DBFZ/Yamcha: Difference between revisions

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* '''Mediocrity:''' There are too many characters that do the same things as Yamcha but better. Yamcha brings nothing to your team that other characters won't bring as well, and more.
* '''Mediocrity:''' There are too many characters that do the same things as Yamcha but better. Yamcha brings nothing to your team that other characters won't bring as well, and more.
* '''Awful Damage:''' Needs to use a heavy amount of resources to do meaningful damage, and even then it's below par.
* '''Awful Damage:''' Needs to use a heavy amount of resources to do meaningful damage, and even then it's below par.
* '''Mixed Normals:''' Stubby buttons can be awkward to use in pressure, and others are suicidal to use in neutral. His {{clr|1|2L}} is one of the shortest ranged in the game with no forward movement while his {{clr|2|5M}}'s strengths as a frametrap are overshadowed by how useless it is everywhere else.
* '''Mixed Normals:''' Stubby buttons can be awkward to use in pressure, and others are suicidal to use in neutral. His {{clr|L|2L}} is one of the shortest ranged in the game with no forward movement while his {{clr|M|5M}}'s strengths as a frametrap are overshadowed by how useless it is everywhere else.
* '''Poor Risk/Reward:''' Tools like {{clr|3|5H}} and Flash have extremely high recovery and are easily punished, not helped by Yamcha's low damage.
* '''Poor Risk/Reward:''' Tools like {{clr|H|5H}} and Flash have extremely high recovery and are easily punished, not helped by Yamcha's low damage.
|difficulty_rating=3
|difficulty_rating=3
}}
}}


