DBFZ/Yamcha

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Overview

Overview

As seasonal updates kicked in, Yamcha was powercrept out and is often very overshadowed by other fighters. In the field, Yamcha is honest to a fault, with normals ranging from okay to terrible for neutral and having very straightforward mixups. This bodes poorly for him against the stronger tiers of this game who have neutral skip tools that lead to explosive damage and pressure. Simply put, Yamcha is a fair earthling fighter competing against gods.

Yamcha's kit is still worth appreciating, and it's not bad, in fact it's just enough to get the job done with a good sense of neutral and yomi. Yamcha's most definitive strength is how slippery he can be on the offense and in neutral, being hard to catch and hard to escape from. In neutral, Yamcha has a simple yet surprisingly useful S buttons due to him leaping back every time he fires, putting distance between the opponent and forcing them to take more predictable and punishable approaches, which he can hit confirm into Flash. As for pressure, Yamcha has one of the best rekkas in the game with Wolf Fang FistDBFZ Yamcha WolfFangFist.pngGuard:
All
Startup:
11
Recovery:
20
Advantage:
-5
, and its infamous FlashDBFZ Yamcha Flash.pngGuard:
All
Startup:
7
Recovery:
30
Advantage:
-5
followup is great for both neutral and crossup mixups that even allow Yamcha to combo from on hit. Thanks to all of this, Yamcha can operate decently solo.

In the end, Yamcha still does have options that even most some strong characters don't. He can consistently special tag DR, and has strong pressure. Even with this however, he still has lacking neutral, lacking buttons, and relies quite a bit on meter. Pick Yamcha if you want to make your opponent second guess their options on defense, and being able to do something about it.

"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 is a tricky rushdown fighter who uses his speed and cross-ups to outwit his opponents.
Pros Cons
  • Mid Value: Yamcha's toolkit lends itself very nicely to the mid role thanks to him having a really good blockstun and scramble assist, being meter reliant, while still needing a little extra for neutral and mix
  • Wolf Fang Fist: One of the better rekkas in the game thanks to being safe on block and having several options to creatively confuse opponents. Flash is also a great followup can be used to whiff-punish reliably and allow him to do cross-ups in blockstrings during rekka pressure.
  • Sparking: Yamcha lends himself to be very scary during Sparking Blast. His 5LL pulling opponents out of the corner, letting him make to opponent guess every time he does it, while also being able to stay same side thanks to his j.2H
  • Mediocrity: There are too many characters that do the same things as Yamcha but better. Yamcha brings not as much to your team that other characters won't bring as well, and more.
  • Meter Bound: Yamcha hardly has any strengths if he has no meter. He needs it for basically everything he does.
  • Mixed Normals: Stubby buttons can be awkward to use in pressure, and others are suicidal to use in neutral. His 2L is one of the shortest ranged in the game with no forward movement while his 5M's strengths as a frametrap are overshadowed by how useless it is everywhere else.
  • Poor Risk/Reward: Tools like 5H and Flash have extremely high recovery and are easily punished, not helped by Yamcha's lower average damage.

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 80Γ—4, 1000 All U3+ 15 [1 (5)]*4, 1 20 -5 -

5L
  • Slow but great jab
  • Staggers indefinitely into itself, and will connect after nearly all of Yamcha's buttons

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. This button being safe is a godsend since your strings will start having holes from here on out.


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

More often used as a blockstring filler before going into 236X because the only truestring alternative to this button is 2M, so using this in your pressure doesn't actually sacrifice much else than a low. 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

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 All - 18 2 14 0 -

  • Reels back then strikes. The strike has good forward movement.
  • Slow, mid-hitting 5M intended for frametraps
  • Will still reliably connect after 2M and 5LL
  • Yamcha's 5L is 7f, so you'll need to rely on your stubby 2L to reset pressure or risk getting mashed.

A built in frame trap from 5LL or 2M that's 0 on block, making it a good point to reset pressure. In turn, it sacrifices absolutely everything that would make another 5M good, failing to truestring from any normal and being horrible as a poke. It doesn't deal any more damage than the average 5M despite the startup, which means as a frametrap it's not actually any better than just delaying a regular 5M. It being 0 on block also loses luster when other characters can typically use 5S and 5H in their strings as well, something Yamcha cannot do without additional sacrifices.

