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Light
Kick
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Strong
Kick
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Heat
Mode
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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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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) :
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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 :
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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 :
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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 :
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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 :
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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 there you go for a damaging punishment.
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Hebi
Tsukai (Snake Arm) : ![]()
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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.
Hebi Tsukai - Zenpou
(Snake Arm - Forward) : ![]()
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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. Also note that
there's a noticeable recovery time if you miss.
Hebi Tsukai - Taikuu
(Snake Arm - Upward) : ![]()
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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) : ![]()
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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.
Sadomazo : ![]()
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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 :
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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 power to
Yamazaki in case of success.
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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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 : ![]()
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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 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) : ![]()
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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 :![]()
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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.
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 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: ![]()
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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.
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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 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
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...!
: ![]()
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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 ...
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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
| converted by FMT Last edit : 02/14/06 @ 6:23 p.m |