==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5L}}</big>===
===<big>{{clr|L|5L}}</big>===
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;{{clr|1|5L}}
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;{{clr|L|5L}}
* Slow but great jab
* Slow but great jab
* Staggers indefinitely into itself, and will connect after nearly all of Yamcha's buttons
* 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.
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.
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;{{clr|1|5LL}}
;{{clr|L|5LL}}
* Vacuums on block or hit.
* Vacuums on block or hit.
Works even in the corner for surprise IAD {{clr|2|j.M}} crossup. This button being safe is a godsend since your strings will start having holes from here on out.
Works even in the corner for surprise IAD {{clr|M|j.M}} crossup. This button being safe is a godsend since your strings will start having holes from here on out.
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;{{clr|1|5LLL}}
;{{clr|L|5LLL}}
* Smash hit wall splats. Combos into SD.
* 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 {{clr|2|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.
More often used as a blockstring filler before going into 236X because the only truestring alternative to this button is {{clr|M|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 {{clr|1|5L}} or even {{clr|2|2M}}, {{clr|1|5LLL}} by itself also builds a lot of meter.
Also good for corner combos. Yamcha has so much frame advantage on hit that he can dash in {{clr|L|5L}} or even {{clr|M|2M}}, {{clr|L|5LLL}} by itself also builds a lot of meter.
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===<big>{{clr|2|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
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* Reels back then strikes. The strike has good forward movement.
* Reels back then strikes. The strike has good forward movement.
* Slow, mid-hitting {{clr|2|5M}} intended for frametraps
* Slow, mid-hitting {{clr|M|5M}} intended for frametraps
* Will still reliably connect after {{clr|2|2M}} and {{clr|1|5LL}}
* Will still reliably connect after {{clr|M|2M}} and {{clr|L|5LL}}
* Yamcha's {{clr|1|5L}} is 7f, so you'll need to rely on your stubby {{clr|1|2L}} to reset pressure or risk getting mashed.
* Yamcha's {{clr|L|5L}} is 7f, so you'll need to rely on your stubby {{clr|L|2L}} to reset pressure or risk getting mashed.
A built in frame trap from {{clr|1|5LL}} or {{clr|2|2M}} that's 0 on block, making it a good point to reset pressure. In turn, it sacrifices absolutely everything that would make another {{clr|2|5M}} good, failing to truestring from any normal and being horrible as a poke. It doesn't deal any more damage than the average {{clr|2|5M}} despite the startup, which means as a frametrap it's not actually any better than just delaying a regular {{clr|2|5M}}. It being 0 on block also loses luster when other characters can typically use {{clr|4|5S}} and {{clr|3|5H}} in their strings as well, something Yamcha cannot do without additional sacrifices.
A built in frame trap from {{clr|L|5LL}} or {{clr|M|2M}} that's 0 on block, making it a good point to reset pressure. In turn, it sacrifices absolutely everything that would make another {{clr|M|5M}} good, failing to truestring from any normal and being horrible as a poke. It doesn't deal any more damage than the average {{clr|M|5M}} despite the startup, which means as a frametrap it's not actually any better than just delaying a regular {{clr|M|5M}}. It being 0 on block also loses luster when other characters can typically use {{clr|S|5S}} and {{clr|H|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 {{clr|2|2M}} immediately into your rekka series will do you more good. The main upside of {{clr|2|5M}} is its animation being somewhat confusing, and it will strike people incorrectly reacting to it as {{MiniMoveCard|game=DBFZ|chara=Yamcha|input=236M|label=236M}}. This however doesn't work on more seasoned players who know to listen for the teleport sound instead.
The overall weaknesses of this button make it better to not use often in your strings. Learning to do {{clr|M|2M}} immediately into your rekka series will do you more good. The main upside of {{clr|M|5M}} is its animation being somewhat confusing, and it will strike people incorrectly reacting to it as {{MiniMoveCard|game=DBFZ|chara=Yamcha|input=236M|label=236M}}. This however doesn't work on more seasoned players who know to listen for the teleport sound instead.
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===<big>{{clr|3|5H}}</big>===
===<big>{{clr|H|5H}}</big>===
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* Performs a sick back flip then lunges forward.
* Performs a sick back flip then lunges forward.
* Smash hit wall splats. Combos into SD.
* Smash hit wall splats. Combos into SD.
This normal exists to bait sparking activations and reversals, and that's about it. {{clr|3|5H}} usually gives you lower reward than {{clr|2|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.
This normal exists to bait sparking activations and reversals, and that's about it. {{clr|H|5H}} usually gives you lower reward than {{clr|M|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 {{clr|3|5H}} and {{clr|2|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.
Due to {{clr|H|5H}} and {{clr|M|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.
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===<big>{{clr|4|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
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* Leaps back while shooting a Ki Blast.
* Leaps back while shooting a Ki Blast.
* No longer whiffs on crouchers and small characters.
* No longer whiffs on crouchers and small characters.
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===<big>{{clr|1|2L}}</big>===
===<big>{{clr|L|2L}}</big>===
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Mashable, short ranged jab at 6f. Mostly used for contesting pressure or after ±0 situations like blocked {{clr|2|6M}}.
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Mashable, short ranged jab at 6f. Mostly used for contesting pressure or after ±0 situations like blocked {{clr|M|6M}}.
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===<big>{{clr|2|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
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* Vacuums on hit.
* Vacuums on hit.
While it is his only low and is pretty fast for a {{clr|2|2M}}, it's really only ever used as blockstring filler and for combos. The range is so short that it can even be hard to punish blocked Guard Cancel, and Yamcha mixup game isn't about high/low.
While it is his only low and is pretty fast for a {{clr|M|2M}}, it's really only ever used as blockstring filler and for combos. The range is so short that it can even be hard to punish blocked Guard Cancel, and Yamcha mixup game isn't about high/low.
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===<big>{{clr|3|2H}}</big>===
 
===<big>{{clr|H|2H}}</big>===
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* Smash on the second hit if both hits connect.
* 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.
* 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 {{clr|3|2H}}(1) > {{clr|1|j.214L}}, which true strings up till the final hit of {{clr|1|j.214L}}.
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 {{clr|H|2H}}(1) > {{clr|L|j.214L}}, which true strings up till the final hit of {{clr|L|j.214L}}.


