Orochi Yashiro/Move List

Overview


The antithesis to Goro Daimon and one of The Eight Heavenly Kings of Orochi, Orochi Yashiro is a Grappler with average mobility compared to Daimon (who is a slower, more traditional grappler by comparison). He maintains his base form's excellent normals and often has incredible damage.

Whereas his regular counterpart is even more dangerous with meter, Orochi Yashiro on the other hand needs very little meter to get the point across in comparison. His primary grab, Musebu Daichi, does plenty of damage on its own, but compared to other grapplers, it has some unique traits (at least in KOF XV iteration) that make it more well-rounded as a grab. The serves as the standard version of the grab, but the  can only grab airborne opponents, and does slightly less damage in comparison. The EX version, however, can only grab opponents that are on the ground, making it an excellent finisher after a combo.

Yashiro's secondary command grab, Niragu Daichi, is by comparison more situational. Whereas Musebu Daichi has utility in combos and as a damaging ender, Niragu Daichi more or less serves as Yashiro's main reversal, boasting incredible invincibility frames to compensate for its otherwise pitiful range. That being said, however, it still has merit due to these traits, as well as the fact that Yashiro can follow up with Bu (+) into Musebu Daichi for a quick juggle combo or go straight into Raw (Blue) MAX Mode while the opponent is airborne. As a sidenote, upon going into MAX Mode, the damage buff will have already kicked in by the time the opponent hits the ground, overall making Niragu Daichi a situational, but no less dangerous tool for Yashiro to use.

As for his other tools, they're fairly straightforward, but otherwise reliable. Odoru Daichi is a standard running grab similar to Kyo's and Iori's Kototsuki, but the version is an unblockable command grab (compared to the other versions, which are hitgrabs instead, therefore blockable) while the EX version benefits from Projectile Invulnerability which, when paired with EX Musebu Daichi, can make for a strong statement against some zoners. Finally, Kujiku Daichi in the older games is typically an overhead command grab where Yashiro flips over the opponent and gains a free combo in the process, but this has function has been reserved for the EX version in XV. Instead, the move now serves as another alternative against projectiles, gaining a new follow-up in Tsubusu Daichi, which is an overhead that leads to a hard knockdown, guaranteeing an EX Musebu Daichi in the process.

Much like his peer Shermie, Orochi Yashiro is not at all a difficult character - especially in KOF XV, where he's among the easier grapplers to play owing to his excellent normals and no-nonsense gameplan. He's especially effective as a Point (1st) character since he needs little to no meter to do damage with and can very quickly overwhelm the opponent with a barrage of devastating command grabs... and a nasty concussion in the morning. So if you want a character that makes a great point with his command grabs, Orochi Yashiro is the way to go.

For his original counterpart's moveset, go here.

Trivia

 * The initial attack of Yashiro's Shuuen no Daichi bears a striking resemblance to Hulk's Gamma Wave from the Marvel vs Capcom series.