Capcom vs SNK 2/Yamazaki

From SuperCombo Wiki

Introduction

CVS2 Yamazaki Data.png

Story

Ryuji Yamazaki is a Japanese yakuza who also happens to be one of the Heavenly Kings of Orochi on the side. Yamazaki was orphaned at a young age, and had to wander the streets of his hometown. He was miserable, until one day, he saw a Yakuza boss named Sorimanchi. Yamazaki decided to dedicate the rest of his life to becoming like Sorimanchi, and quickly began participating in the Japanese criminal underworld. He rose the ranks quickly, and soon he became one of Sorimanchi's personal bodyguards. This was the happiest time in his life, as he felt Sorimanchi was a surrogate father figure for him.

However, on a business trip to Osaka, Yamazaki started to get a funny feeling. They were ambushed by a rival gang, and Sorimanchi was kidnapped. They would go on to brutally torture and kill the man Yamazaki saw as his idol. This snapped Yamazaki's fragile mind in two, causing him to become obsessed with violence. He immediately took revenge on Sorimanchi, murdering the boss who ordered his death, and fled to Hong Kong. From there, Yamazaki doesn't remember much. When the KOF series starts picking up, Geese sends Billy Kane to force Yamazaki into joining. Billy took a few goons with him for protection. Yamazaki refused to join, and a fight broke out. After Yamazaki brutally maimed one of the guards, the Orochi blood in him began pulsing, and he decided to join. At the end of the tournament, it is revealed that Yamazaki is actually one of the Hakkeshu, or Heavenly Kings of Orochi. However, Yamazaki's own tormented psyche keeps the power of Orochi at bay, and Yamazaki doesn't really want much to do with the Orochi clan in general.

Gameplay

Yamazaki is a neutral-oriented zoner style character. He has plenty of great tools to control neutral with, from his simple normals like 5HK to his 214P Serpent Slashes, which can be angled depending on strength to cover different parts of the screen. He has plenty of ways to poke, anti-air, and punish from far away. His aggressive potential is also quite high, with high damage combos using his 214K Spray Sand, which cancels into Serpent Slashes, or his 236236P Drill combo ending super. Yamazaki also builds a lot of meter because of the aforementioned Spray Sand cancels, and whiffing Spray Sand in general builds notable meter, making Yamazaki an amazing point on C/A-Groove teams. His mixup is surprisingly potent as well, with an overhead command normal and special, and a command grab.

Yamazaki lacks much in the way of knockdowns, and can also struggle hard on defense. He lacks any reversal for escaping pressure, and even with Roll Cancels, none of his specials exactly excel at this. Yamazaki has to keep opponents out and away to win, but he is much more than capable of doing that consistently, and punishing you with big damage as well.

Groove Selection

Best - A/C: A-Yamazaki is a beast of a point character. His meterbuild is stellar, you basically guarantee that your mid character with have a CC ready on entry. Yamazaki's own CC is fairly good as well, though somewhat difficult. He can play around saving the meter, keeping himself safe, and activating when he knows he has the punish for big damage, then building meter for another CC. C-Yamazaki is fairly similar, although he gets a few new tools. The cheaper Alpha Counters gives him a way to escape out of pressure, and again, his meterbuild makes it even more worth considering. He also gets more consistent damage using level 2 Guillotine and cancelling it into Spray Sand xx Serpent Slash or a level 1 Guillotine. Yamazaki has very good RCs.

Useful - S/N/P: S-Yamazaki is a great point character again. He doesn't have much reliance on meter, but thanks to his oppressive zoning, charging is actually fairly safe with him. When in Desperation he can end every combo in a level 1 Guillotine for a knockdown and a mixup, and that mixup can involve his super command grab Drill. N-Yamazaki is, again, a great point character for his meterbuilding potential. He gets to use guard cancels more often, and has guard cancel roll as well. Run and hop give him more mixup options and make his aggression scarier in general. Activating Max Mode gives him a small damage buff as well, which can be helpful. P-Yamazaki gets to parry into low damage but amazing meter gain, and that can be important for a P-Groove team where your mid can come in with a full bar. Even Yamazaki himself can parry into a level 3 Guillotine for solid damage once or twice a round.

Worst - K: K-Yamazaki has a lot less going for him. His amazing meterbuild is gone entirely, and while JD isn't useless, he doesn't get the greatest punishes from it. Yamazaki also prefers to be the one pressing buttons, not trying to interrupt the opponents buttons. When Raged, he does have higher damage, and his mixup is scarier overall. However, it just isn't worth it for such a defensive battery character.


Yamazaki is a neutral powerhouse, focusing on mindgames around his pokes and Serpent Slashes to keep the opponent at bay. When he gets in, he has decent mixup ability, and his meterbuild is some of the best in the game, making him amazing on point. Just be ready to struggle on defense. Yamazaki is best in A-Groove and C-Groove.