On big, standing characters, Yamcha can land both hits on block and cancel the second hit to {{clr|3|j.2H}}. While {{clr|3|2H}}(2) > {{clr|3|j.2H}} in midscreen would whiff completely, in the corner this is a true string that leads to rekka pressure.
On big, standing characters, Yamcha can land both hits on block and cancel the second hit to {{clr|H|j.2H}}. While {{clr|H|2H}}(2) > {{clr|H|j.2H}} in midscreen would whiff completely, in the corner this is a true string that leads to rekka pressure.
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===<big>{{clr|4|2S}}</big>===
 
===<big>{{clr|S|2S}}</big>===
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* {{clr|4|5S}} but leaps higher.
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Aside from having increased movement backwards, this move is identical to {{clr|4|5S}} and thus has almost identical usage. Leaps high enough that he can add a {{clr|4|j.S}} before landing.
* {{clr|S|5S}} but leaps higher.
Aside from having increased movement backwards, this move is identical to {{clr|S|5S}} and thus has almost identical usage. Leaps high enough that he can add a {{clr|S|j.S}} before landing.
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===<big>{{clr|2|6M}}</big>===
 
===<big>{{clr|M|6M}}</big>===
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* Universal overhead.
* Universal overhead.
Abhorrent range like his other buttons. Has high chance of whiffing completely mid-blockstring in midscreen.
Abhorrent range like his other buttons. Has high chance of whiffing completely mid-blockstring in midscreen.
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===<big>{{clr|1|j.L}}</big>===
 
===<big>{{clr|L|j.L}}</big>===
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Tiny jab with some vertical reach. Combo filler.
Tiny jab with some vertical reach. Combo filler.
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===<big>{{clr|2|j.M}}</big>===
 
===<big>{{clr|M|j.M}}</big>===
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Yamcha's IAD crossup normal. On hit, get used to buffering dash {{clr|1|5L}} since a stationary land {{clr|1|5L}} can whiff.
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Yamcha's IAD crossup normal. On hit, get used to buffering dash {{clr|L|5L}} since a stationary land {{clr|L|5L}} can whiff.
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===<big>{{clr|3|j.H}}</big>===
 
===<big>{{clr|H|j.H}}</big>===
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* Knocks aerial opponents sideways instead of the standard diagonal downward angle.
* Knocks aerial opponents sideways instead of the standard diagonal downward angle.
* Dynamic hit causes a wall bounce.
* Dynamic hit causes a wall bounce.
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===<big>{{clr|4|j.S}}</big>===
===<big>{{clr|S|j.S}}</big>===
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* {{clr|4|5S}} but in the air.
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Yamcha has air OK anti-airs so use this like how you would use {{clr|4|5S}}.
* {{clr|S|5S}} but in the air.
Yamcha has air OK anti-airs so use this like how you would use {{clr|S|5S}}.
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===<big>{{clr|3|j.2H}}</big>===
 
===<big>{{clr|H|j.2H}}</big>===
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* Knockdown airborne opponent.
* Knockdown airborne opponent.
On hit or block against a grounded opponent, can cancel into 236X for combo follow-ups or for left-right mix-ups.  
On hit or block against a grounded opponent, can cancel into 236X for combo follow-ups or for left-right mix-ups.  
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Since this move is almost always minus (even on hit) when hitting a grounded opponent, get used to canceling into 236X.  
Since this move is almost always minus (even on hit) when hitting a grounded opponent, get used to canceling into 236X.  


