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The King of Fighters 2002 UM/Ryuji Yamazaki: Difference between revisions
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[[File:Yamazaki. | <section begin="image"/>[[File:02UM Yamazaki Profile.png|right|thumb|x370px]]<section end="image"/>[[File:02UM Yamazaki 0.gif|right|x320px]] | ||
== | ==Movelist== | ||
'''Throws''' | |||
Choke Hold - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] | |||
Whackdown Wallop - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] | |||
'''Command Move''' | |||
Eviscerator - [[image:fd.gif]] + [[image:a.gif]] | |||
'''Special Moves''' | |||
Sadomaso - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] | |||
Serpent Slash Upper - [[image:qcb.gif]] + [[image:a.gif]] | |||
Serpent Slash Middle - [[image:qcb.gif]] + [[image:b.gif]] | |||
Serpent Slash Lower - [[image:qcb.gif]] + [[image:c.gif]] | |||
Serpent Slash Hold - [[image:qcb.gif]] + Hold [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] | |||
:: Cancel with [[image:d.gif]] | |||
Screw Blow - [[image:rdp.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Bombshell Badda-Bing - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Judgement Dagger - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Double Return - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Fight of Tempering - [[image:dp.gif]] + [[image:b.gif]] | |||
Spray Sand - [[image:dp.gif]] + [[image:d.gif]] | |||
'''Desperation Moves''' | |||
Insanity from Nightmare - [[image:qcf.gif]] + [[image:a.gif]][[image:b.gif]][[image:c.gif]][[image:d.gif]] | |||
Guillotine - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Drill - [[image:hcb.gif]][[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (Mash for more hits) | |||
'''Super Desperation Moves''' | |||
Guillotine - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]] | |||
Drill - [[image:hcb.gif]][[image:hcb.gif]] + [[image:a.gif]][[image:c.gif]] (Mash for more hits) | |||
'''Hidden Super Desperation Move''' | |||
...!! - [[image:hcb.gif]][[image:hcb.gif]] + [[image:b.gif]][[image:d.gif]] | |||
== Gameplay Overview == | |||
{{StrengthsAndWeaknesses | |||
| description = }} | |||
== Normals == | |||
'''Close''' | |||
*cl.A is a cancel-able short gut punch | |||
*cl.B is a cancel-able shin kick that hits low | |||
*cl.C is a cancel-able hook punch that is good to use in combos | |||
*cl.D is a cancel-able high round kick that is good to use in combos and can hit opponents trying to jump out of the corner | |||
'''Standing''' | |||
*Far A is a standing jab that can be used to stop incoming hops | |||
*Far B is a thrust kick that can used a close range poke | |||
*Far C is a wide hook punch that moves Yamazaki forward | |||
*Far D is a very good long ranged horizontal kick that be used as a poke in mid-range | |||
'''Crouching''' | |||
*Crouch A is a cancel-able crouching jab that can be used a mid to close range poke | |||
*Crouch B is a cancel-able crouching low kick that has a good horizontal range | |||
*Crouch C is a cancel-able backhand punch | |||
*Crouch D is a long ranged sweep that is not cancel-able | |||
'''Jumping''' | |||
*Jump A is a downward angle punch that can be used as an instant overhead | |||
*Jump B is a good ranged kick that can be used for air-to-ground approaches or jump aways | |||
*Jump C is a jumping uppercut that can be used from ground-to-air, it might whiff on some crouching opponents | |||
*Jump D is a strange looking downward angle good that can be used as an instant overhead | |||
*Neutral jump B has a steep angle than his jumping B which can be used as an instant overhead | |||
*Neutral jump C is similar to jump A but has more range | |||
*Neutral jump D has a long horizontal range that can be used as an air-to-air | |||
'''Blowback''' | |||
*Standing CD is a long ranged headbutt that is cancel-able | |||
*Jump CD is a swinging double hammer attack that is good to use for air-to-air | |||
== Throws == | == Throws == | ||
Choke Hold - close, b/f + C | '''Choke Hold''' - (close, b/f + C) | ||
*Yamazaki grabs the opponent by the scruff of their neck and slams them face first into the ground | |||
*causes hard knockdown | |||
*throws the opponent almost full screen away from Yamazaki | |||
Whackdown Wallop - close, b/f + D | '''Whackdown Wallop''' - (close, b/f + D) | ||
*Yamazaki grabs the opponent and flings them face down behind him | |||
*causes hard knockdown | |||
*the throw leaves the opponent pretty close to Yamazaki leaving him to have a variety of options to mixup during okizeme | |||
== Command | == Command Move == | ||
'''Eviscerator''' - (f + A) | |||
*Yamazaki punches in a downward diagonal angle toward the opponent | |||
*can be comboed into and if comboed into can cancel into a special move (ex: s.C, f+A, qcb+c) | |||
*from close range the move has two hits, from further than about two character distances away it will only hit once | |||
*both hits count as overheads if done raw, it loses that property if comboed into | |||
*on hit or guard the move pushes the opponent back a considerable amount | |||
*the move is negative on block slightly, but the pushback makes it hard for opponents to punish it well | |||
*Can be cancelled in Max Mode | |||
== Special Moves == | |||
'''Sadomaso''' - (hcf + K) | |||
