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Line 272: | Line 272: | ||
|align="center"| 3+8/3(1)5/29 | |align="center"| 3+8/3(1)5/29 | ||
|align="center"| -18/-20 | |align="center"| -18/-20 | ||
| | |align="center"| Fo | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"|[[image:Yamazaki02_qcbA1.png|center]] | |valign="bottom" style="border-right:0px;"|[[image:Yamazaki02_qcbA1.png|center]] | ||
Line 287: | Line 287: | ||
|align="center"| 3+5/3*4/31 | |align="center"| 3+5/3*4/31 | ||
|align="center"| -11/-17 | |align="center"| -11/-17 | ||
| | |align="center"| Fo | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"|[[image:Yamazaki02_qcbB1.png|center]] | |valign="bottom" style="border-right:0px;"|[[image:Yamazaki02_qcbB1.png|center]] | ||
Line 304: | Line 304: | ||
|align="center"| 3+9/3*3/30 | |align="center"| 3+9/3*3/30 | ||
|align="center"| -15/-17 | |align="center"| -15/-17 | ||
| | |align="center"| Fo | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"|[[image:Yamazaki02_qcbC1.png|center]] | |valign="bottom" style="border-right:0px;"|[[image:Yamazaki02_qcbC1.png|center]] | ||
Line 319: | Line 319: | ||
|align="center"| 11/2(13)3/28 | |align="center"| 11/2(13)3/28 | ||
|align="center"| KD/-12 | |align="center"| KD/-12 | ||
| | |align="center"| Fi,Fo, Su (1st hit) | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"|[[image:Yamazaki02_dpA1.png|center]] | |valign="bottom" style="border-right:0px;"|[[image:Yamazaki02_dpA1.png|center]] | ||
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|rowspan="2" align="center"| 13/2(10)3(9)2(13)3/30 | |rowspan="2" align="center"| 13/2(10)3(9)2(13)3/30 | ||
|rowspan="2" align="center"| KD/-15 | |rowspan="2" align="center"| KD/-15 | ||
|rowspan="2"| | |rowspan="2" align="center"| Fi,Fo, Su (1st hit) | ||
|rowspan="2" align="center"| HL | |rowspan="2" align="center"| HL | ||
|valign="bottom" style="border-right:0px; border-bottom:0px;"|[[image:Yamazaki02_dpC1.png|center]] | |valign="bottom" style="border-right:0px; border-bottom:0px;"|[[image:Yamazaki02_dpC1.png|center]] | ||
Line 346: | Line 346: | ||
|rowspan="2" align="center"| 14/3(7)3+4/26 | |rowspan="2" align="center"| 14/3(7)3+4/26 | ||
|rowspan="2" align="center"| KD/-15 | |rowspan="2" align="center"| KD/-15 | ||
|rowspan="2"| | |rowspan="2 align="center"| Fi,Fo, Su (1st hit) | ||
|rowspan="2" align="center"| HL,H | |rowspan="2" align="center"| HL,H | ||
|valign="bottom" style="border-right:0px; border-bottom:0px;"|[[image:Yamazaki02_dpB1.png|center]] | |valign="bottom" style="border-right:0px; border-bottom:0px;"|[[image:Yamazaki02_dpB1.png|center]] | ||
Line 363: | Line 363: | ||
|align="center"| 12/6/25 | |align="center"| 12/6/25 | ||
|align="center"| +4/-13 | |align="center"| +4/-13 | ||
| | |align="center"| Fi,Fo,qcb+P/B | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Yamazaki02_dpD.png|center]] | |colspan="2" | [[image:Yamazaki02_dpD.png|center]] | ||
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|- | |- | ||
! qcf+[[image:snka.gif]] | ! qcf+[[image:snka.gif]] | ||
|align="center"| | |align="center"| 8/3*3/30 | ||
|align="center"| | |align="center"| -13/-15 | ||
| | |align="center"| Fi, Fo | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"|[[image:Yamazaki02_qcfA1.png|center]] | |valign="bottom" style="border-right:0px;"|[[image:Yamazaki02_qcfA1.png|center]] | ||
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|rowspan="2"| '''Bai Gaeshi (Kyuushuu/Dan Hassha) - qcf+P''' | |rowspan="2"| '''Bai Gaeshi (Kyuushuu/Dan Hassha) - qcf+P''' | ||
* Yamazaki waves his hand upwards. Works as anti-air, but not that fast | * Yamazaki waves his hand upwards. Works as anti-air, but not that fast | ||
* qcf+A can absorb projectiles while qcf+C absorbs them and sends back a red projectile that negates other projectiles | * qcf+A can absorb projectiles while qcf+C absorbs them and sends back a red projectile that negates other projectiles (Fireball framedata: 5/-/29. | ||
