DBFZ/Yamcha

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Overview
Overview

In stark contrast to his reputation as one of anime's biggest punching bags, Yamcha is ironically a strong anchor character known for his very solid support capabilities and momentum. To begin, Yamcha has two excellent assists in his A and B versions, the first being a scary blockstring, pressure, and combo tool, and his second being the all-purpose beam. His Rekkas are very good, allowing him to both engage in long blockstrings and provide safe tag-outs. As an anchor, Yamcha is capable of dishing out some high damage thanks to his Spirit Ball and Ultimate Wolf Fang Fist Supers that can be comboed into each other unscaled. His Rekkas also have a built in mix-up tool in Flash, threatening a very fast left/right mix-up in the back of his pocket. Since many of his moves are multi-hit and his supers combo into each other, he essentially has the ability to both gain and burn meter effectively. Unfortunately, his unconventional normals hinder him a bit; they are awkward to use, and and his pressure becomes predictable over time. He also needs meter to output any big damage, otherwise he actually has relatively lackluster numbers. This almost requires him to be put at the Anchor position to take advantage of Limit Break and late-game meter reserves that help solve his damage and meter weaknesses.

Although seemingly riddled with some deficiencies at first, Yamcha is historically the game's ultimate support character, and has everything a player needs in an Anchor character. It is not wise to overlook his absolutely spectacular strengths, over some of his slight flaws.

"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.

 Yamcha  Yamcha is a tricky rushdown fighter who uses his speed and cross-ups to outwit his opponents.

Pros
Cons
  • Incredible Team Value: Possesses an excellent set of assists combined with superb DHC viability establish him as a high-utility Anchor.
  • Flash: Has a fast, high priority move in Flash that can be used to whiff-punish reliably and allow him to do cross-ups in blockstrings during rekka pressure.
  • Double Super: Can reliably finish off opponents because of his ability chain his level 1 Super into his level 3 Super unscaled, significantly boosting his damage.
  • Last Character: Resources like Limit Break, late-game meter reserves, and even Sparking! allows Yamcha to erase a lot of his weaknesses.
  • Low Damage: Yamcha's meterless damage is very lackluster, relative to the cast.
  • Meter Hog: Needs to use a heavy amount resources to do meaningful damage.
  • Poor Range: Stubby buttons can be awkward to use in pressure and in neutral.
  • Unorthodox Normals: Limited gatling paths, resulting in predictable pressure. 5M and 5H are sparingly used because they're slow and easy to reflect.


Yamcha
DBFZ Yamcha Portrait.png

Normal Moves

5L

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5L
5LL
5LLL

5L has fantastic range for a jab at the cost of being 7f. 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.


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

More often used as a blockstring filler before going into 236X because the only button that can true string from here on out is 2M. 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

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A built in frame trap from 5LL or 2M. Your opponent WILL disrespect you because you're Yamcha, so use this every now and then to scare them into mashing.

5H

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

The back-flip on startup makes this a decent move to bait out attacks in pressure. It's always +4 on block so this is more often the best spot for you to cross them up.

5S

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  • Leaps back while shooting a Ki Blast.
  • Whiffs against some crouchers and small bodies.

Allows Yamcha to disengage from a bad block string and return to neutral with a small frame advantage. Recovery is low enough that if the opponent tries to chase you down with SD, you can easily anti-air on reaction. You can also mash this in neutral to bait them into flincing, then go for a surprise Flash.

2L

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Mashable, short ranged jab at 6f. Mostly used for contesting pressure or after ±0 situations like blocked 6M.

2M

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  • Vacuums on hit.

While it is his only low and is pretty fast for a 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.

2H

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  • 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

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  • 5S but leaps higher.

Aside from having increased movement backwards, this move is identical to 5S and thus has almost identical usage. Leaps high enough that he can add a j.S before landing.

6M

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  • Universal overhead.

Abhorrent range like his other buttons. Has high chance of whiffing completely mid-blockstring in midscreen.

j.L

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Tiny jab with some vertical reach. Combo filler.

j.M

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Yamcha's IAD crossup normal. On hit, get used to buffering dash 5L since a stationary land 5L can whiff.

j.H

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  • Knocks aerial opponents sideways instead of the standard diagonal downward angle.
  • Dynamic hit causes a wall bounce.

Yamcha has absolutely NO hurtbox below his crotch, so this is his best jump-in.

Also used in corner combos for extra damage before knockdowns.

j.S

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  • 5S but in the air.

Yamcha has air OK anti-airs so use this like how you would use 5S.

j.2H

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  • 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.

Since this move is almost always minus (even on hit) when hitting a grounded opponent, get used to canceling into 236X.

In 2H or DR combos, you can use this to take both you and the opponent to the ground for a grounded Vanish combo.

Special Moves

Wolf Fang Fist

236L/M

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Wolf Fang Fist
236L
Reverse Wolf Fang Fist
236M

  • Regular rekka starter.
  • Covers 80% of the 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.
  • 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

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L
M

  • [] is when used immediately after 236L/M.
  • L is the fastest followup without the use of bars.
  • 236L > L is a true blockstring.

  • M followup is slower than L followup for more damage.
  • 236L > M has a gap which will catch mashing.

Finisher

Wolf Fang Fist > 6L/M Pack Attack > L/M

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L
M

  • L version has a short hitbox in front of Yamcha but has fast recovery frames.
  • M version causes a sliding knockdown.
    • Surprisingly long range where you even can use Tail and still hit at that distance.
    • Pack Attack L > M has a gap that will catch mashing.

Flash

Wolf Fang Fist > H

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  • Used in metered combos to boost damage by around 500.
  • High recovery on whiff.
  • 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. It's that fast.
  • Punishes vanish after reflect. It's that fast.

Yamcha's infamous Wolf Fang Fist Flash. One of Yamcha's strongest tools and why he is so threatening as an anchor.

With its insanely fast start-up, high priority, and being -5 on block, the move alone commands a ground presence. 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 relatively low-mid risk/high reward for Yamcha when thrown out. Flash can be beaten if the opponent preemptively jumps and either throws an overhead or Superdashes at you, so it can definitely be punished due to its high recovery on whiff.

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.

Whiskers

Wolf Fang Fist > S

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  • Dashes a short distance forward, passing through the opponent if close.
  • For a short while after this move, only rekka follow-ups are available.

Tail

Wolf Fang Fist > 4S

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  • A special backdash, can be used to disengage from a blocked rekka.
  • Can use Whiskers to dash back in.

Neo Wolf Fang Fist

236H

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  • 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)

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Ground L
Air L
Ground M
Air M
Ground H
Air H

  • 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

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  • 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

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  • 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

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  • 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.

Assist C

Wolf Fang Fist: Pack Attack

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  • Very niche.

Only gives 10 extra frames of lockdown, for double the cooldown and startup of his A assist. You can already hitconfirm pretty easily off of his A assist as well. Basically use his A assist instead.

Super Moves

Spirit Ball

236L+M or 236H+S

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  • 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

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  • Yamcha dashes fullscreen forward.
  • 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 j.M or 236M~H, bait Sparking with 5H, or just do something simple like meaty 2M, 6M, 5L > DR.

External References

Navigation

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.

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