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Orochi Yashiro/Move List

Overview

Orochiyashiro97

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 Neo Geo A Button serves as the standard version of the grab, but the Neo Geo C Button 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.

Orochi 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 Orochi 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 Orochi Yashiro can follow up with Bu ( Forward Input + Neo Geo B Button ) 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 Orochi 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 Kusanagi's and Iori Yagami's Kototsuki, but the Neo Geo B Button 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.

The King of Fighters series

Name
Command Input
Description
Appears In
Throws
Baku XV
Baku
Close Only Back Input or Forward Input + Neo Geo C Button
Orochi Yashiro does a blindingly fast upwards punch to the opponent's chest, striking them away.
All appearances
Beki XV
Beki
Close Only Back Input or Forward Input + Neo Geo D Button
Orochi Yashiro grabs his opponent by the neck, then quickly turns around and slams them into the ground.
All appearances
Command Moves
Saku XV
Saku
Forward Input + Neo Geo A Button
Orochi Yashiro steps towards his opponent and does a hammer arm slam.
All appearances
Bu XV
Bu
Forward Input + Neo Geo B Button
Orochi Yashiro pokes forward with a long stepping side kick.
All appearances
Gou XV
Gou
Neo Geo C Button Neo Geo D Button during cancel-activated Saku or Bu
Orochi Yashiro follows up on either of his Command Moves with his Blowback attack. Can only combo into Neo Geo C Button Musebu Daichi or EX Odoru Daichi.
KOF XV
Ki XV
Ki
Neo Geo A Button Neo Geo C Button
_target Combo. Orochi Yashiro performs his standing Neo Geo A Button , then follows up with his far standing Neo Geo C Button . Like Andy, Orochi Yashiro can use this move from any range, where it's also Special Cancelable.
KOF XV
Special Moves
Musebu Daichi XV
Musebu Daichi
Close Only HCBF Input + Neo Geo A Button or Neo Geo C Button ( EX OK OK)
Orochi Yashiro does three Beki in rapid succession, each slam causing a burst of earthly energy from the ground. After the third slam, he leaps into the air and flings his opponent to the ground. In KOF XV, the Neo Geo C Button can only be used against airborne opponents, while the EX OK version can only be used near a downed opponent.
All appearances
Niragu Daichi XV
Niragu Daichi
Close Only HCF Input + Neo Geo A Button or Neo Geo C Button ( EX OK OK)
Orochi Yashiro grabs his opponent and flips over them. Just as he lands, he flings his opponent into the air.
All appearances
Odoru Daichi XV
Odoru Daichi
HCF Input + Neo Geo B Button or Neo Geo D Button ( EX OK OK)
Orochi Yashiro rushes towards his opponent to try to catch them in a bear hug. If successful, he does a diving leap forward while holding his foe, smashing them into the ground headfirst.
All appearances
Kujiku Daichi Jump XV
On start
Kujiku Daichi XV
Kujiku Daichi
Kujiku Daichi Hit XV
On hit
QCB Input + Neo Geo A Button or Neo Geo C Button ( EX OK OK)
Orochi Yashiro does a high jump forward with one hand outstretched. On successful contact with his foe, he lands with his hand on their head, stunning them, and flips behind them. Deals no damage, but gives Orochi Yashiro enough advantage for a full combo. In KOF XV, this is reserved for the EX OK version. The regular version instead lacks the grab, serving as a command jump.
All appearances
Tsubusu Daichi XV
Tsubusu Daichi
Neo Geo A Button or Neo Geo C Button during Kujiku Daichi
Orochi Yashiro performs an aerial hammer arm slam after the initial high jump.
KOF XV
Unaru Daichi
Z Input + Neo Geo A Button or Neo Geo C Button
Orochi Yashiro performs a powerful shockwave, forming a wave of dirt in the process. Comparable to Daimon's Jiraishin.
KOF 2002UM
Super Special Moves
Ankoku Jigoku Gokuraku Otoshi XV
Ankoku Jigoku Gokuraku Otoshi
Close Only 2HCB Input + Neo Geo A Button or Neo Geo C Button ( MAX OK OK)
Orochi Yashiro's dark version of Goro Daimon's Jigoku Gokuraku Otoshi. Orochi Yashiro trips his opponent, grabs them, and does several Beki in a row before flinging them into the air.
All appearances
Araburu Daichi XV
Araburu Daichi
Araburu Daichi MAX XV
MAX OK ver.
  • 2QCF Input + Neo Geo B Button or Neo Geo D Button ( MAX OK OK) [KOF '98-2002UM]
  • 2QCB Input + Neo Geo B Button or Neo Geo D Button ( MAX OK OK) [KOF XV]
Orochi Yashiro grabs his opponent via a Kujiku Daichi, slams them into the ground via a Musebu Daichi finisher. He then leaps up while holding them and flings them downwards. Before the enemy lands, Orochi Yashiro does a falling hammer slam, summoning a pillar of white death energy to strike his victim.
All appearances
Hoeru Daichi '98
Hoeru Daichi
2QCF Input + Neo Geo A Button or Neo Geo C Button ( MAX OK OK)
Orochi Yashiro crouches down while gathering power. When the attack is released, he palms forward, generating a medium-range blast of white energy.
KOF '97-KOF '98
MAX2
Armageddon
Armageddon
Orochi Yashiro does a quick punch that sends his opponent across the screen. The background for this move briefly changes into a volcanic scene. Unblockable.
KOF 2002/UM, KOF Neowave
Shuuen no Daichi XV
Shuuen no Daichi (Ready Pose)
Shuuen no Daichi Counter
as Counter Hit
Shuuen no Daichi Cancel
as Climax Cancel
(Timed to Opponent's Attack) QCBHCF Input + Neo Geo C Button Neo Geo D Button
Orochi Yashiro assumes a counter stance on startup. If it succeeds, he conjures a pillar of rocks to launch the opponent with, then violently slams them into the ground as a pillar of Gaia's energy erects from the ground. If Climax Canceled, he performs an Unaru Daichi before the aforementioned sequence.
KOF XV

Trivia

  • The translations of his move names are approximate, since they are written in Cyrillic with hiragana (save for Ankoku Jigoku Gokuraku Otoshi). The suspected kanji in light of the above translations via the Chinese versions as context are as follows:
    • Baku/Grip: 縛
    • Beki/Mantle: 冪. As in he's mantling the ground with his luckless opponent.
    • Bu/Stride: 歩
    • Saku/Reset: 朔. This attempt at idiom is very approximate, as 朔 refers to the first day of the lunar month.
    • Gou/Force: 剛
    • Ki/Overpower: 羈
    • Musebu Daichi/Weeping Earth: 咽ぶ大地
    • Niragu Daichi/Vitiating Earth: 淬ぐ大地
    • Odoru Daichi/Dancing Earth: 躍る大地
    • Kujiku Daichi/Smashing Earth: 挫く大地
    • Tsubusu Daichi/Bursting Earth: 潰す大地
    • Unaru Daichi/Groaning Earth: 呻る大地
    • Ankoku Jigoku Gokuraku Otoshi/Umbral Hell Paradise Drop: 暗黒地獄極楽落
    • Araburu Daichi/Unbound Earth: 荒ぶる大地
    • Hoeru Daichi/Howling Earth: 吼える大地
    • Armageddon: N/A
    • Shuuen no Daichi/Earth's Mortality: 終焉の大地
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