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Light Kick
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Strong Kick
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Not used
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Light Punch
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Strong Punch
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Not used
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Taunt
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Since I modified Yamazaki's gameplay
quite a lot, I will give you advices on how to properly use each move.
This time, there are no FAQs that can help you in learning how to play
with my personal version of CvS Yamazaki, you will have to apply the
trial & error method. I guess it's better to discover move
properties. Remember that he is based on KOF'02 system, which is very
similar to the KOF'98 one i.e the N Groove.
Important note : all moves have
different timings, hit areas & properties compared to the original
CvS2 Yamazaki. Also, most of the animation timings have been modified. This is completely intentional. I could have noted down the ones from the Capcom game, but I chose not to use them and go with my own.
Emergency Evasion (Roll) :
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This is the classic N-Groove roll. Note
that you are vulnerable to any throw while rolling so don't perform it too
much, especially against grapplers.
Knockdown Attack :
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This was the fierce punch of Yamazaki in CvS2, it has become
the knockdown attack KOF players are used to. Its starting anim is the
same as the standing weak kick, this might be used to confuse opponent,
or just to see the move in action. I mean, come on, it's a fucking
headbutt.
Guard Cancel Evasion :
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while guarding (requires 1 power stock)
Very useful if you know your opponent will perform a combo you know
about which last hit has a slow recovery time (roll before opponent executes
last hit[s] of his combo). Another function of this move is to avoid block/chip/whatever
damage.
Guard Cancel Attack :
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while guarding (requires 1 power stock)
This is a useful tool when you want to get your opponent
fly away, in order to escape from a combo, from block damage / guard
crush or from being cornered. Use with caution though : if opponent
lands a late air hit and if you perform the Guard Cancel Attack, you
will miss opponent 95 % of the time because p2 will have enough time to
block the G.C.A. Also note that some characters are able to hit you
during your GCA recovery time.
Guard Cancel Attack Evasion :
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during any basic move
This is a feature introduced in KOF 2002 in order to punish people
who rely too much on the Guard Cancel Attack. Indeed, perform the Guard Cancel Attack Evasion during any basic move if you
think your opponent will try to G.C.A you. In the case of a success, you
will get up while opponent is still in his G.C.A motion, and here you go for
a damaging punishment (let's say close strong punch -> any special attack or DM/SDM).
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Hebi Tsukai :
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or
or
(can be held) | Press
while holding any version to cancel
You can almost own anyone by using this move only. All
versions have awesome range, allowing you to keep your opponent far
from you. X version aims upwards, A version aims forwards and Y version
aims downwards. The fact that you can cancel them before launching it
is extremely useful to confuse your opponent if he has any way to avoid
them (roll, dodge, teleport etc ...) since you can poke him with a fake
attempt then beat him up while he is rolling/dodging/whatever. More
explanations on each version below. Also note that all versions make 2
hits, CvS one was only a 1 hit move.
Hebi Tsukai - Zenpou :
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This is the version where Yamazaki attacks forward. Excellent
hit range for this move that will hit at a half screen distance.
Yamazaki will also hit some crouching opponents with that version but
note that not all of them will be hit, so be careful. Easily comboable
from any basic attacks.
Hebi Tsukai - Taikuu :
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Yamazaki attacks upwards. Excellent to use against jumping
opponents or players who want to avoid the Zenpou version by jumping
over it. Use it as part of your Hebi Tsukai mind game. Be careful
though as this version seems to have less range than the Zenpou one.
Hebi Tsukai - Gedan : ![]()
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Yamazaki attacks downwards. Main use is against crouching
opponents, specially against characters having sliding attacks or
players who want to avoid the Zenpou version by sliding under it. Use
it as part of your Hebi Tsukai mind game. Be careful though as this
version seems to have less range than the Zenpou one.
Sadomazo :
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or
A counter attack. Yamazaki will stop almost everything, except
some crouching attacks, all throws & all projectiles. In case of
success, he will deal a good punch attack to the opponent. Note that B
version stays longer than the A one. This is a very useful move because
of its properties, use it as much as possible but don't abuse it, since
your opponent can make a fake attack, trying to force you to perform
Sadomazo, then punish you with a combo beginning by a crouching attack,
for example, or simply throw you. Another use of this move can be to
counter a Guard Cancel Attack / Alpha Counter etc ... coming from your
opponent, let's say for example that you perform close strong punch
-> sadomazo, and that your opponent performs his G.C.A./A.C during
the strong punch, you will most likely counter it.
Bai Gaeshi - Kyuushuu :
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This fast move will absorb projectiles, even hyper ones (well,
except beams of course). It is also a single attack that hits at
mid-section and then in air. Can be useful as an anti-air but the main
purpose of this move is to make characters who rely on projectiles too
much (Ryu, Athena etc ...) break their strategy. It also gives a nice
amount of power to Yamazaki in case of success, and that's probably the
main interesting thing in that version (i.e not being owned by fireball
bitches + gaining power to own opponent).
Bai Gaeshi - Dan Hassha :
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This is the strong version of Bai Gaeshi. A bit slower than
the Kyuushuu version, but this time Yamazaki will throw back his own
projectile to opponent. This projectile negates everything (even hyper
projectiles) and will travel across the screen really fast. This can be
used as another great mind game. A simple example would be : opponent
spawns a projectile, Yamazaki reflects using Dan Hassha version,
surprised opponent gets hit. Next time, opponent spawns a projectile
(expecting Ryuji to reflect once again, he will try to jump or dodge
forward), Yamazaki absorbs using Kyuushuu version, and can follow with
Hebi Tsukai / Guillotine etc ... since Kyuushuu version is faster.