* not a particularly useful move aside from reflecting certain hard to get around projectiles like Mature's | * not a particularly useful move aside from reflecting certain hard to get around projectiles like Mature's | ||
* free cancellable into | * free cancellable into | ||
Line 388: | Line 388: | ||
|- | |- | ||
! qcf+[[image:snkc.gif]] | ! qcf+[[image:snkc.gif]] | ||
|align="center"| | |align="center"| 8/3*3/34 | ||
|align="center"| | |align="center"| -17/-19 | ||
| | |align="center"| Fi, Fo | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"|[[image:Yamazaki02_qcfC1.png|center]] | |valign="bottom" style="border-right:0px;"|[[image:Yamazaki02_qcfC1.png|center]] | ||
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|- | |- | ||
! <br>hcf+[[image:snkb.gif]]<br><br> | ! <br>hcf+[[image:snkb.gif]]<br><br> | ||
|align="center"| 2/49/10 | |||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| Fi | ||
|align="center"| | |align="center"| | ||
|colspan="2" rowspan="2"| [[image:Yamazaki02_hcfK.png|center]] | |colspan="2" rowspan="2"| [[image:Yamazaki02_hcfK.png|center]] | ||
|rowspan="2"| '''Sadomazo - hcf+K''' | |rowspan="2"| '''Sadomazo - hcf+K''' | ||
* Yamazaki sticks out his tongue. If he is hit during this stance, he performs an unblockable counter uppercut | * Yamazaki sticks out his tongue. If he is hit during this stance, he performs an unblockable counter uppercut (Framedata: 12/12/17, startup and active frames are invincible). | ||
* hcf+B makes him stay in his pose for less time than his hcf+D. There is no reason to use the hcf+D | * hcf+B makes him stay in his pose for less time than his hcf+D. There is no reason to use the hcf+D | ||
* counters any mid/high normal attack, very few 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 (this will get you counterwired). It cannot reverse throws | * counters any mid/high normal attack, very few 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 (this will get you counterwired). It cannot reverse throws | ||
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|- | |- | ||
! hcf+[[image:snkd.gif]] | ! hcf+[[image:snkd.gif]] | ||
|align="center"| 4/73/14 | |||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| Fi | ||
|align="center"| | |align="center"| | ||
|- | |- | ||
! hcb,f+[[image:snka.gif]] | ! hcb,f+[[image:snka.gif]] | ||
|align="center"| | |align="center"| 0/1/10+25 | ||
|align="center"| | |align="center"| KD | ||
| | | | ||
|align="center"| | |align="center"| Grab | ||
|colspan="2" rowspan="2"| [[image:Yamazaki02_hcbfP.png|center]] | |colspan="2" rowspan="2"| [[image:Yamazaki02_hcbfP.png|center]] | ||
|rowspan="2"| '''Bakudan Pachiki - hcb f+P''' | |rowspan="2"| '''Bakudan Pachiki - hcb f+P''' | ||
* | * Instant command grab that does good damage | ||
* Active frame and 10 frames of recovery can be counterhit. | |||
* hard knockdown | * hard knockdown | ||
|- | |- | ||
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|- | |- | ||
! qcf+[[image:snka.gif]]+[[image:snkb.gif]]+[[image:snkc.gif]]+[[image:snkd.gif]] | ! qcf+[[image:snka.gif]]+[[image:snkb.gif]]+[[image:snkc.gif]]+[[image:snkd.gif]] | ||
|align="center"| | |align="center"| 3/31/85 | ||
|align="center"| | |align="center"| | ||
| | | | ||
|align="center"| - | |align="center"| - | ||
|colspan="2" | [[image:Yamazaki02_qcfABCD.png|center]] | |colspan="2" | [[image:Yamazaki02_qcfABCD.png|center]] | ||
| '''Akumu...soshite kyouki - qcf+ABCD''' | | '''Akumu...soshite kyouki - qcf+ABCD''' | ||
* Yamazaki runs up to the opponent, takes out his knife and stabs them | * Yamazaki runs up to the opponent, takes out his knife and stabs them. | ||
* Framedata is the run, once in range, the attacks is: 11/9/0. | |||
* unblockable | * unblockable | ||