Difficulty: Pretty Hard (A-Groove), Pretty Easy (Any other Groove)
Tier: A+
Pros Cons
  • Neutral: With beastly buttons like s.hk and various specials for zoning, Yamazaki can keep opponents out for entire rounds, his zoning becomes even stronger when you rollcancel, letting him poke and not worry about more dominate pokes
  • Meter Gain: Spray Sand cancels into Serpent Slashes, which builds a huge chunk of meter. This lets Yamazaki be an amazing battery, and oftentimes guarantee your mid character to have a full bar on entry
  • Damage: While Yamazaki doesn't consistently get knockdowns, he does do solid damage, and his Guillotine super is a stellar combo ender for a great knockdown and higher damage. His base Bread and Butter combo has great damage, stun, and push back while being safe on block and pushing opponent away.
  • Synergy: Thanks to his great utility as a point, and useful nature in various Grooves, it's pretty easy to toss Yamazaki onto the front of your team and get the reward of having plenty of meter to spend later on
  • Easy: Yamazaki's gameplan is simple, and he lacks any difficult execution to deal with, making him a great beginner character
  • Knockdowns: Without spending meter, Yamazaki has no knockdown special he can combo into, making what would likely be a solid mixup game much less powerful
  • Defense: Yamazaki's only reversals are his level 2 and 3 supers (level 1 grab super is good, but jumpable), which are expensive and usually not worth the cost for a point character. He relies more on smart escapes and system mechanics to get out
  • Offense: While he has some solid mixups, Yamazaki lacks a good way to enforce them without great mobility or guard crush strings that reset themselves like the top tiers have



Players to Watch

Name Country Groove Accounts Notes
MoMo Japan C-Groove Twitter: @MoMo_oMoM A great C-Groover who perfected C-Yama's neutral game and meter usage.
Sample Match
D44 BAS Japan A-Groove Twitter: @ryo151
Youtube: D44Bas
Discord: Bas#4095
Widely considered the best CvS2 player in the world as of now. Single handedly inspired tons of Yamazaki players to pick him up from his dominant play style.
Sample Match
GunterJPN Japan A-Groove Twitter: @GunterJPN
Youtube: GunterJPN
Before BAS popularized Yamazaki, Gunter was doing the same thing decades ago. You can find a lot of similarities in their play.
Sample Match
P-Rugal Japan P-Groove Twitter: @oyasuminecalli The textbook example of using P-Yamazaki on point and efficiently building meter. Has an insane parry game.
Sample Match
Tom23 Japan K-Groove N/A Very old school player. Made K-Yama look like a rushdown beast instead of a space controlling defensive wall.
Sample Match




!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
CVS2 Yamazaki 5LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 300 3 SP/SU/RF Mid High 3 4 7 14 +6 +6 -

A basic jab. Nothing much else to it. Has a lot of plus frames and a quick startup for emergency anti-airs.

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Yamazaki 5MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 1000 10 SU Mid High 6 7 17 30 -2 -2 -

One of Yamazaki's anti-airs. If Serpent Slash is too slow and the jump is farther out this button will work nicely. Doesn't have much other use besides that.

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Yamazaki 5HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1100 11 SP/SU Mid Mid 7 4 19 - +1 +1 -

One of only two cancellable 5HPs in the game. Has very good reach. 5HP xx Serpent Slash is safe and works on guard bar very well. The move is very safe on block if not canceled as well, being +1.

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Yamazaki 5LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 500 5 SU Mid High 7 4 8 19 +3 +3 -

A decent counter poke and pressure tool. Has a large start-up, but is still somewhat quick nonetheless.

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Yamazaki 5MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 1000 10 None Mid Mid 8 9 13 30 0 0 -

Not really useful. Has no cancels and is not rewarding on hit at all.

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Yamazaki 5HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1300 13 None Mid High 9 7 17 33 +2 +2 -

One of the best universal pokes in the game. This button is very dominant is most matches and plus on block/hit. Most matches this will be abused while mixing in Serpent slashes from a distance.

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
CVS2 Yamazaki clLP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 400 4 SP/SU/RF Mid High 2 4 8 14 +7 +7 -

Good anti-pressure tool since it has a 2F startup. Besides that it can't do much else.

clMP

Close Strong
cl.MP
CVS2 Yamazaki clMP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 900 9 SP/SU Mid High 5 3 23 31 -6 -6 -

Not a good button to throw out. It is -6 and though it has a cancel, it's not particularly rewarding compared to confirming from 2LP.

clHP

Close Fierce
Close Heavy Punch
cl.HP
CVS2 Yamazaki clHP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1300 13 SP/SU Mid High 7 10 20 37 -4 4- -

A big. damaging headbutt. Great to use in stun combos as it is the most damaging confirm into Serpent Slash.

clLK

Close Short
Close Light Kick
cl.LK
CVS2 Yamazaki clLK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 500 5 SP/SU Mid Low 4 4 6 14 +5 +5 -

Good up-close pressure tool, but nothing much else.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
CVS2 Yamazaki clHK1.png
1st Hit
CVS2 Yamazaki clHK2.png
2nd Hit
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 600+800 6+8 SU (1st Hit) Mid High 5 3+8 16 32 +2 +2 -

Good to use as a closer range anti-air, has very high priority.