Dagger Of Judgement :
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Yamazaki will pick his "dagger" out of his pocket and then
slash forward. X version is planned to become the Poison Hand (Fatal
Fury), Y version is a 2 hit combo. Very useful as part of a combo as
it's quite a damaging move, but not really to be used alone unless you
aim the S.Cancel into his new KOF'02 unblockable super. Super Cancel is
available on first attempt of the X version and on 1st hit of the Y
version.
Poison Hand :
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(can be held) | Press
while holding to cancel
Yamazaki
will charge power in his right hand. The more you charge, the more life it will take away.
Note that when fully charged, the Posion Hand is unblockable and has increased damage.
Jigoku Geri (Foot Crush) :
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Yamazaki lands a 2-hit kick move. Second hit is an overhead,
and this move can be used as an average anti-air or simply to hit
crouching opponents using the overhead second hit. Note that this move
can be comboed, is not cancelable and that it has some noticeable
recovery time so don't use it much.
Metsubushi (Sand Kick) :
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This time, Yamazaki uses his right leg to kick opponent. This
move is cancelable, comboable and has less recovery time than Jigoku
Geri. You can use it in combo or pressure opponent with it since you
can cancel into Hebi Tsukai (hold a bit then cancel, the cancel anim
will confuse opponent with a taunt) for example.
Bakudan Pachiki
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+
or ![]()
This is a throw. In case of success,
Yamazaki will land an exploding headbutt to his victim. Very useful to
confuse opponent if he's waiting for a Hebi Tsukai or any other move,
just run and grab his ass and make him understand that turtling /
camping won't work against Yamazaki.
Bussashi :
+![]()
This is a 2-hit overhead attack. Both hits are overhead,
in case you're wondering. New feature for it : it can be canceled with
any special move / hyper move on 1st hit, and not only when used in a
combo (unlike KOF). This will then heavily punish turtling opponents
(example : Bussashi -> Dagger / Bakudan Pachiki / any DM-SDM).
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Guillotine :
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or ![]()
Yamazaki will jump forward, using his arm to attack, he will
then try to grab falling opponent. In case of success, he will
literally clean the ground with the body of his victim, and will
finally send him in air using a heavy kick, similar to the Sand Kick.
This DM is an awesome anti-air move since it will almost stop any air
attack attempt from opponent, and can be used to counter a
standing/crouching opponent as well. 2nd part doesn't connect 100% of
the time if opponent is in the air (can be too far or too high).
Drill :
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or ![]()
A throw DM. Yamazaki will grab opponent, send him in air using
a 2 hit jumping uppercut and perform one of the following parts,
depending of the button input of the user. You can see what level
you're reaching by watching Yamazaki's animation before he starts one
of them, he changes each time a level is reached. Finisher is always
the same for all levels, a tuned-up version of the followup of Sadomazo
(called Drill, for a reason :nuttrox:). Note that you can taunt
opponent with a laugh at the end of the finisher by pressing punch few
times, be careful that performing this after the DM version can put you
in a dangerous situation since opponent recovers while you're laughing
(and the fact that you have no control over Yamazaki during this taunt).
Level 1 -
or
0 to 4 times - Multi Juggle
Level 2 -
or
5 to 9 times - Kick Juggle
Level 3 -
or
10 to 13 times - Dynamic Bakudan Pachiki
Level 4 -
or
14 to 17 times - Hebi Tsukai Illusion
Dagger Of Destiny:
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A new DM, first introduced in KOF'02. Yamazaki will run
towards opponent and try to hit him with the 1st hit of Dagger Of
Judgement. In case of success, he will follow with the modified 1st
level of the Drill SDM. This DM is absolutely unblockable and has no
recovery time at all, it will also hit crouching, standing, jumping
opponents, even if they try to attack, but deals really low damage
(something like a strong punch, nothing else. fairness !). Because of
these properties, this DM is incredibly useful and can be placed in a
wide range of pokes.
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Guillotine : ![]()
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SDM version. Same properties as the DM, except that Yamazaki
will clean twice the ground with the body of his victim, and he will
follow with a shortened version of the Drill SDM level 1.
Drill : ![]()
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The SDM version. Yamazaki will grab opponent for a longer
time, send him in air using a 2 hit jumping uppercut and perform one of
the following parts, depending of the button input of the user. You can
see what level you're reaching by watching Yamazaki's animation before
he starts one of them, he changes each time a level is reached.
Finisher is always the same for all levels, a really tuned-up version
of the followup of Sadomazo (called Drill here). Note that you can
taunt opponent with a laugh at the end of the finisher by pressing
punch few times, you have nothing to fear by performing it after the
SDM version.
Level 1 -
or
0 to 4 times - Super Ground Kick
Level 2 -
or
5 to 9 times - Super Dagger Of Judgement
Level 3 -
or
10 to 13 times - Super Ground Slam
Level 4 -
or
14 to 17 times - Super Hebi Tsukai Illusion
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Yamazaki has some nice
combos. For starters, here are some. But you can find more by yourself,
by checking out the CMD file, the AI, the comments of this page ...
Close Standing Strong Punch -> Hebi Tsukai - Zenpou / Dagger Of Judgement
Close Standing Strong Kick (1 hit) -> Metsubishi -> Hebi Tsukai - Gedan
Crouching Light Kick -> Crouching Light Punch (twice) -> Hebi Tsukai - Zenpou
Close Standing light kick (up to twice) -> Bakudan Pachiki
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