Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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While known as a memetically weak loser in the Dragon Ball franchise, Yamcha is this game is a strong anchor character known for his high damage output and terrifying momentum. To begin, Yamcha has two excellent assists in his A and B versions, the first being a scary blockstring, pressure tool, and combo extender, and his second being a reliable and easy-to-use beam. His rekkas are all extremely good, allowing him to both engage in long blockstrings and provide safe tag-outs if things get too rough for him. As an anchor, Yamcha is capable of dishing out some absolutely insane damage thanks to his Spirit Ball and Ultimate Wolf Fang Fist supers, which can be comboed into each other for exceptionally high damage. His rekkas also have a built in mix-up tool in Flash, meaning he can catch foes unaware and really lay on the hurt. Since many of his moves are multi-hit he's also an effective battery, and since his supers combo into each other, he can effectively burn meter too. All of this adds up to a character who can completely suppress you, and capitalize on many of your mistakes with huge damage. Unfortunately his weak normals stuff him quite a bit- they are unconventional to use and move him about the screen, making it difficult to adjust to and causing his pressure to become predictable over time. He's also extremely meter reliant thanks to the aforementioned comboing with his supers, almost requiring him to be an anchor if you want to get the most out of his potential. If you've got a ton of meter to burn and the skill to lock down your opponent, Yamcha can easily rip huge chunks out of the enemy team by himself, in stark contrast to his reputation as one of anime's worst weaklings.
"The teachings of the Turtle Hermit School are still etched in my muscles! You can't compete." | |
Lore: | Yamcha was a desert bandit who once sought the Dragon Balls to wish away his fear of women, so that he could one day marry and settle down. Along the way, he would go from being Goku's first serious rival to one of his closest friends. For a time, he was romantically involved with Bulma before the two split up and she married Vegeta. While his peers have long surpassed him as a martial artist, Yamcha has found happiness in his career as a professional baseball player. |
Yamcha Yamcha is a tricky rushdown fighter who uses his speed and crossups to confuse his opponents.
- Incredible Team Value: Support value is among the highest in the game between his excellent set of assists. Spirit Ball can link into his Level 3, and 5LLL allows the ability to switch out characters while maintaining pressure.
- Best EX in the Game: Flash is arguably one of the best moves in the game. With its high priority, extremely fast start-up, and fast recovery, Flash can be used to pin down Yamcha's opponent or to catch practically any whiff punish or recovery. Flash is also amazing during Yamcha's rekka pressure, as it allows him to do fast crossups.
- Incredible Momentum: Can convert every combo into a sliding knockdown with Gale Claw, M Wolf Fang Fist Finisher, or Spirit Ball, making him a very solid battery.
- Double Super: Can set up double supers because of his ability chain Spirit Ball into Ultimate Wolf Fang Fist, which can significantly boost his damage.
- Long Blockstrings: Easy self-sustaining blockstrings when supported by the proper assists.
- Heavily Meter Reliant: Lower than average damage, as he needs to use resources to do damage that the rest of the cast can normally do during solo combos. Flash is his best tool for many situations but it requires Ki to execute. Double super is strong but it takes 4 bars to do only slightly more damage than most other character's Level 3's.
- Small Range: Normals are on the stubbier side and can be awkward to use in pressure and in neutral situations.
- Unorthodox Normals: Limited gatling paths, resulting in rather predictable pressure without assist usage. His 5M and 5H are slow and can be easily reflected, creating holes in his pressure.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Wolf Fang Fist
Wolf Fang Fist 236L/M |
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Pack Attack
Pack Attack Wolf Fang Fist > L/M |
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Finisher
Finisher Wolf Fang Fist > 6L/M or Pack Attack > L/M |
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Flash
Flash Wolf Fang Fist > H |
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Whiskers
Whiskers Wolf Fang Fist > S |
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Tail
Tail Wolf Fang Fist > 4S |
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Neo Wolf Fang Fist
Neo Wolf Fang Fist 236H |
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Wolf Fang Fist: Gale Claws
Wolf Fang Fist: Gale Claws 214L/M/H (Air OK) |
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Kamehameha
Kamehameha 236S |
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Z Assists
Assist A
Wolf Fang Fist Assist A |
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Assist B
Kamehameha Assist B |
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Assist C
Wolf Fang Fist: Pack Attack Assist C |
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Super Moves
Spirit Ball
Spirit Ball 236L+M or 236H+S |
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Ultimate Wolf Fang Fist
Ultimate Wolf Fang Fist 214L+M or 214H+S |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.