*Yamazaki leans forward with his tongue out, daring the opponent to strike | |||
*counters mids and highs while the animation is active | |||
*if the counter lands Yamazaki immediately hits with his own upper cut that can be super cancelled | |||
*the move is beat out by most lows in the game, however it is hitbox dependent and some higher angled lows can be caught with it (ex: Seth & Vice's sweeps can be countered, but not Bao's). | |||
*it will counter a hit even from behind on Yamazaki, he will still send his uppercut in the same direction started. | |||
*the uppercut counter causes soft knockdown | |||
'''Serpent Slash''' (Upper) * - (qcb + A, hold to delay) | |||
*Yamazaki's arm hangs limp at his side then strikes out with a whip-like limb | |||
*A version strikes in an upward diagonal arc | |||
*will hit an aerial opponent about 1/3 a screen away, a standing opponent a character length away and will whiff on crouching opponents. | |||
*it will whiff even point blank on standing smaller character like Chin. Bao etc. | |||
*on aerial opponents it will hit for 2 or 1 hits depending on spacing and cause soft knockdown | |||
*great anti-air tool | |||
*very negative on block | |||
'''Serpent Slash''' (Middle) * - (qcb + B, hold to delay) | |||
*B version strikes out in a horizontal area in front of him | |||
*depending on spacing it will land 2 or 1 hits | |||
*hits mid | |||
*good spacing tool | |||
'''Serpent Slash''' (Lower) * - (qcb + C, hold to delay) | |||
*C version strikes out in a downward angle | |||
*depending on spacing hits for 2 or 1 hits | |||
*though it strikes downward it actually hits mid and can be blocked by either standing or crouching opponents | |||
*depending on character specific wake up time this can be used as an OTG follow up (ex: dp+b, qcb+c) | |||
'''Serpent Slash Cancel''' - (D while holding Serpent Slash) | |||
*while charging any version of the Serpent Slash you can press D and cancel it into Yamazaki's neutral stance | |||
'''Screw Blow''' - (rdp + A/C) | |||
*Yamazaki winds up and unleashes a devilish liver punch | |||
*both versions hit mid and cause hard knockdown | |||
*both versions are safe on block | |||
*both versions hit from about a full character distance away | |||
*neither version has invulnerability and Yamazaki can be hit out of it easily | |||
*during the windup, since Yamazaki moves back a little, you might bait a poorly space move and get the hit | |||
*A version has a quicker windup | |||
*A version cause about 1/3 guard damage | |||
*C version has a considerably longer windup | |||
*C version does 100% guard damage and Guard Crashes on block | |||
'''Bombshell Badda-Bing''' - (close, hcb, f + A/C) | |||
*Yamazaki reaches out and grabs the opponent, head-butting them into the ground | |||
*unblockable command grab | |||
*causes hard knockdown | |||
*can be comboed into | |||
*despite the range of the whiff animation you need to be toe-to-toe with the opponent for the grab to land | |||
'''Judgement Dagger''' - (dp + A/C) | |||
*Yamazaki pulls a dagger from his pocket and proceeds to slash forward in fury | |||
*both versions hit mid and cause soft knockdown | |||
*super cancellable | |||
*solid combo filler tool | |||
*A version hits twice and will move Yamazaki about 1/2 the screen | |||
*A version is slightly negative on block | |||
*C version hits four times and moves Yamazaki 2/3 the screen | |||
*C version is pretty negative on block | |||
'''Double Return''' - (qcf + A/C) | |||
*Yamazaki flings his hand up absorbing or reflecting projectiles | |||
*although the move is made for blocking/reflecting projectiles both versions will land two hits on the opponent and can be comboed into | |||
'''Fight of Tempering''' - (dp + B) | |||
*Yamazaki kicks up his leg and crashes it down on the opponent | |||
*the first hit counts as a mid, but the second counts as an overhead | |||
*causes hard knockdown | |||
*can be comboed into | |||
*very negative on block | |||
*the move makes Yamazaki move forward quite a bit and the hitbox for the first hit is deceptively large | |||
*if the second hit lands and Yamazaki knocks down the opponent he can follow up with an OTG qcb+C | |||
'''Spray Sand''' - (dp + D) | |||
*Yamazaki kicks a cloud of sand up in air toward the opponent | |||
*hits mid | |||
*can be comboed into and out of (ex: cl.C, dp+D, qcb+B) | |||
*can be used as a situational anti-air | |||
*negative on block | |||
== Desperation Moves == | |||
'''Insanity From Nightmare''' - (qcf + A + B + C + D) | |||
* Yamazaki runs towards the opponent, stabs them, then stomps them repeatedly then kicks them across the screen. | |||
* If Yamazaki misses contact with the opponent, Yamazaki stop running and shake his head | |||
* An unblockable command throw | |||
* Hard knockdown | |||
'''Guillotine''' - (qcf, qcf + A/C) | |||
* Yamazaki uppercuts the opponent, grabs them by the face, then drags them across ground to kick them across the screen | |||
* Can be used as an anti-air or reversal | |||
* Has a small amount of invincibility at the start | |||
* Hard knockdown | |||
'''Drill''' - close, (hcb, hcb + A/C) repeatedly (up to 4 levels) | |||
* A command throw that has 4 levels of damage depending on how fast you mash the punch buttons | |||
* Hard knockdown | |||
== