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Yoriko's Movelist
Topic Started: Oct 11 2007, 03:06 AM (119 Views)
GreyFox
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Arcana Master
[ *  *  *  * ]
Throws
4/6AD: Spike's Dinner Special * Knockdown
* Spike sucks up the opponent and spits him out in the opposite direction. Standard grab with standard effects.

5AD: Spike's Violence is Great! * Launcher
* A three hit combo ending in 3C which propels the opponent in the air, allowing the user to combo off of the grab into something else using a Homing Cancel bar. The window for teching this grab is larger, so use sparingly.

j.AD: Even in the air, F O E-I mean, Spike's Violence is Great! * Wallslam
* A three hit combo ending in a j.B that send the opponent into a wall for a wall slam. Can be teched out of, but if close enough to the wall it will become untechable, allowing the user to combo off of it for extra damage.


Normal Moves
2A: Sliding cape poke
* This is a standard poke using Yoriko's cape, in which the cape is slid along the ground. Range is okay, comes out at a decent speed, and is able to be comboed into itself about three times before the opponent is pushed back too far. This is only used for winning clashes, starting combos, and a good fast attack just in case you want to beat something out.

2B: Cape smack
* Think of 2A, except instead of the cape sliding on the ground it's in the air. Sort of more similar to Yoriko's 5A than anything, this comes out at a decent speed with twice as much range as Yoriko's 2A. This can be used as a poke if the 2A won't reach far enough to hit the opponent, and it does a good job at what it does. If it ever hits you have quite a bit of time to combo into something else, otherwise you're safe if it gets blocked or if you don't followup with anything else(Unless of course they Guard Cancel).

2C: Spike's rising hunger * Launcher
* So basically, Spike's face goes into the ground and comes back up about an inch away from Yoriko as an enlarged head roughly bigger than Yoriko's sprite, where he does sort of a bite animation before he goes back underground and into Yoriko's scared little arms. This move is very unsafe when not comboed into, and has sort of a slow startup when compared to all her other pokes. This is the normal that people will try to burst/guard cancel out of if they see it coming, as it leaves you wide open for getting hit. Puts the opponent into an airborne state if it connects.

5A: Spike's 'Talk to the hand' technique
* An okay normal, Yoriko's cape turns into a hand and basically does a facepalm attack. It comes out pretty fast and has more range than her 2A, and it can be comboed into itself just like her 2A.

5B: Spike's lunge
* Spike lunges forward in a straight trajectory and headbutts the opponent. Alright normal, comes out fairly fast, but can be ducked under so don't use this if your opponent is in a crouching state.

5C: Spike's angry lunge * Knockdown
* A beefed up version of Yoriko's 5B, Spike is really mad in this normal as he basically blows himself up like with Yoriko's 2C and headbutts the opponent with teeth bared and everything. This normal can not be canceled into a special nor a super, and the only way to cancel it is to use a homing cancel. A pretty good poke if your opponent is far away, as the range on this thing is GREAT. If you have an opponent IAD-ing a lot, this is a good poke to use to get them out the air. Punishable on block.

j.A: Wanna fight? Spike's boxing dreams come true
* Yoriko sits on Spike and her cape balls up a fist and jabs everything up to Spike's face. The range is okay and the normal comes out at a nice speed, but should only be used if you're trying to win a clash. Combo-able

j.B: Spike's headbutt
* Think of Yoriko's 5B in the air, and this is what you have. Great range, speed and priority, this is the air normal of choice for all Yoriko players. Very little players in the cast can match the range of this move, so this is what you'll be using in IADs, Air-to-air attacks, and for zoning purposes.

j.C: Go to hell! Spike's angry hammerface * Knockdown
* This normal is j.B except it has a vertical trajectory and it grounds the opponent. This is to be used when you want to end an air combo with a normal that grounds, and thats it. This shouldn't be used as a standalone normal, as j.B does a MUCH better job at what it does than j.C. The speed it comes out is nothing to be impressed at, and the lag you get for whiffing it/getting it blocked is nothing but a horror story waiting to happen.


Command Normals
6C: Spike's secret waltzing passion * Chargeable * Wallslam
* This is a funny normal to look at, as Spike holds Yoriko as if they were in some cheesy romance flick, before flinging her at the opponent as an attack. The startup isn't so great, and the recovery is nothing fun either, but it can be charged to be turned into an unblockable. The range is that of a 5B, and is never really used in a fight.

