Yata

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Revision as of 17:31, 24 September 2019 by Jintai (talk | contribs) (→‎Special Moves)
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Background

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Introduction

No really, he's the "Shoto" of the game. A balanced character with balanced traits, simple and easy to pick up, and doesn't lack in many areas. His primary strength is neutral, having quick, safe normals with sizable hitboxes, and strong fireball play to keep his opponent out, even a DP for reversals. These many things make him a great choice for any team.

Normals

4A: A fast, short-range jab. Cancellable. Auto-chains into 5A. Chains into 6A, 2A, 5B, and 2B manually.

5A: Fast sword slash. Cancellable. Auto-chains into 5AA, 5AAA. Chains into 6A, 2A, 5B, and 2B manually.

  • 5AA: A follow-up slash, Cancellable. Auto-chains into 5AAA. Chains into 5B, and 2B manually.
  • 5AAA: An ending slash that moves past the opponent on hit (NOT on block.) Cancels into EX and Super only.

1A: Low-hitting, crouching light kick. Cancellable. Auto-chains into 2A(both block and hit). Chains into 6A, 5B, and 2B manually.

2A: Low-hitting, crouching medium kick. Cancellable. Auto-chains into 2B. Chains into 5B, and 2B manually.

6A: A long, quick poking tool, great for spacing. Cancels into EX and Super only.

3A: Overhead rolling kick that moves him slightly forward. Cancels into EX and Super only.

5B: Chunky sword slash, for combo fodder. Cancellable.

2B: Low-hitting Sweep with solid range. Cancellable.

6B: Forward moving, large sword slash. Cancels into EX and Super only.

j.A: Jumping Light Attack, very, very low range and active frames. Cancellable.

j.?A: Jumping Medium Kick. Cross-Up. Cancellable.

j.B: Jumping Heavy Slash. Cancellable.

Special Moves

236A/B: Fireball

  • Your standard projectile
  • Fast start-up.
  • Runs across the ground, making it easy to jump over when far away.
  • A version has slower traveling speed. Can be used to meaty your opponent more consistently as well.
  • B version has faster-traveling speed, 2x as much as A. Mix the two to make zoning disorienting.
  • Both are relatively similar in recovery time.

236C: EX Fireball

  • Two-Hitting Fireball that travels ABOVE ground.
  • As fast as Fireball B
  • Low recovery, making for great combo extensions and guard pressure.

623A-AA/B-BB: DP

  • Strike-Invincible Reversal Option
  • Very fast, and leads to a knock-down on the second hit.
  • Can combo after with use of EX moves and Super.
  • Good vertical hit-box, with B's slightly higher than A's.
  • Only invincible to physical attacks, not projectile ones.
  • Cannot cancel into the second hit when blocked. Very unsafe.

623C: EX DP

  • Reversal Option with even more invincibility.
  • Easier to combo after the second hit.

214A: Rolling Slash A

  • A spinning slash that goes over lows.
  • Completely punishable on block.

Super Moves

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General Strategy

Combos

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