Yamazaki is, like in KoF, a difficult character for new players to learn. However, this doesn't mean he's a bad character. Yamazaki has all the tools and skills to keep up against the likes of Mary, Franco, etc. He has the fastest overheard in the game, his pursuit is almost as damaging as Geese's, and all around he's just a nasty character to face off against when someone knows how to play as him. He has anti-melee and anti-projectile moves counter-attack the opponent, a lot of his moves have great priority and/or decent invincibility frames, and some good breakshots.
Yamazaki, like in KoF, is a difficult character for new players to learn. This doesn't mean he's a bad character, however. Yamazaki has all the tools and skills to keep up against the likes of Mary, Franco, etc. He has the fastest overheard in the game, his pursuit is almost as damaging as Geese's, and all around he's just a nasty character to face off against when someone knows how to play as him. He has anti-melee and anti-projectile counter moves, a lot of his moves have great priority and/or decent invincibility frames, and some good breakshots.
Where Yamazaki starts to actually show some weakness is up close melee. He tends to fall pretty quickly under pressure and has a difficult time keeping up if he's not able to escape close-range combat. Yamazaki requires some zoning skills and practice, but if you can manage to keep the opponent out you'll see just how good he can be.
Where Yamazaki starts to actually show some weakness is up close. He tends to fall pretty quickly under pressure and has a difficult time keeping up if he's not able to escape close-range combat. Yamazaki requires some zoning skills and practice but if you can manage to keep the opponent out you'll see just how good he can be.
{|
{|
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|image2=RBFF2_Ryuji_22c2.jpg
|image2=RBFF2_Ryuji_22c2.jpg
|caption=
|caption=
|input22C while opponent is knocked down
|input=22C while opponent is knocked down
|name=Hell Stomp Fury
|name=Hell Stomp Fury
|data=
|data=
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*3A 5C 623A
*3A 5C 623A
Note: if in corner you can follow up with 22C OTG or if you do a short dash from midstage you can get it too assuming the opponent doesn't quick recover.
Note: if in corner you can follow up with 22C OTG or if you do a short dash from midstage you can get it too assuming the opponent doesn't quick recover.
All 623A can be substituted with 214A/C
All 623A can be substituted with 214B/C
*n.5B/5B/6A 5C (puts opponent into oversway)
*n.5B/5B/6A 5C (puts opponent into oversway)
*n.5A/n.5B 3C 623B 22C
*n.5A/n.5B 3C 623B 22C
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====Metered====
====Metered====
==Strategy==
====Strategy====
====Videos====
[https://youtu.be/sCD9x_YkvYA Yamazaki Gameplay on linnesaka's YT Channel]
[https://youtu.be/YK07rxEtuXc More from linnesaka's YT]
{{Navbox RBFF2}}
{{Navbox RBFF2}}
[[Category:Real Bout Fatal Fury 2: The Newcomers]]
[[Category:Real Bout Fatal Fury 2: The Newcomers]]
Yamazaki, like in KoF, is a difficult character for new players to learn. This doesn't mean he's a bad character, however. Yamazaki has all the tools and skills to keep up against the likes of Mary, Franco, etc. He has the fastest overheard in the game, his pursuit is almost as damaging as Geese's, and all around he's just a nasty character to face off against when someone knows how to play as him. He has anti-melee and anti-projectile counter moves, a lot of his moves have great priority and/or decent invincibility frames, and some good breakshots.
Where Yamazaki starts to actually show some weakness is up close. He tends to fall pretty quickly under pressure and has a difficult time keeping up if he's not able to escape close-range combat. Yamazaki requires some zoning skills and practice but if you can manage to keep the opponent out you'll see just how good he can be.
Pros
Cons
Fast moves
Great priority
Good anti-air and anti-projectile moves
Second most damaging pursuit in the game
Fastest overhead in the game
Rather lack-luster P-Power
Has somewhat of a learning curve for newer players
Some of his specials aren't very good outside of combos
Normals
Standing
5A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
9
-
6
4
8
4
0
HL
Y
-
-
n.5A (within 56 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
9
-
5
5
7
4
0
HL
Y
-
-
5B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
7
4
12
0
-4
HL
Y
-
-
n.5B (within 48 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
7
4
12
0
-4
HL
Y
-
-
5C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
24
-
9
7
22
-3
-9
HL
N
-
-
n.5C (within 72 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
12,12
-
6
2,7
20
-1
-7
HL
Y
-
-
Crouching
2A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
9
-
5
5
7
4
0
HL
Y
-
-
2B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
7
4
12
0
-4
L
Y
-
-
2C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
24
-
9
7
20
KD
-7
L
N
-
-
Command
Down Fist 6A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
18
-
14
4(4)5
15
6
0
H
N
-
-
Uppercut Swing 3A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
3
2(1)2
16
6
0
HL
Y
-
-
Sand Shower Mash C after knockdown
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
20
2,6
42
-14
-23
HL
N
-
-
Hell Stomp Fury 22C while opponent is knocked down
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
18
-
9
4
14
-
-
-
-
-
-
Swipe Away 5AB
High Avoid Attack
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
14
-
9
3,4
20
-1
-7
HL
Y
-
-
Rage Uppercut j.BC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
24
-
4
3, till landing
8
+17
+11
H
-
-
-
Jumping
j.A
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
9
-
6
9
6
+8
+4
H
N
-
-
Diagonal Hop
9
-
6
9
6
+8
+4
H
N
-
-
Neutral Jump
9
-
6
9
6
+8
+4
H
N
-
-
Diagonal Jump
9
-
6
11
6
+8
+4
H
N
-
-
j.B
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
11
-
7
9
6
+8
+4
H
N
-
-
Diagonal Hop
11
-
7
9
6
+8
+4
H
N
-
-
Neutral Jump
11
-
7
7
6
+8
+4
H
N
-
-
Diagonal Jump
11
-
7
9
6
+8
+4
H
N
-
-
j.C
Neutral/Diagonal Jump, Neutral HopDiagonal Hop
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
20
-
9
13
8
+15
+9
H
N
-
-
Diagonal Hop
20
-
9
13
8
+15
+9
H
N
-
-
Neutral Jump
20
-
9
10
8
+15
+9
H
N
-
-
Diagonal Jump
20
-
10
12
8
+15
+9
H
N
-
-
Oversway Actions
5D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
20
-
10
4,4
15
6
0
H
Y
-
-
2D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
20
-
15
4
16
6
0
L
Y
-
-
A (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
23
5
12
2
0
H
N
-
-
B (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
23
4
12
1
-1
L
N
-
-
C (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
20
-
27
4
12
KD
-3
HL
N
-
-
Throw
Grab and Toss 4/6C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
26
-
-
-
-
-
-
-
-
-
-
Feints
Feint Judgement Dagger 6AC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
17
-
-
-
-
-
-
Special Moves
Snake Tamer 214A/B/C (hold)
A versionB VersionC Version
Note: if in corner you can follow up with 22C OTG or if you do a short dash from midstage you can get it too assuming the opponent doesn't quick recover.
All 623A can be substituted with 214B/C
n.5B/5B/6A 5C (puts opponent into oversway)
n.5A/n.5B 3C 623B 22C
Best damaging combo and pretty much the only way to combo into 623B, can only be done from ONE close button and no jump in (pushes too far back for 623B)