Movelist of Yamazaki



Light Kick
Strong Kick
Heat Mode
Light Punch
Strong Punch
Not used
Taunt

: Press A and B
: Press X and Y

Reminder
DMs need 1 power stock
SDMs need 2 power stocks
HSDM/MAX2 needs 3 power stocks
Super Cancel requires 1 extra power stock (added to the power stocks the hyper move takes, i.e to s.cancel Dagger Of Destiny into a DM, you will need 2 power stocks, to s.cancel into a SDM, you will need 3 power stocks. Super Cancelable Moves only accept DMs & SDMs, i.e you cannot cancel into HSDM/MAX2)


The King Of Fighters - NeoWave

Heat Mode ?

Official SNK Playmore explanation : By pushing the Heat Button when not making attacks or being hit, the player character flashes red and Heat Mode activates. The character's attack strength rises substantially, but life energy, conversely, decreases gradually. Using this when opponents are defenseless or off guard has a devastating effect.

Super Cancel Mode : Yamazaki uses by default the KOF NeoWave Super Cancel Mode. In this mode, you can cancel a special move into another special move at the cost of one power stock. You start the match with the maximum number of power stocks, 3. All special moves except Hebi Tsukai & Sadomazo can be canceled into Ryuji's other special moves.

 



The descriptions for each move are based on my personal experience of KOF. I will try to give you some hints & advices in order to use this character the way he is in KOF. I think this can also apply to M.U.G.E.N (even if some things can't be reproduced since those are mind games based on command guessing ...). If you need more info on how to use Yamazaki, improve your gameplay with him or anything else, I'd recommend you to check out GameFAQs

Emergency Evasion (Roll) :

This is the classic roll used since KOF'96 with KOF'98 standards. Note that you are vulnerable to any throw while rolling so don't perform it too much, especially against grapplers.

Knockdown Attack :
This move is a bit slow to pull out but has a somewhat good range, but only on standing/crouching characters. I don't recommend using it much since Yamazaki has better basic moves than this one, but it's still something you can think about. I mean, come on, it's a fucking headbutt.

Guard Cancel Evasion : while guarding
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 damage, like while guarding K9999's SDM for example.

Guard Cancel Attack : while guarding
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).

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 there you go for a damaging punishment.




Hebi Tsukai (Snake Arm) : 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.

Hebi Tsukai - Zenpou (Snake Arm - Forward) :

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. Also note that there's a noticeable recovery time if you miss.

Hebi Tsukai - Taikuu (Snake Arm - Upward) :
Yamazaki attacks upwards. Excellent move 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.

Hebi Tsukai - Gedan (Snake Arm - Downward) :  
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.

Sadomazo : or
A counter attack. Yamazaki will stop almost everything, except most crouching attacks (& all projectiles / throws). In case of success, he will deal a good punch attack to the opponent. If "counter!" appears, you have a the possibility to link with Hebi Tsukai (Zenpou & Taikuu) or even better, with Guillotine DM/SDM. 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 power to Yamazaki in case of success.

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 : or | SUPER CANCEL
Yamazaki will pick his "dagger" out of his pocket and then slash forward. X version makes 2 hits while Y version is a 4 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 hit of the X version and on 1st, 2nd & 3rd hits of the Y version.

Jigoku Geri :
 
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 from strong punch/strong kick, it is not cancelable (not even using NW Super Cancel Mode) and that it has some 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 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) 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.

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 here).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 7 times - Multi Juggle
Level 2 - or 8 to 14 times - Kick Juggle
Level 3 - or 15 to
21 times - Dynamic Bakudan Pachiki
Level 4 - or more than 21 times - Hebi Tsukai Illusion


Dagger Of Destiny:

A new DM 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. 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 7 times - Super Ground Crush
Level 2 - or 8 to 14 times - Super Dagger Of Judgement
Level 3 - or 15 to
21 times - Super Ground Slam
Level 4 - or more than 21 times - Super Hebi Tsukai Illusion




...! :
This HSDM / MAX2 is a throw, just like Drill. It has a starting animation where Yamazaki holds his head like in his old KOF'98 winpose : during it, he is invincible to crouching attacks & projectiles. After that, he will try to grab opponent. In case of success, Yamazaki slams down his victim, gets 2 (!!) daggers and will perform a Hebi Tsukai Dagger Illusion. He will finish by throwing opponent by the neck using his mouth. Best looking super ever.
V-Slasher SDM, Umanori Galactica Phantom HSDM & more ...




Yamazaki has some nice combos, but even more in MAX mode (not implemented).
Here are some combos for starters, but you can find more by yourself, by checking out FAQs, 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) -> Metsubushi -> Hebi Tsukai - Gedan
Crouching Light Kick -> Crouching Light Punch (twice) -> Hebi Tsukai - Zenpou
Close Standing light kick (up to twice) -> Bakudan Pachiki