The King of Fighters 2002/Yamazaki

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Movelist

Command Normals:
1. Bussashi - f+A
- Yamazaki does a two hit downwards punch
- cancellable on both hits if cancelled into
- overhead on both hits
- free cancellable out of on both hits

Special Moves:
1. Hebi Tsukai (Joudan) - qcb+A (can be held)
- an appendage comes out of Yamazaki's sleeve, moving diagonally upwards. If the opponent is close, this move does two hits
- works well as an anti-air
- hard knockdown if it hits an opponent in the air
- can be delayed by holding the attack button, and cancelled by hitting D
- free cancellable out of on both hits

2. Hebi Tsukai (Chuudan) - qcb+B (can be held)
- same as his qcb+A, except this move comes out horizontally about half screen
- hard knockdown if it hits an opponent in the air
- can be delayed by holding the attack button, and cancelled by hitting D
- extremely good for punishing hard to punish moves like Yamazaki dp+C, Kim qcb+D, Iori qcb+P, etc
- whiffs against many crouching opponents unless they are in blockstun/hitstun, in which case only some can still crouch under
- free cancellable out of on both hits

3. Hebi Tsukai (Gedan) - qcb+C (can be held)
- same as his qcb+B, except this move comes out diagonally downwards about reaching about half screen
- hard knockdown if it hits an opponent in the air
- can be delayed by holding the attack button, and cancelled by hitting D
- comes out slightly slower than qcb+A and qcb+B, thus not comboable from weak attacks
- free cancellable out of on both hits

4. Sabaki no Aikuchi - dp+P - Yamazaki takes out his knife and slashes the opponent. dp+A does two hits, dp+C does 4 hits
- dp+C has less recovery time (unpunishable against almost all moves) than dp+A, each hit of dp+A does more damage than each hit of dp+C
- supercancellable on the first hit. Use dp+A for supercancels since the first hit does more damage and moves him forward more (preventing the supercancel from whiffing)
- free cancellable into
- free cancellable out of on all hits. Free cancelling on the last hit if it connects makes him whiff

5. Yakiire - dp+B
- Yamazaki does a vertical high kick, then hits you with the back of his boot as his leg comes down
- hard knockdown on the second hit
- free cancellable into
- free cancellable out of on both hits. The move you cancel into will only connect if cancelled on the first hit

6. Sunakake - dp+D
- Yamazaki does a vertical high kick, not as high as his dp+B. This move only does one hit
- cancellable into Hebi Tsukai qcb+P/B
- stuns longer than other special moves. If you cancel it to the Hebi Tsukia qcb+P/B and then cancel that move with D, you can combo after it
- free cancellable into
- free cancellable out of

7. Bai Gaeshi (Kyuushuu/Dan Hassha) - qcf+P
- 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 which absorbs other projectiles
- free cancellable into
- free cancellable out of

8. Sadomazo - hcf+K
- Yamazaki sticks out his tongue in a pose. If he is hit, he performs an unblockable counter
- 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, 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 (this will get you counterwired). It cannot reverse throws
- depending on what move this counter counters, it is possible for the opponent to recover first and roll out the way or counterattack
- supercancellable if the counter activates
- free cancellable into
- free cancellable out of if the counter activates

9. Bakudan Pachiki - hcb f+P
- instant throw
- hard knockdown

DMs:
1. Akumu...soshite kyouki - qcf+ABCD
- Yamazaki runs up to the opponent, takes out his knife and stabs
- unblockable
- this move is unstoppable unless he is hit before the flash of the super. It will beat everything on wakeup except possibly throws
- hard knockdown on the last hit

2. Guillotine - qcfx2+P
- 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 (after the opponent was grabbed by the neck), to miss. If he misses the neck grab, he will not perform the rest of the move and is open to attack
- hard knockdown on the last hit

3. Drill - hcbx2+P
- instant throw
- 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

SDMs:
1. Guillotine - qcfx2+AC
- acts the same as his qcfx2+P DM version but does more damage
- hard knockdown on the last hit

2. Drill - hcbx2+AC
- instant throw, acts like his hcbx2+P DM version but does more damage
- 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

HSDM:
...!! - hcbx2+BD
- delayed throw
- does alot of damage but not comboable

Notes:
-cancellable normals are close A, crouch A, close B, close C, crouch C, close D(1)
-CD is cancellable into specials and DMs
-close B is a low attack

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)

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


Strategies