Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Rekka
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
Very strong crossup game when he has the resources to burn. Flash is a fast, verstile move that can cause fast crossups during his rekka pressure.
Amazing assist; it comes out really fast and puts the opponent in a lot of hitstun. It can also be used in combos quite effectively.
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.
Unarguably the lowest damage in the game, as he needs to use resources to do damage that the rest of the cast can normally do during solo combos.
Has no way to play offensive at long range because his Kamehameha is slow.
His normals are awkward. 2M, 5M and 5H are slow and can be easily reflected.
Limited gatling paths, resulting in rather predictable pressure without assist usage.
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.
Using Finisher or Flash will end the string.
Pack Attack and Finisher won't come out on whiff.
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.
Whiskers and Tails can chain into Pack Attack and Finisher on whiff. This means you can get around the whiffing restriction by adding S/4S, e.g. 236L/M > S > L/M or 236L/M > 4S > L/M > S > 6L/M.
Used in metered combos such as 2M5M (delay) 236L~H dash 2M5M > air combo
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
The main use for this move is an almost instant crossup after 236M. This is made even better by the fact that you always get a sliding knockdown afterwards thanks to j.214M. This move alone somewhat makes up for his lack of low 2L.
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.
Supers
Spirit Ball
Spirit Ball 236L+M or 236H+S
"NOT the Spirit Bomb...Spirit BALL...the difference in the Japanese names of the two moves are enough."
Without DHC, Yamcha can only land this Super once per combo.
Up to 6 hits, where you can control the last 5 hits' directions.
Pressing an additional button and a direction after the first ball causes the Spirit Ball to fly in that direction.
The first hit that lands will always deal 1300, every next hit deals 200.
Minimum damage for all 6 hits is 390, 60*5.
Can force the opponent into different positions for follow-up supers or DHCs such as high up, knockdown, close or far away, behind you,...
Downward directions will cause a sliding knockdown, unless the opponent is too high up.
For example, you can combo Spirit Ball into Ultimate Wolf Fang Fist by pressing the attack button while holding the control stick in these directions: Template:8Template:8Template:8Template:9Template:1
Ball control guide
Forcing the ball to move in the same direction as its last move will make it cycle to a different direction.
Yamcha dashes forward, delivers a flurry of claw swipes, and slams the opponent with a meaty palm strike.
1608 minimum damage.
Invincible throughout the entire dash, can invul through other beams and projectiles, including supers and level threes.
The final hit ignores Sparking's healing effect.
Once Yamcha hits the opponent, they will not take damage from anything else. If DHCing into this super, delay for a moment to let your other supers make impact.
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.