Yammy

Introduction
Yammy, has the highest stamina in the game and packs a lot of damage. His movesets are tricky to use and his overall movement is sluggish.

Pro Con
 * Highest Stamina
 * S rank Damage output
 * Has a Sonido for mobility
 * A is useful, fast knockdown, safe on block, set up juggle,tracks
 * Skewed juggle hitbox=makes it harder to juggle for some characters
 * Power up packs superarmor, enhanced damage, and falling rocks
 * Decent tracking on moves and high ringout ability
 * Jumps higher than others, easier to reach high elevations
 * Huge and Slow
 * GS is slow, short ranged
 * O is hard to use and not an effective move in 4 player mayhem
 * Recovery on moves are slow

Movelist Analysis
S Series

S-Slow overhead punch


 * slow to come out and unsafe on block


 * high tracking ability

Sx2-Stomp Sx3-Uppercut Sx4-Straight Sx4-Purple Straight Air S-Jump Punch GS-Overhand Smash Grab-Straight
 * easy to juggle and OTG
 * slow to come out and unsafe on block, parryable after 1st S
 * decent tracking ability
 * easy to juggle and OTG
 * very slow, unsafe on block and parryable after 2nd S
 * launcher
 * juggles, but short ranged
 * hits high, misses when enemy is not launched
 * slow, unsafe, parryable
 * causes wallbounce, easy to juggle once, Sx3 hits
 * wait 3 sec between Sx3 and Sx4.
 * a purple straight comes out which causes wallsplat, farther knockback
 * can guard crush
 * easy to use falling jump punch, starts combo
 * good range, safe on block
 * slow and short ranged
 * untechable down, bound
 * links to supers
 * connects from S series
 * wallsplat
 * leads to damaging combo

Special Moves

A-Bara B-Tackle Charged B-Rising Tackle Air A-Air Bara
 * fast to come out, Downs enemy
 * mash up to 5 times to do more hits and lift enemy up for juggle
 * exellent tracking, quick turn ability
 * 1st 2 hits are safe on block
 * OTG
 * able to link hits on superarmor
 * becomes 8 hit when powered up
 * 1 hit armor, goes through fireball
 * causes flip juggle, untechable down, free OTG
 * cancels to combo
 * decent range
 * parryable on both hits
 * guard crush when powered up
 * guard crush
 * combo link, juggles
 * gets cancelled when you land on high elevations
 * added range to ground bara
 * slow recovery

Supers
 * floats

O-Reatsu Drain EX-Cero Power Up
 * hits airborne enemy, juggle ender
 * cost 1 bar, drains 1 bar, kicks enemy to untechable down, free OTG
 * good damage, but the takes too long to finish. Only good in 1 vs 1 situation
 * 2 hit Cero, decent range for second hit
 * OTG
 * juggle, launchs for more hits or ringout
 * high damage combo
 * superarmor
 * falling random rocks
 * more damage

Combo
1. Sx3,Charged B, Sx4,(O~ if near wall,OTG Sx2 ) 2. Sx4(purple straight) 3. Sx3, Charged B, S, Ax5
 * High damage(35-50%), but the juggle is inconsistent due to short ranged Sx3 uppercut. Stable when near a wall.
 * if wall bounce occurs far from Yammy, juggle with A x3~5 for a bit more damage
 * Ringout Combo

4. Sx3,Charged B, ( S ), ( B ), EX
 * Ringout Combo when near edge

5. Sx2,B(1 hit), EX, ( Sx4 if at wall) 6. B or GS, OTG Sx2 7. Ax5, O 8. [ Sx2, B(1 hit), O ] x N 9. B, O 10. Sx2, B 11. Sx2, B, PU, any combo 12. Grab, B(1 hit),O or EX 13. Grab, Sx2, Ax5 14. Grab, Sx4,O 15. (Any down near edge) OTG Ax2~3, ringout attempt 16. S, A, EX
 * ( S ), ( B ) are optional, 80-100% combo depending if your powered up or with ringout
 * hits anywhere on stage, simple, and able to add more hits after EX if near wall
 * Simple combo,
 * works at walls
 * Works in corners, not important
 * close range or near wall
 * Over the fence ringout combo
 * Power up during combo
 * Stable grab combo near wall
 * at wall, raise reiatsu
 * High damage, but works only against some characters( detected on Hitsugaya, all female characters, Luppi, and Grimmjow)
 * enemy can air recovery right before falling
 * Ax3~5 can knock enemy who tired to air recover
 * Hit confirm from a safe attack chain

Strategy
Far Range Mid Range Close Range Power Up Managing Reiatsu Hitbox Pair Up Problem with Size  Abusing Dead Body
 * air sonido away, air A(once), easy down
 * ground A(once), safe, easy down
 * air sonido, air S. Intiate close range pressure
 * B, anti fireball.
 * sonido sideway or back, adjust distance for safety
 * parry, B (if it can reach), combo or Down, Okizeme after B
 * air S~land
 * 1) grab
 * S, hit confirm Sx2 combo, or A on block, delay A, if enemy shunpo's away
 * block
 * 1) Yammy's S and GS is slow and looses on head on collision, blocking is the best solution
 * 2) opens opportunity to parry leading to 30+% combo chance
 * Heads up on danger, cancel S into A or GS
 * 1) if you have 1~2 second heads up incoming interruption, cancel to A and hope you can recover in time to block
 * 2) if you don't have much time, cancel to GS to auto guard through interruptions
 * grab
 * 1) faster than S, sometimes out beats enemy close range moves.
 * near the edge
 * 1) Blocked Sx2, Ax3~5, forces opponent into ringout from block
 * 2) OTG Ax5, Ax3 pushes opponent into ringout from OTG, Ax4~5 catches opponent attempt to come back to land
 * Okizeme
 * 1) OTG with Ax2 at far; S, A at mid, and Sx2, at close( pressure with A or grab after enemy stands up)
 * 2) Situation after OTG leaves Yammy without much advantages cushion to attack further
 * 3) Don't OTG and simply jump up close the gap and atttack with Air S, close range pressure.
 * superarmor, increases opportunity to parry when combo'ed at close range.
 * falling rocks, provide cover, interrupts enemy offense randomly
 * play defensively, minimize damage, and hit hard when you have the chance. One combo can give you 30-100% damage
 * avoid moves which can hurt superarmor, other ceros(multi hit moves)
 * build reiatsu, for chances for combo 4 or 5.
 * pressure with B guard crush
 * combo 1 is Yammy's reiatsu builder
 * having high stamina means you can save one R2 burst worth of reiatsu than other character. Take 10-20% damage for granted if you have 2 bars or less. So you can punish with EX combo later.
 * if enemy has less than 1 bar of reiatsu, pull off combo 4 or 5. Unburstable due to insufficient reiatsu
 * avoid overuse of O, linking this in combo is generally fun, but highly likely to get interrupted and waste reiatsu. Abuse it in 1 vs 1 though.
 * Yammy gets pushed back a lot during combo
 * This leads to graphical difference in combo, makes it feel odd for the opponent
 * Some juggle combo becomes harder for this reasoning
 * superarmor for 20 seconds, enhances Yammy's parry game.
 * Yammy can hide an opponent behind him on the television screen
 * Attacks are harder to see, parry, grab, GS, and unblockables can come by surprise
 * Try grabbing with the back toward the TV, it might catch someone off guard.
 * This of course can work against him as well, enemy GS attempts can come blindly.
 * Yammy can steal reiatsu from a dead body and those reiatsu will not return back to the corpse
 * Example, kill an opponent during combo 1, but finish it with O anyway so the opponent will start a new life with 1 reiatsu bar fewer.