3C: Shoryuken! Spike's heavenly uppercut * Chargeable * Launcher * Air Unblockable
* Spike place's Yoriko's hat on his own head and performs an uppercut using the cape as his fist. The fist goes slightly above Yoriko's head, and has practically no horizontal range at all.

6A: Gimme those knees! Spike's low blow
* This is a funky normal. Spike aims his face at the opponent's knees/ankles and headbutts the area, while Yoriko is sort of refusing the strike by trying to pull him away. This hits now and can be comboed into other normals not involving A. Comes out at an semi-fast speed, with little recovery.

3A: Spike prods the sky
* This a purely vertical attack involving Yoriko gently raising Spike a little over her head. Can be comboed into itself and other normals, and has no horizontal range at all. Good for clashing with an opponent coming in from the air, and thats it. Sort of a normal that you use if you aren't sure your other anti-airs'll get punished.

6B: Super headbutt tackle! Spike's ferocity shows * Air unblockable
* Practically the same thing as Yoriko's 5B with barely any added range and an air unblockable slapped onto it. Not very good as an AA because it's so horizontal, this should only be used if you KNOW your opponent is going to IAD or try to jump out of your pressure strings. Can be comboed into any of the C normals, has good speed, range, and safe if used correctly.

3B: Spike kisses the ground * Airborne state
* Sort of a ground version of Yoriko's 6A, Spike launches himself to become almost parallel with the ground, and hits the opponent with his face. This normal has a GREAT combination of speed range and priority for a poke that can be used to stop attacking foes in their tracks. This normal actually puts the opponent into an airborne state, meaning you can combo into things like 236c or other moves you can't easily do to an opponent on the ground

9/6/3C (Air only): Spike spits hot fire * Projectile
* This is a great move. Depending on what direction you're holding when you press C, Spike will spit a fireball out of his third eye in that direction. The fireball itself can be clashed, but is GREAT for zoning or for messing with your opponent's head. Upon shooting the fireball, Yoriko will go into a recoil state where she'll be pushed back in the opposite direction she shot in. For example, if she were to shoot in front of her, she'd go backwards a little, and if she shot below her she'd go upwards a little. It has an okay startup that you CAN be hit out of if the opponent is close enough to you, and you can be punished if the opponent is close enough and the fireball whiffs. I say again, this is a GREAT zoning tool.

1/2C (Air only): Whee! Around and around they go * Knockdown
* This normal looks pretty funky too. What happens is that Yoriko spins around Spike's base while sitting on it, while her cape does a sort of attack that hits below her. Upon getting hit the opponent will be grounded, allowing you to get into position for RAPE UPON GETTING UP. Range is not so good, there is a slight startup time, and does a job that other normals do so much better.


Special Moves
Hell's Punishment is Coming - 236A/B/C (Air and Ground): Three tackles for the price of one
* This is probably Yoriko's most used special out of all the other ones, for the sheer amount of ways they can be used. Depending on which button you press, you'll get a different version of the special used for different situations. I'll explain each version in detail with their own section.

236A: Spike's blitzing tackle of fire! * Low * Airbornes opponent * Super cancel-able
(Ground): Yoriko will go into a sort of fetal position standing up before Spike's face blows up to the vertical size of Yoriko's standing sprite, and does a fast missile-like attack that goes against the ground while Yoriko helplessly holds onto Spike from behind. This attack counts as a low, and covers ground very fast compared to her other methods of travel(excluding homing). If blocked, Spike will bounce off the opponent and into the air, where you'll then gain back back control of Yoriko(You'll be able to act as if you jumped up into the air). If the move connects, Spike will continue the dash for the same amount of distance as if the moved were whiffed. The move is pretty safe on block, but you can be punished with the startup time that it has.

(Air): The same distance covered on the ground you get in the air, the same effects on block, on hit, and on whiff. Control is given back to the player after the move ends. Basically the same thing as the ground version except in the air.

Hades' Spouting Anguish - 421A/B/C: Description.
* In-depth info.

Drill Bad Spin - 214A/B/C: Description.
* In-depth info.

Ancient Talisman - 632146A/B/C: Description.
* In-depth info.

Talisman Followup - 819738: Description.
* In-depth info.

Super Moves
Demonic Power to Control the World - 236AB: Description.
* In-depth info.

Necromancer's Forbidden Sorcery - 63214AB: Description.
* In-depth info.



(all info here was found on Wiki)
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