In {{clr|3|2H}} or DR combos, you can use this to take both you and the opponent to the ground for a grounded Vanish combo.
In {{clr|H|2H}} or DR combos, you can use this to take both you and the opponent to the ground for a grounded Vanish combo.
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==Special Moves==
==Special Moves==
===<big>Wolf Fang Fist</big>===
===<big>Wolf Fang Fist</big>===
<span class="input-badge">'''{{clr|1|236L}}/{{clr|2|M}}'''</span>
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}'''</span>
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;{{clr|1|236L}}
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;{{clr|L|236L}}
* Regular rekka starter.
* Regular rekka starter.
* Covers 80% of the screen.
* Covers 80% of the screen.
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;{{clr|2|236M}}
;{{clr|M|236M}}
* Dashes forward for a bit before starts attacking, goes further than full 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.
* Teleports behind enemy to attack if he reaches them during the dash, otherwise it's the same as the L version.
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===<big>Pack Attack</big>===
===<big>Pack Attack</big>===
<span class="input-badge">'''Wolf Fang Fist > {{clr|1|L}}/{{clr|2|M}}'''</span>
<span class="input-badge">'''Wolf Fang Fist > {{clr|L|L}}/{{clr|M|M}}'''</span>
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* [] is when used immediately after {{clr|1|236L}}/{{clr|2|M}}.
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* [] is when used immediately after {{clr|L|236L}}/{{clr|M|M}}.
* L is the fastest followup without the use of bars.
* L is the fastest followup without the use of bars.
* {{clr|1|236L}} > L is a true blockstring.  
* {{clr|L|236L}} > L is a true blockstring.  
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* M followup is slower than L followup for more damage.
* M followup is slower than L followup for more damage.
* {{clr|1|236L}} > M has a gap which will catch mashing.
* {{clr|L|236L}} > M has a gap which will catch mashing.
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===<big>Finisher</big>===
===<big>Finisher</big>===
<span class="input-badge">'''Wolf Fang Fist > {{clr|1|6L}}/{{clr|2|M}}'''</span> or <span class="input-badge">'''Pack Attack > {{clr|1|L}}/{{clr|2|M}}'''</span>
<span class="input-badge">'''Wolf Fang Fist > {{clr|L|6L}}/{{clr|M|M}}'''</span> or <span class="input-badge">'''Pack Attack > {{clr|L|L}}/{{clr|M|M}}'''</span>
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* L version has a short hitbox in front of Yamcha but has fast recovery frames.
* L version has a short hitbox in front of Yamcha but has fast recovery frames.
* M version causes a sliding knockdown.
* M version causes a sliding knockdown.
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===<big>Flash</big>===
===<big>Flash</big>===
<span class="input-badge">'''Wolf Fang Fist > {{clr|3|H}}'''</span>
<span class="input-badge">'''Wolf Fang Fist > {{clr|H|H}}'''</span>
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* Used in metered combos to boost damage by around 500.
* Used in metered combos to boost damage by around 500.
* Crazy high recovery on whiff, Yamcha is visibly stuck in place and punishable.
* 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.
* 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 {{clr|4|5S}}, and catches opponents after a reflected vanish. It's that fast.
* Can catch your opponent pressing buttons after a blocked {{clr|S|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.
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 {{clr|4|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.
With its insanely fast start-up, high priority, and being -5 on block, the move alone commands a ground presence. Flash complements with his {{clr|S|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.
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.
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===<big>Whiskers</big>===
===<big>Whiskers</big>===
<span class="input-badge">'''Wolf Fang Fist > {{clr|4|S}}'''</span>
<span class="input-badge">'''Wolf Fang Fist > {{clr|S|S}}'''</span>
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* Dashes a short distance forward, passing through the opponent if close.
* Dashes a short distance forward, passing through the opponent if close.
* For a short while after this move, only rekka follow-ups are available.
* For a short while after this move, only rekka follow-ups are available.
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===<big>Tail</big>===
===<big>Tail</big>===
<span class="input-badge">'''Wolf Fang Fist > {{clr|4|4S}}'''</span>
<span class="input-badge">'''Wolf Fang Fist > {{clr|S|4S}}'''</span>
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* A special backdash, can be used to disengage from a blocked rekka.
* A special backdash, can be used to disengage from a blocked rekka.
* Can use Whiskers to dash back in.
* Can use Whiskers to dash back in.
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===<big>Neo Wolf Fang Fist</big>===
===<big>Neo Wolf Fang Fist</big>===
<span class="input-badge">'''{{clr|3|236H}}'''</span>
<span class="input-badge">'''{{clr|H|236H}}'''</span>
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* Consumes 1/2 Ki Gauge.
* Consumes 1/2 Ki Gauge.
* A faster version of {{clr|1|236L}} that covers a slightly shorter distance.
* A faster version of {{clr|L|236L}} that covers a slightly shorter distance.
* On hit or block, automatically performs Pack Attack > Finisher > Flash. Can use vanish to cancel these followups.
* On hit or block, automatically performs Pack Attack > Finisher > Flash. Can use vanish to cancel these followups.
* On whiff, does not have access to {{clr|1|236L}}/{{clr|2|M}} rekka followups.
