General Info
Crouch height: Low
Jump: 4/34/1
Hop: 4/25/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 19 frames
Recovery roll: 27 frames
Stand | Crouch | Jump | Grab | Run |
---|---|---|---|---|
Colors
Movelist
Short Movelist
- f + A (Overhead if not cancelled into.)
- qcf + P (A: Negate projectiles.) (C: Reflect projectiles.)
- dp + P
- qcb + A/B/C (May charge.) (C: Low (2).)
- D (Cancel. Only during startup/charge.)
- hcb f + P (Throw. 0 frame startup.)
- hcf + K (Counter: non-low.)
- dp + B (Overhead (2).)
- dp + D
- qcb + A/B/C (Same move as qcb + A/B/C. Only on hit/block.)
- DM qcf + ABCD (Unblockable.)
- DM qcf qcf + P
- DM hcb hcb + P (Throw. 0 frame startup.)
- Mash P (Increase move level from 1 up to 4, which increase its hit/damage. Only on hit.)
- SDM qcf qcf + AC
- SDM hcb hcb + AC (Throw. 0 frame startup.)
- Mash P (Increase move level from 1 up to 4, which increase its hit/damage. Only on hit.)
- HSDM hcb hcb + BD (Throw.)
Notes
Cancellable moves
- Close: A, B, C, D (1)
- Far: -
- Crouch: A, C, D
- CD is cancellable into specials and DMs.
- f + A (1-2) is cancellable only when you cancel into it.
Super cancellable moves
- dp + P (1)
- hcf + K (If triggered.)
Free cancellable into moves
- dp + P
- dp + B
- dp + D
- qcf + P
- hcf + K
Free cancellable out-of moves
- f + A
- qcb + A/B/C
- dp + P
- dp + B
- dp + D
- qcf + P
- hcf + K (If triggered.)
Moves with Invincibility
??
Moves with autoguard
(none)
Other Notes
- cl.B is a low attack.
- D throw is a backturned hard knockdown
Combos
Basic Combos
- cr.B, cr.A x 2 > qcb + B {25%}
- (cl.B x 2) / (cr.B, cr.A) >
- DM hcb hcb + P > mash P {1 stock}
- DM qcf qcf + P {1 stock}
- hcf f + P
- qcb + B
- cl.C / cr.C >
- dp + A (1) >>
- DM hcb hcb + P > mash P {2 stocks}
- DM qcf qcf + P {2 stocks}
- DM hcb hcb + P > mash P {1 stock}
- DM qcf qcf + P {1 stock}
- hcf f + P {30%}
- dp + C {30%}
- dp + D > qcb + B {25%}
- f + A > qcb + B/C {30%}
- dp + A (1) >>
- dp + D > qcb + B (hold) > D,
- cr.C > qcb + B {30%}
- dp + A (1) >> qcf qcf + P {45%} {2 stocks}
- Counterhit: hcf + K,
- qcb + A {30%}
- DM qcf qcf + P {40%} {1 stock}
- f + A (2) / cl.D (2) >> BC, DM hcb hcb + P / DM qcf qcf + P {2 stocks}
Buffer as: f + A (2) / cl.D (2) >> hcb hcb + BC / qcf qcf + BC
Maxmode
- cl.C >> BC, run, cl.C >
- (dp + C (3) >> dp + B (1) >>) X 2 >>
- dp + A (1) >> (S)DM qcf qcf + P/AC {80%/95%} {100% with jumpin)
- dp + A (1) >> dp + B (1) >> dp + D > qcb + B (hold) > D, dp + B (1) >> dp + C (2) >> dp + B (1) >> dp + D > qcb + B (hold) > D, dp + A (1) >> DM qcf qcf + P {100%}
- dp + B (1) >> dp + D > qcb + B (hold) > D, dp + B (1) >> dp + A (1) >> dp + B (1) >> dp + D > qcb + B (hold) > D, dp + B (1) >> dp + D > qcb + B (hold) > D, dp + B, DM qcf + ABCD (on opponent's wakeup) {90%} {100% with jumpin}
- (dp + C (3) >> dp + B (1) >>) X 2 >>
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.