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*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. | ||
*Is literally everyone’s least favorite Dragon Ball character. | |||
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Revision as of 22:48, 16 February 2020
Yamcha |
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Overview
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.
In Dragon Ball FighterZ, Yamcha is a rushdown fighter who can use his speed and aggression to pin down his opponents. His Wolf Fang Fist is his bread-and-butter, a powerful rushing attack that can build meter quickly while putting his opponents on the defensive.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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Slow startup meduim that has a decent forward reaching hitbox but cannot result in a true block string from any of Yamcha's normals. However, this can be used to create easy frame traps from either 5LL or 2M without needing to manually time the inputs. Used in combos to convert a successful 2M sweep into an air combo using its jump cancelable property, though note that the long start-up means that 5M must be inputted immediately afterwards or the combo will drop. |
5H
5H |
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The starting back-flip makes this a good move for avoiding attacks in neutral or to bait out attacks in pressure. However, this gives the move a huge amount of start-up that requires assists to use it in true block strings or combos. In exchange, this move resets pressure and allows for follow-ups in the corner without using Super Dash. Only the Smash version wall bounces which is required for any non-assist follow-ups. |
5S
5S |
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The jump back during the ki blast allows Yamcha to easily disengage from a bad block string and return to neutral with a small frame advantage. Recovery is low enough that if the opponent used Super Dash to plow through the 5S, Yamcha can anti-air it on reaction. Is only a true block string from 5LL or 5H. The ki blast is fired a little above ground level which results in the projectile whiffing against crouching non-large characters though it can hit medium-sized crouching characters if they are in hitstun. Can lead into Wolf Fang Fist and Flash in the corner if it is used at point-blank range. Requires an assist or a vanish to convert 5S into a combo mid-screen. |
2L
2L |
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Yamcha's fastest normal, making it a great button for contesting pressure and for starting block strings. It can be canceled into its self, making it good in clashes from 0 frame advantage normals (like all 6M's) as a second 2L can beat most 5LL's. However this attack has atrocious range so it is better to use 5L when the opponent isn't at point-blank range. Also has little to no use in combos as it quickly scales combo damage and has awkward cancel options against airborne opponents. |
2M
2M |
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As the only low in Yamcha's arsenal, 2M is vital to his mix-up game. It also sweeps opponents which can be used to convert successful hits into an air combo. The pulling effect on hit helps make combos from this move more consistent and allows Yamcha to set-up IAD cross-ups in the corner. Note that this move lacks range so avoid using this move in neutral. |
2H
2H |
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Yamcha's most reliable anti-air and a powerful combo tool when vanish is available for use after j.2H. Puts Yamcha into an airborne state which removes his rekka as a cancel option and makes him vulnerable to anti-airs. Can still cancel into Super Dash after the final hit if Smash wasn't used which leads into combo extensions in the corner. |
2S
2S |
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Aside from having increased movement backwards, this move is identical to 5S and thus has almost identical usage. |
6M
6M |
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Universal grounded overhead used for mix-ups, though it can only lead into a combo if assists are available, Sparking Blast is active, or if 6M hit as a meaty. Poor range but safe on block, just like all his other mediums. |
j.L
j.L |
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Yamcha's fastest airborne attack that can be chained into itself twice. Used to add extra overheads during IAD mix-ups. Has better vertical reach than j.M, so (j.L > j.M > j.L) will work after a Super Dash while (j.L > j.L > j.M) would whiff. Only added in aerial combos to squeeze out extra damage and meter for optimization. |
j.M
j.M |
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Yamcha's best jump-in for mix-ups and air-to-airs thanks to its speed, range, and cancel options. Use after IAD's for cross-ups and use follow-up j.L's for additional overheads. |
j.H
j.H |
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Best jump-in for meaty set-ups and for damage. Knocks airborne opponents away horizontally. Can be followed up with heavy Gale Claws mid-screen or with medium Gale Claws in the corner. While this move lacks the ability to obtain sliding knockdowns like most of the cast, this isn't an issue thanks to medium Gale Claws providing the same thing from any combo without needing to use Smash in particular ways. |
j.S
j.S |
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Airborne version of 5S. Used in neutral to poke airborn opponents from full screen thanks to its low recovery. The momentum backwards can be used after forward jumps to bait and dodge anti-airs. In the corner, it can combo straight into the medium version of Gale Claws against large opponents and the heavy version against the entire cast, though the heavy version isn't meter efficient. |
j.2H
j.2H |
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Dive kick that brings both Yamcha and any opponents he hits to the ground. Can be canceled into specials on hit or block, leading directly into Wolf Fang Fist for grounded combo follow-ups or for left-right mix-ups. In combos, this move is used to take opponents who are high in the air (like after the Smash version of 2H) down low enough for grounded vanish follow-ups. Sparking allows Yamcha to jump cancel this move so he can loop into it multiple times against grounded, cornered opponents for massive damage. |
Special Moves
Wolf Fang Fist
Wolf Fang Fist 236L/M |
Template:AttackDataHeader-DBFZ |
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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 |
Template:AttackDataHeader-DBFZ |
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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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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
??? Assist B |
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Assist C
??? Assist C |
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Super Moves
Spirit Ball
Spirit Ball 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
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Ultimate Wolf Fang Fist
Ultimate Wolf Fang Fist 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.