* On whiff, does not have access to {{clr|L|236L}}/{{clr|M|M}} rekka followups.
* Wallbounces, allowing you to squeeze out a bit more damage in your strings.
* Wallbounces, allowing you to squeeze out a bit more damage in your strings.
* Easily combos into {{clr|2|214M}} for a sliding knockdown.
* Easily combos into {{clr|M|214M}} for a sliding knockdown.
* Can combo into itself once for a "level 2".
* Can combo into itself once for a "level 2".
* Consumes smash on the final hit.
* Consumes smash on the final hit.
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===<big>Wolf Fang Fist: Gale Claws</big>===
===<big>Wolf Fang Fist: Gale Claws</big>===
<span class="input-badge">'''{{clr|1|214L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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* Good for its soft knockdown to mixup and surprise the opponent.
* Good for its soft knockdown to mixup and surprise the opponent.
* All versions keep momentum, L keeps the least and H keeps almost all.
* 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.
* M is the classic air combo ender that gives a sliding knockdown.
* H is able to easily followup after {{clr|3|j.H}} in midscreen due to its very fast startup and snappy movement.
* H is able to easily followup after {{clr|H|j.H}} in midscreen due to its very fast startup and snappy movement.
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===<big>Kamehameha</big>===
===<big>Kamehameha</big>===
<span class="input-badge">'''{{clr|4|236S}}'''</span>
<span class="input-badge">'''{{clr|S|236S}}'''</span>
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* Slower startup than other Kamehamehas.
* Slower startup than other Kamehamehas.
* -4 on block, but links to {{clr|1|2L}} on hit in the corner.
* -4 on block, but links to {{clr|L|2L}} on hit in the corner.
* Flash will catch the opponent trying to hit buttons after this.
* 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.
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.
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* Yamcha dashes forward with a series of claw swipes.
* Yamcha dashes forward with a series of claw swipes.
* Opponent stays grounded on hit.
* Opponent stays grounded on hit.
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* It's a beam assist. Use it for beam things.
* It's a beam assist. Use it for beam things.
Although it is a beam, Yamcha is one of the few characters that has an arguably better and more unique assist in his first one. Nonetheless the beam option is still present. Controls space much better than it's A assist counterpart but loses some speed and frame advantage in return.
Although it is a beam, Yamcha is one of the few characters that has an arguably better and more unique assist in his first one. Nonetheless the beam option is still present. Controls space much better than it's A assist counterpart but loses some speed and frame advantage in return.
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* Very niche.
* Very niche.
Only gives 15 extra frames of lockdown, for 16 more frames of startup and twice the cooldown of his A assist. You can already hitconfirm pretty easily off of his A assist as well. Main benefit is less time between hits for HSD purposes as A drops often at high hitstun decay.
Only gives 15 extra frames of lockdown, for 16 more frames of startup and twice the cooldown of his A assist. You can already hitconfirm pretty easily off of his A assist as well. Main benefit is less time between hits for HSD purposes as A drops often at high hitstun decay.
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==Super Moves==
==Super Moves==
===<big>Spirit Ball</big>===
===<big>Spirit Ball</big>===
<span class="input-badge">'''{{clr|1|236L}}+{{clr|2|M}} or {{clr|3|236H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} or {{clr|H|236H}}+{{clr|S|S}}'''</span>
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* Can only be landed once per combo (unless you have another Yamcha through Body Change).
* Can only be landed once per combo (unless you have another Yamcha through Body Change).
* Pressing L/{{clr|2|M}}/{{clr|3|H}}/{{clr|4|S}} and a direction after the first ball causes the Spirit Ball to fly in that direction, up to 5 more hits.
* Pressing L/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|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.
* The first hit that lands will always deal 1300, every next hit deals 200.
* Minimum damage for all 6 hits: 390, 60*5.
* Minimum damage for all 6 hits: 390, 60*5.
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===<big>Ultimate Wolf Fang Fist</big>===
===<big>Ultimate Wolf Fang Fist</big>===
<span class="input-badge">'''{{clr|1|214L}}+{{clr|2|M}} or H+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} or H+{{clr|S|S}}'''</span>
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* Yamcha dashes fullscreen forward.
* Yamcha dashes fullscreen forward.
* Minimum damage: 1505.
* Minimum damage: 1505.
On hit in midscreen, the opponent will be put a fullscreen away. But on hit in the corner, they'll be pulled slightly out of it while Yamcha will be at +11. From here you can crossup with IAD {{clr|2|j.M}} or {{clr|2|236M}}~{{clr|3|H}}, bait Sparking with {{clr|3|5H}}, or just do something simple like meaty {{clr|2|2M}}, {{clr|2|6M}}, {{clr|1|5L}} > DR.
On hit in midscreen, the opponent will be put a fullscreen away. But on hit in the corner, they'll be pulled slightly out of it while Yamcha will be at +11. From here you can crossup with IAD {{clr|M|j.M}} or {{clr|M|236M}}~{{clr|H|H}}, bait Sparking with {{clr|H|5H}}, or just do something simple like meaty {{clr|M|2M}}, {{clr|M|6M}}, {{clr|L|5L}} > DR.
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Revision as of 00:47, 14 May 2022

