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cr.C: Great anti-air, as it comes out fast and has a lot of priority.One of his main low combo and blockstring starters. cr.B: Long-ranged and fairly fast cr.B.Good for combos and blockstrings, as well as tick throws. Can work as an anti-air if done early enough. st.D: Slow move with a lot of recovery.st.C: Fairly slow, and doesn't reach very far.
Good for stopping hops and forwards movement. st.A: Good long-ranged poke for checking hops.cl.C: Good as a close-up anti-air to catch jumps.cl.B: Not very useful, as it has a short activation range.cl.A: Whiffs on regular height crouchers.
qcfx2+P's startup has been decreased, and its hitbox has been lengthened. qcb+P's startup has been increased by 2 frames. Raw f+A's startup has been decreased by 4 frames. cl.C's activation range has been reduced. st.C's recovery has been reduced by 5 frames. His weaknesses include a lack of safe specials to cancel into, a lack of a dedicated anti-jump tool, and a lack of meterless fullscreen options. Once in, he has access to multiple mixup options like lows, an overhead, and 3 command grabs. These let him control space and lock the opponent's movement down, so he can go in and start his mixups. Orochi Yashiro is a grappler with a set of great long-range normals, especially st.B and j.D.