More about Yamcha:
Yamcha is one of the central characters of the original Dragon Ball manga. Initially, he’s a desert bandit who makes a living by robbing the travelers that have the misfortune of passing through his domain. One day, he met Goku, Bulma, and Oolong, and ambushed them in hopes of getting their valuables. He fought and injured Goku, but retreated after seeing Bulma. In the following days, he and his shapeshifting feline companion Puar tail and harass the group.
The tides turn when Bulma is turned into a carrot by Monster Carrot. Yamcha decides to intervene to help the group. Later, when Goku is turned into a Great Ape, he has to step up again to see everyone to safety. He and Puar work together to cut Goku’s tail and return him to his normal state. After this incident, Yamcha grows closer to the group and especially Bulma, and remains their faithful ally far into the future.
While later Yamcha is becoming increasingly outclassed by both his allies and enemies, he doesn’t let this fact bring him down. Forever a defender of Earth, he’s always ready to offer a helping hand to those in need.
Yamcha is an extremely offensive character that, weirdly enough for the class, lacks in the damage department somewhat. Nonetheless, his rushdown is fearsome indeed, as he has great crossups and pressure. His weaknesses can be somewhat mitigated by the usage of meters, making him even more potent when he has momentum going. The most notable thing about Yamcha, however, is his incredible set of assists. All this combined makes him a highly dependable anchor character for any team.
1 Down Back
3 Down Forward
7 Up Back
9 Up Forward
A1 Z Assist 1
A2 Z Assist 2
5L - Great range and speed, nice starter.
5LL - Vacuums both on block and hit.
5LLL - Mainly a filler, sees some use in the corner combos.
5M - A mixup tool after your opponent is conditioned.
5H - Great baiting tool with +4 on hit.
5S - Can be used as a disengage tool, highly mashable in neutral. Whiffs on some crouches.
2L - Good for contesting pressure.
2M - Mainly a filler.
2H - Very unsafe, makes Yamcha susceptible to anti-air punish.
2S - Almost identical to 5S. The leap is high, so can be continued into j.S.
6M - Awful overhead.
j.L - Combo filler.
j.M - Buffer dash 5L into it on hit.
j.H - Yamcha’s best jump button as his hurtbox is weird.
j.S - Just like 5S but in the air.
j.2H - Knocks airborne opponents down, but is minus both on hit and block.
236L/M - Wolf Fang Fist
Wolf Fang Fist > L/M - Pack Attack
Wolf Fang Fist > 6L/M or Pack Attack > L/M - Finisher
Wolf Fang Fist > H - Flash
Wolf Fang Fist > S - Whiskers
Wolf Fang Fist > 4S - Tail
236H - Neo Wolf Fang Fist
214L/M/H - Wolf Fang Fist: Gale Claws
236S - Kamehameha
Wolf Fang Fist
Wolf Fang Fist: Pack Attack
236L+M or 236H+S - Spirit Ball
214L+M or 214H+S - Ultimate Wolf Fang Fist