or 236H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1300, 200*0~5 All UDV - - - -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: InputIcon 7.pngInputIcon 4.pngInputIcon 7.pngInputIcon 4.pngInputIcon 1.png

Ball control guide:

  • There are 2 cycles:
InputIcon 2.pngInputIcon 4.png ( InputIcon 6.pngInputIcon 8.pngInputIcon 1.pngInputIcon 3.png )
InputIcon 7.pngInputIcon 9.png ( InputIcon 1.pngInputIcon 3.pngInputIcon 6.pngInputIcon 8.png )
  • InputIcon 6.pngInputIcon 8.pngInputIcon 1.pngInputIcon 3.png 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 InputIcon 2.png will give you InputIcon 2.pngInputIcon 4.pngInputIcon 2.pngInputIcon 4.pngInputIcon 2.png

Ultimate Wolf Fang Fist

214L+M or 214H+S

External References

Navigation

Ambox notice.png To edit frame data, edit values in DBFZ/Yamcha/Data.