The overall weaknesses of this button make it better to not use often in your strings. Learning to do 2M immediately into your rekka series will do you more good. The main upside of 5M is its animation being somewhat confusing, and it will strike people incorrectly reacting to it as 236MDBFZ Yamcha WolfFangFist.pngGuard:
All
Startup:
32f (sideswap), 25f (no sideswap)
Recovery:
20
Advantage:
-5
. This however doesn't work on more seasoned players who know to listen for the teleport sound instead.

5H

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.
850/1000 All U1 31 8 18 +4 -

  • Performs a sick back flip then lunges forward.
  • Smash hit wall splats. Combos into SD.

This normal exists to bait sparking activations and reversals, and that's about it. 5H usually gives you lower reward than 5M for even higher startup, making it easily reactable and almost impossible to use in combos. If the opponent jumps, it can be reliably punished. It's always +4 on block so this is more often the best spot for you to cross them up.

Due to 5H and 5M having such hefty startup, Yamcha's pressure revolves around abusing his light buttons and his rekkas since he won't be quite able to do the same strings as others. In the corner it leads to better damage, but for the effort and risk it's still not worth it.

5S

2L

2M

2H

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
220Γ—5 All - 11 [1 (4)]*4, 1 20 -5 -
Reverse Wolf Fang Fist
236M
400Γ—2, 220Γ—3 All - 32f (sideswap), 25f (no sideswap) [1 (4)]*4, 1 20 -5 -

236L
  • Regular rekka starter.
  • Covers 80% of the screen.

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

Wolf Fang Fist > L/M

Finisher

Wolf Fang Fist > 6L/M or 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 30 -5 -

  • Used in metered combos to boost damage by around 500.
  • Crazy high recovery on whiff, Yamcha is visibly stuck in place and punishable.
  • 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, and catches opponents after a reflected vanish. It's that fast.

Yamcha's infamous Wolf Fang Fist Flash. One of Yamcha's strongest tools and the butter that holds his kit together.

With its insanely fast start-up, high priority, and being -5 on block, the move alone commands a ground presence. Flash complements with his 5S as it can be confirmed from massive distances while spacing Yamcha out from dangerous ranges. On hit, Flash will bring the opponent up, allowing for extensions that scale like a medium starter, allowing Yamcha to finally get some decent damage. Unfortunately, Flash has terrible recovery, and thanks to it being ground only means the opponent will likely find themselves jumping a lot versus Yamcha, where using the move is a death sentence.

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 good reward (for Yamcha, any way). Just once again, take note that if the opponent jumps to avoid it, you're going to be in for some serious hurt.

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.
214L 50Γ—7, 700 All - 9 7 (15) 2 19 -4 4- Head
214M 50Γ—7, 800 All D1 13 7 (15) 2 19 -7 4- Head
214H 50Γ—7, 900 All D1 9 7 (15) 2 19 -7 1- Head
j.214L 50Γ—7, 700 All - 9 7 (15) 2 19 -4 4- Head
j.214M 50Γ—7, 800 All D1 13 7 (15) 2 19 -7 4- Head
j.214H 50Γ—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.
262Γ—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.
  • Is now able to use this move during Wolf Fang Fist, giving him an option to jail into vanish and opens up combo routes

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, 200Γ—0~5 All UDV 9+4 - - -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: 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

214L+M or 214H+S

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 131
Color 141
Color 151
Color 161
1Seasonal costumes that are only available at certain times of the year.

External References

Navigation

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

Click [β˜…] for character's full frame data

System Explanations

Essentials
β€’ HUD β€’ Controls β€’ FAQ β€’
The Basics
β€’ Movement/Canceling β€’ Offense β€’ Defense β€’ Gauges β€’ Attack Attributes β€’
Detailed & Advanced Information
β€’ Damage/Combo β€’ Frame Data & System Data β€’ Misc β€’
Archived Information
β€’ Patch Notes β€’

Mechanics Glossary