< DBFZ
(Yamcha's long range game is good, 5S and Flash are both excellent long range tools. While his Kamehameha is slow, it's still good.) |
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*Normals are on the stubbier side and can be awkward to use in pressure and in neutral situations. | *Normals are on the stubbier side and can be awkward to use in pressure and in neutral situations. | ||
*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. | *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. | ||
*His 2M, 5M, and 5H are slow and can be easily reflected, creating holes in his pressure. | *His 2M, 5M, and 5H are slow and can be easily reflected, creating holes in his pressure. | ||
*Limited gatling paths, resulting in rather predictable pressure without assist usage. | *Limited gatling paths, resulting in rather predictable pressure without assist usage. | ||
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* Can be used in neutral as a full screen poke thanks to its speed and easy confirms | * 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 | * 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. | |||
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Revision as of 23:09, 6 April 2020
Yamcha | |
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Play-style | Rushdown, Rekka |
Team Role | Anchor |
Overview
"The teachings of the Turtle Hermit School are still etched in my muscles! You can't compete."
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.
Pros
Cons
- Support value is among the highest in the game between his excellent set of assists, Spirit Ball DHC allowing for sliding knockdown finishers and potential Double Supers, and 5LLL allowing the ability to switch out characters while maintaining pressure.
- 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.
- 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.
- Can set up double supers because of his ability chain Spirit Ball into Ultimate Wolf Fang Fist, which can significantly boost his damage.
- Easy self-sustaining blockstrings when supported by the proper assists.
- Probably the best character at punishing assists, since they're not as affected by the heavy scaling on his moves. He can kill an assist from full health with WFF > A > WFF > A > WFF > Level 1.
- Very reliant on meter. Flash is his best tool for many situations but it requires Ki to execute.
- Normals are on the stubbier side and can be awkward to use in pressure and in neutral situations.
- 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.
- His 2M, 5M, and 5H are slow and can be easily reflected, creating holes in his pressure.
- Limited gatling paths, resulting in rather predictable pressure without assist usage.
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
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.