The King of Fighters 2002/Yamazaki: Difference between revisions

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-close B is a low attack
-close B is a low attack


'''Strategies:''' <br>
'''Strategies:'''<br>
 
-hcf+K will counter any mid/high normal attack, some low attacks (such as Iori/Seth's sweep), and almost all special attacks, including DMs and HSDMs. It cannot reverse some special moves such as Maxima's qcb+P. It cannot reverse throws. Always use this move ON REACTION to something the opponent does that is counterable. Do qcb+A immediately after the counter in case it happens to counterhit, as it will combo. If you have good reaction ability, you can hit qcfx2+P on counterhit, although it should be done as early as possible. Throwing out that DM without confirming the counterhit on hcf+K can easily get you killed
-hcf+K will counter any mid/high normal attack, some low attacks (such as Iori/Seth's sweep), and almost all special attacks, including DMs and HSDMs. It cannot reverse some special moves such as Maxima's qcb+P. It cannot reverse throws. Always use this move ON REACTION to something the opponent does that is counterable. Do qcb+A immediately after the counter in case it happens to counterhit, as it will combo. If you have good reaction ability, you can hit qcfx2+P on counterhit, although it should be done as early as possible. Throwing out that DM without confirming the counterhit on hcf+K can easily get you killed



Revision as of 20:22, 17 June 2006

Anywhere:
1. Crouch BAA, qcb+B - 25%
2. Close C, dp+D, qcb+B - 25%
3. Close C, dp+C - 30%
4. dp+D, qcb+B(hold and cancel with D), Crouch C, qcb+B - 30%
5. dp+D, qcb+B(hold and cancel with D), dp+A(1), (S)qcfx2+P - 45%

Counterhit:
1. hcf+K(counterhit), qcb+A/qcfx2+P - 30%/40%

Maxmode:
1. Close C, BC, run Close C, dp+C(3), (C)dp+B(1), (C)dp+C(3), (C)dp+B(1), (C)dp+A(1), (S)qcfx2+P/AC - 80%/95%
2. Close C, BC, run Close C, dp+A(1), (C)dp+B(1), (C)dp+D, qcb+B(hold and cancel with D), dp+B(1), (C)dp+C(2), (C)dp+B(1), (C)dp+D, qcb+B(hold and cancel with D), dp+A(1), (S)qcfx2+P - 100%

Attack Strings:
1. Close C, dp+C (can be guard rolled and punished)
2. Close C, dp+D, qcb+A/B/C(hold and cancel with D)
3. Crouch AAA, qcb+B/qcb+C(if they are crouching)

Move Properties:
-cancellable normals are close A, crouch A, close B, close C, crouch C, close D(1)
-CD is cancellable into specials and DMs
-free cancellable into moves are qcf+P, dp+P, dp+K and hcf+K
-free cancellable out-of moves are qcb+P/B, dp+K, dp+P, qcf+P and hcf+K if it counters
-f+A and second hit of dp+B are overheads
-dp+D is cancellable into qcb+A/B/C; therefore, you can hold and cancel qcb+A/B/C into another combo
-hcf+K and dp+P on the first hit, are supercancellable
-qcf+A will absorb fireballs, while qcf+C will reflect them
-dp+B on the second hit, qcfx2+P/AC and qcf+ABCD are hard knockdowns
-close B is a low attack

Strategies:

-hcf+K will counter any mid/high normal attack, some low attacks (such as Iori/Seth's sweep), and almost all special attacks, including DMs and HSDMs. It cannot reverse some special moves such as Maxima's qcb+P. It cannot reverse throws. Always use this move ON REACTION to something the opponent does that is counterable. Do qcb+A immediately after the counter in case it happens to counterhit, as it will combo. If you have good reaction ability, you can hit qcfx2+P on counterhit, although it should be done as early as possible. Throwing out that DM without confirming the counterhit on hcf+K can easily get you killed

-crouch C is a fairly solid anti-air, has respectable range and is cancellable. This is a great normal to abuse on the ground as well. A good trick is to cancel it into the qcb+B, then hold and cancel, greatly reducing the recovery time. In addition, if the opponent happens to roll while you are doing the crouch C, you can use the qcb+B trick while whiffing the crouch C, to prevent the opponent from punishing you

-Yamazaki's qcf+ABCD move is unstoppable, if used correctly. If done on the opponent's wakeup, they will have no way of avoiding this as it will hit on the first frame, besides rolling. If they roll on the first frame, Yamazaki recovers first from the whiffed DM and can immediately throw (using the normal f+C/D throw, hcb f+P or hcbx2+P). The qcf+ABCD DM will even beat fast reversal moves on wakeup. Therefore, the best time to use this move is after a knockdown, such as qcfx2+P. In addition, it can also work after the opponent is in block stun, like after doing a jump B/D, or a close C. It is not guaranteed to work if the opponent is in block stun, since they have more time to react, but either way, it is very difficult to react to, and punish

Notes:
-qcb+B whiffs against crouching opponents, unless the opponent is in stunlock, in which case, only some characters can crouch under it. Therefore, if they are crouching, you should use qcb+C instead of qcb+B, although it is not as fast as qcb+B