* this move is unstoppable unless he is hit before the flash of the super. It will beat everything on wakeup except possibly throws | * this move is unstoppable unless he is hit before the flash of the super. It will beat everything on wakeup except possibly throws | ||
Line 447: | Line 449: | ||
|- | |- | ||
!rowspan="2"| qcfx2+[[image:snka.gif]] | !rowspan="2"| qcfx2+[[image:snka.gif]] | ||
|rowspan="2" align="center"| | |rowspan="2" align="center"| 4/4*5(12)18/28 | ||
|rowspan="2" align="center"| | |rowspan="2" align="center"| KD/-45 | ||
|rowspan="2"| | |rowspan="2"| | ||
|rowspan="2" align="center"| HL | |rowspan="2" align="center"| HL | ||
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|valign="bottom" style="border-left:0px; border-bottom:0px;"|[[image:Yamazaki02_qcfx2P2.png|center]] | |valign="bottom" style="border-left:0px; border-bottom:0px;"|[[image:Yamazaki02_qcfx2P2.png|center]] | ||
|rowspan="4"| '''Guillotine - qcfx2+P | |rowspan="4"| '''Guillotine - qcfx2+P | ||
* Invincibility: Startup, Upper body invincibility: Active frames. | |||
* There is a gap before the last hit, because the final hit does not connect on the opponent on the first frame. Block disadvantage if final hit is blocked: -28 (A version), -30 (C version). | |||
* Yamazaki does an uppercut into the air. He comes down, grabs the opponent by the neck and drags them across the screen | * Yamazaki does an uppercut into the air. He comes down, grabs the opponent by the neck and drags them across the screen | ||
* the first hit acts as an anti-air. It is possible for the first hit to connect but the remaining hits to miss. If he misses the neck grab, he will not perform the rest of the move and is open to attack | * the first hit acts as an anti-air. It is possible for the first hit to connect but the remaining hits to miss. If he misses the neck grab, he will not perform the rest of the move and is open to attack | ||
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|- | |- | ||
!rowspan="2"| qcfx2+[[image:snkc.gif]] | !rowspan="2"| qcfx2+[[image:snkc.gif]] | ||
|rowspan="2" align="center"| | |rowspan="2" align="center"| 4/4*5(12)18/30 | ||
|rowspan="2" align="center"| | |rowspan="2" align="center"| KD/-47 | ||
|rowspan="2"| | |rowspan="2"| | ||
|rowspan="2" align="center"| HL | |rowspan="2" align="center"| HL | ||
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|- | |- | ||
! <br>hcbx2+[[image:snka.gif]]<br><br> | ! <br>hcbx2+[[image:snka.gif]]<br><br> | ||
|align="center"| | |align="center"| 0/1/5+34 | ||
|align="center"| | |align="center"| KD | ||
|align="center"| | |align="center"| | ||
|align="center"| Grab | |align="center"| Grab | ||
|colspan="2" rowspan="2" | [[image:Yamazaki02_hcbx2P.png|center]] | |colspan="2" rowspan="2" | [[image:Yamazaki02_hcbx2P.png|center]] | ||
|rowspan="2"| '''Drill - hcbx2+P''' | |rowspan="2"| '''Drill - hcbx2+P''' | ||
* Yamazaki performs an instant | * Yamazaki performs an instant grab. | ||
* Can be counterhit during active frame and 5 frames of recovery. | |||
* as the opponent is on the floor, before Yamazaki has actually begun attacking, you can mash the punch buttons to get different versions of the move to come out. The amount of damage the move does is dependent on how fast you mashed | * as the opponent is on the floor, before Yamazaki has actually begun attacking, you can mash the punch buttons to get different versions of the move to come out. The amount of damage the move does is dependent on how fast you mashed | ||
|- | |- | ||
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|- | |- | ||
!rowspan="2"| qcfx2+[[image:snka.gif]]+[[image:snkc.gif]] | !rowspan="2"| qcfx2+[[image:snka.gif]]+[[image:snkc.gif]] | ||
|rowspan="2" align="center"| | |rowspan="2" align="center"| 4/4*5(11)15/28 | ||
|rowspan="2" align="center"| | |rowspan="2" align="center"| KD/-25 | ||