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Yamazaki 2LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 300 3 SP/SU/RF Mid Low 3 4 7 14 +4 +4 -

A basic 2LP, has quick speed and is Yamazaki's go-to combo starter.

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Yamazaki 2MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 1000 10 None Low Low 8 4 19 31 -3 -3 -

Useless button. Has no cancels and has very slow start-up for a measly 1000 damage.

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Yamazaki 2HP1.png
1st Hitbox
CVS2 Yamazaki 2HP2.png
2nd Hitbox
CVS2 Yamazaki 2HP3.png
3rd Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1200,900,700 12,9,7 SP/SU (1st Hit), SU (2nd Hit) Mid High 4 6 28 38 -12 -12 -

A very solid anti air that cover the space around his head, very difficult to get around this move. Most matches it will have no issues doing it job, while other matches (like Claw) can see it lose or trade at times. In those cases mix up with counter or RC Sand Spray xx Serpent Slash.

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Yamazaki 2LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 400 4 SP/SU Low Low 3 4 7 14 +4 +4 -

Mostly used as either Yamazaki's cancel into Sand Spray or his custom combo starter. Besides that, 2LP is the better option when the space is closed in most times.

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Yamazaki 2MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 800 8 SP/SU Low Low 4 6 11 21 +3 +3 -

A decent meterbuild tool and counter poke. Not the best reward from farther out but can confirm into the usual Sand Spray > Serpent Slash combo if close enough.

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Yamazaki 2HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1300 13 None Low Low 7 6 23 36 KND -5 -

A very long ranged sweep. Decent damage and is safe when spaced. One of Yamazaki's better pokes, but spacing is needed to avoid some punishes.

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
CVS2 Yamazaki jLP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png 600 6 - High High 6 23 - 29 - - -

Good for a meaty jump-in and air-to-air, but a relatively weak normal on it's own.

j.MP

Jump Strong
Jumping Medium Punch
j.MP
CVS2 Yamazaki jMP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png 900 9 - High High 4 12 - 16 - - -

Same as j.LP, but has less startup frames, more active frames and more damage. Generally used more than j.LP.

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
CVS2 Yamazaki jHP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png 1300 13 - High High 4 7 - 11 - - -

A decent air to air, but mostly used as Yamazaki's preferred juggle move during his custom combos.

j.LK

Jump Short
Jumping Light Kick
j.LK
CVS2 Yamazaki jLK.png
Neutral Jump
CVS2 Yamazaki djLK.png
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Lk.png 600 6 - High High 5 22 - 27 - - -

Works as an instant overhead, but j.HK does that job a lot better.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Lk.png 500 5 - High High 6 22 - 28 - - -

A good air to air and jump-in with high active frames and a decent hitbox, but has low priority so it can lose to better air to airs and anti airs.

j.MK

Jump Forward
Jumping Medium Kick
j.MK
CVS2 Yamazaki jMK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png 800 8 - High High 5 12 - 17 - - -

An infamous button. It has a ton of range and a ton of priority. Also has a lot of disjoint, making it one of the best air-to-airs in the game. Besides that, it's an okay jump-in, but this is definitely the button to use in air-to-air situations.

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
CVS2 Yamazaki jHK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png 1200 12 - High High 7 6 - 13 - - -

Has no horizontal range, but works as a very good instant overhead, especially on fatter characters. Besides being an instant overhead, it's weak in most other areas.
Against Sagat, Raiden, Geese, Chang and Zangief, you can do an instant overhead CC, which is basically unblockable since almost every CC starts with a 3f low.

Command Normals

X

Overhead Jab
6MP
F.pngMp.png
CVS2 Yamazaki 6MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - None High High - - - - - - -

Not really useful outside of A-Groove. Yamazaki can use this as a reset during a blockstring or on hit during a custom combo. Without CCs, this normal is rather situational.

Throws

X

Generic Throw Name
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png - - - - - - - - - - - -

Placeholder

X

Generic Throw Name
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png - - - - - - - - - - - -

Placeholder

Universal Combos

Bread and Butter

  • c.lp, c.lp, c.lk xx HK Sand Spray xx MP Serpent Slash

One of the best BnBs in the game. Does great damage while pushing the opponent away so you can continue to zone. Very good meter build and safe on block. Use MP Serpent Slash on hit and HP Serpent Slash on block.

Metered Combo

Bold text

Colors

Yamazaki CvS2 colors.png

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