Movelist of Yamazaki



Light Kick
Strong Kick
Not used
Light Punch
Strong Punch
Not used
Taunt

: Press A and B
: Press X and Y
etc ...

Reminder
DMs need 1 power stock
SDMs need 2 power stocks


 



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) :

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 :
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 : 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 : 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 : 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).




Hebi Tsukai : 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 :

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 :
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 :  
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 : 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 :

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 :
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 :
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 :   (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)  :

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) :
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 : + 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).




Guillotine :
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 :
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:

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.




Guillotine :

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 :

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




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