|rowspan="2" align="center"| | |rowspan="2" align="center"| | ||
|rowspan="2" align="center"| HL | |rowspan="2" align="center"| HL | ||
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|valign="bottom" style="border-left:0px; border-bottom:0px;"|[[image:Yamazaki02_qcfx2AC2.png|center]] | |valign="bottom" style="border-left:0px; border-bottom:0px;"|[[image:Yamazaki02_qcfx2AC2.png|center]] | ||
|rowspan="2"| '''Guillotine - qcfx2+AC''' | |rowspan="2"| '''Guillotine - qcfx2+AC''' | ||
* acts the same as his qcfx2+P DM version but does more damage | * acts the same as his qcfx2+P DM version but does more damage. | ||
* Last hit can be ducked under, but it's impossible to actually escape the last hit with anything but a reversal. Therefore disadvantage given is if all hits are blocked. | |||
* Invincible during startup, upper body invincible during first active period. | |||
|- | |- | ||
|colspan="2" valign="bottom" style="border-top:0px;"|[[image:Yamazaki02_qcfx2AC3.png|center]] | |colspan="2" valign="bottom" style="border-top:0px;"|[[image:Yamazaki02_qcfx2AC3.png|center]] | ||
|- | |- | ||
! hcbx2+[[image:snka.gif]]+[[image:snkc.gif]] | ! hcbx2+[[image:snka.gif]]+[[image:snkc.gif]] | ||
|align="center"| | |align="center"| 0/1/5+32 | ||
|align="center"| | |align="center"| KD | ||
|align="center"| | |align="center"| | ||
|align="center"| Grab | |align="center"| Grab | ||
|colspan="2" | [[image:Yamazaki02_hcbx2P.png|center]] | |colspan="2" | [[image:Yamazaki02_hcbx2P.png|center]] | ||
| '''Drill - hcbx2+AC''' | | '''Drill - hcbx2+AC''' | ||
* | * Instant throw, acts like his hcbx2+P DM version but does more damage | ||
* Can be counterhit during active frame and 5 frames of recovery. | |||
* as the opponent is on the floor, before Yamazaki has actually begun attacking, you can mash the punch buttons to get different versions of the move to come out. More mashing results in higher damaging versions of the move | * as the opponent is on the floor, before Yamazaki has actually begun attacking, you can mash the punch buttons to get different versions of the move to come out. More mashing results in higher damaging versions of the move | ||
|- | |- | ||
Line 513: | Line 521: | ||
|- | |- | ||
! hcbx2+[[image:snkb.gif]]+[[image:snkd.gif]] | ! hcbx2+[[image:snkb.gif]]+[[image:snkd.gif]] | ||
|align="center"| | |align="center"| 20/1/19 | ||
|align="center"| | |align="center"| KD | ||
|align="center"| | |align="center"| | ||
|align="center"| Grab | |align="center"| Grab | ||
|colspan="2"| [[image:Yamazaki02_HSDM.png|center]] | |colspan="2"| [[image:Yamazaki02_HSDM.png|center]] | ||
| '''...!! - hcbx2+BD''' | | '''...!! - hcbx2+BD''' | ||
* | * Invincible: frame 8-18. | ||
* does alot of damage but not comboable | * does alot of damage but not comboable | ||
|} | |} |
Revision as of 10:28, 29 September 2014
General Info
Crouch height: Low
Colors
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Movelist
Notes
- D throw is a backturned hard knockdown
Combos
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+BD(hold), Crouch C, qcb+B - 30%
5. dp+D, qcb+BD(hold), 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% (100% with jumpin)
2. Close C, BC, run Close C, dp+A(1), (C)dp+B(1), (C)dp+D, qcb+BD(hold), dp+B(1), (C)dp+C(2), (C)dp+B(1), (C)dp+D, qcb+BD(hold), dp+A(1), (S)qcfx2+P - 100%
3. Close C, BC, run up Close C, dp+B(1), dp+D, qcb+BD(hold), dp+B(1), dp+A(1), dp+B(1), dp+D, qcb+BD(hold), dp+B(1), dp+D, qcb+BD(hold), dp+B, qcf+ABCD(on opponent's wakeup) - 90% (100% with jumpin)
Strategies
- Yamazaki doesn't really build stock too fast, as his main zoning weapon, qcb+P/B, hardly increases his stock bar when used. Since a lot of his gameplay involves landing the qcf+ABCD and the fact that his max combos do huge amounts of damage, it is best to keep him as the second or third character.
