Yashiro Nanakase/Move List

Overview
Yashiro is a very simple and effective Rushdown character that is very mobile (almost as much as his colleague, Chris) and has plenty of range on his attacks. Whereas Chris is more of a "death by thousand cuts" character, Yashiro hits much harder whilst still being as quick as his fellow CYS teammate.



Unlike Chris, Yashiro's pokes have much more range due to his very long limbs, making them very rewarding on block or especially on hit. His jumping and air Blowback give him very solid air control, far standing  reaches very far and is Special Cancelable (at least in KOF XV), and Regret Bash is one of the best overheads in the game due to its safety and the fact that it hits on the ground, making it an amazing pressure tool.

For a rushdown character, however, Yashiro's defense is also very respectable. His long limbs are equally as effective at defense as they are for offense and on top of that, he boasts a unique dragon punch-style move in Upper Duel, which trades invulnerability frames for armor (aka, Guard Point; letting him attack the opponent while receiving damage). Upper Duel is not only more forgiving as an anti-air because of its guard point, but it's also very effective against projectiles, as it allows Yashiro to safely absorb a projectile on a read, then swiftly punish the opponent in retaliation.

In addition to Upper Duel, KOF XV also gave Yashiro some more options against projectile-spamming opponents. In version 1.32 of the game, Yashiro's Final Impact was granted projectile invulnerability, letting Yashiro punish zoners should he have the meter to spare for it. Alternatively, a cheaper (but still meter-heavy) option is EX Sledgehammer, which is a rather quick overhead that is likewise projectile invulnerable and leads to a full combo on hit. Even then, the base version of the latter move is still handy against ground-based projectiles like Terry's Power Wave or Geese's Reppuken.

In terms of flaws, Yashiro doesn't have too much to speak of. In older games, his light confirms left a lot to be desired, but this was very easily remedied in KOF XV by way of both simplifying the input of Missile Might Bash and making special cancels more lenient overall. Nevertheless, in KOF XV in particular Yashiro is a very "brawler"-focused character, requiring solid fundamentals in order to deal with more defensive players that are sitting on a life lead. He's also a little more on the meter-hungry side, since his most damaging light confirms require at least half a bar. Putting this together, Yashiro is best suited as a battery (2nd) or anchor (3rd), where he'll likely have more meter to work with.

For his Orochi counterpart's moveset, go here.