Overview

Template:CharaOverview

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.
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
  • 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.
700 All 18 2 14 0 4-14 Non-low

  • 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.pngGuardAllStartup32f (sideswap), 25f (no sideswap)Recovery20Advantage-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.
850/1000 All U1 31 8 18 +4 4-20 All

  • 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

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.
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.
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

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

No results
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.

  • 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

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.
80×10, 380×2 All U1+ 7 [1 (4)]×3, 1 22 -5

  • Consumes 1/2 Ki Gauge.
  • A faster version of 236L that covers a slightly shorter distance.
  • On hit or block, automatically performs Pack Attack > Finisher > Flash. Can use vanish to cancel these followups.
  • On whiff, does not have access to 236L/M rekka followups.
  • Wallbounces, allowing you to squeeze out a bit more damage in your strings.
  • Easily combos into 214M for a sliding knockdown.
  • Can combo into itself once for a "level 2".
  • Consumes smash on the final hit.

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.
214L 50×7, 700 All 9 7 (15) 2 19 -3 4- Head
214M 50×7, 800 All D1 13 7 (15) 2 19 -3 4- Head
214H 50×7, 900 All D1 9 7 (15) 2 19 +4 1- Head
j.214L 50×7, 700 All 9 7 (15) 2 19 4- Head
j.214M 50×7, 800 All D1 13 7 (15) 2 19 4- Head
j.214H 50×7, 900 All D1 9 7 (15) 2 19 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.
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

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.
200×4, 300 All 19 20 48 +45

  • Yamcha dashes forward with a series of claw swipes.
  • Opponent stays grounded on hit.
  • Travels forward about 80% of the screen.

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. Amazing for scrambles and converting stray attacks into pressure or a combo. Also one of the fastest assists in the game, which lends to it also being amazing in clash situations due to its high priority and multiple hits.

Assist B

Kamehameha

Assist C

Wolf Fang Fist: Pack Attack

Super Moves

Spirit Ball

236L+M or 236H+S

No results
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.

  • 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 H+S

Colors

1Seasonal colors that can be unlocked at different times of the year.

External References

Navigation

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

DBFZ/Navigation