- Yamazaki has great poking normals. His crouch B and crouch A, especially his crouch A, are very good. After poking the opponent a lot with a combination of these pokes, most opponents will probably be tempted to use a jump attack or possibly some special move once they are out of range of the pokes. Thus, you want to mixup your crouch B and crouch A pokes with far A. Far A has very good range (moreso than his crouch A), comes out very fast and stuffs ANY jump attempts the opponent makes, as well as many special moves that the opponent might try after getting poked. qcb+B is probably a better poke when it comes to range and damage as well as mindgames, but it can be punished severely if the opponent predicts you will use it. In addition, qcb+B whiffs against some crouching opponents, so it shouldn't be used as often. Stick to far A's, staying just outside of the range of your opponent's best pokes.
- To punish anything that isn't right in front of you, use qcb+B. This move can punish moves that are generally deemed to be unpunishable on block, such as Yamazaki's dp+C, Kim's qcb+D and Iori's qcb+A. Punish everything else (such as rush DMs, and other very punishable moves) with Close C combos, since Yamazaki's close C is relatively fast.
- Always use hcf+K 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 qcb+A or qcfx2+P on counterhit, although it should be done as early as possible. Not that it is possible for the opponent to evade the counter in some cases, like if the opponent recovered fast enough to be able to roll before Yamazaki's uppercut connects. Some characters can hit Yamazaki with very fast rising moves (such as Iori's dp+C) or invincible moves (such as Whip's qcb hcf+P) right before the uppercut connects, but rarely will this situation occur.
- cr.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. The qcb+B trick is also good if you did the crouch C expecting the opponent to jump, and he didn't.
- Yamazaki has many options when the opponent is waking up. The most guaranteed option for damage is to use his qcf+ABCD DM. The move is unstoppable if it is timed as a meaty attack just as they get up. It will beat out all fast reversal moves on wakeup except possibly throws. The only option is for the opponent to roll the first frame of their wakeup. If the opponent does happen to roll, Yamazaki recovers first from the whiffed DM and can immediately throw (using the normal f+C/D throw, hcb f+P or hcbx2+P).
His hop D is a great high priority jump attack since it hits very low to the ground and the fact that it is so vertical allows him to land right above the opponent, evading or outprioritizing anti-air attempts assuming they were able to get it off. If they blocked it, you can either do the qcf+ABCD DM, a series of crouch B, crouch A and far A pokes, or a close C immediately cancelled with qcb+BD. Jumping backwards and hitting D the moment you leave the ground, acts as an instant overhead. This can be used either on wakeup, or immediately after landing from a forward hop D.
dp+D cancelled into qcb+BD is yet another option. Due to the extremely fast recovery of this move, you can follow this up with a run up throw (hcb f+P or hcbx2+P) or a crouch C, qcb+B(cancelled with D if the crouch C was blocked).
His Close B hits low and is cancellable. If the opponent gets hit and was crouching, cancel it to hcb f+P for a combo and a hard knockdown. If the opponent was not crouching, then you should do a crouch AA, qcb+B combo. If the close B is blocked, you should either do a series of crouch A's and far A's or cancel to qcf+ABCD or cancel to f+A, qcb+BD. It is possible for the opponent to get hit by the f+A even if they blocked the close B. If the f+A does hit, then cancel to qcb+C. You can also try cancelling into the f+A late, such that it keeps it's overhead property. If that overhead hits, you can go for a BC combo.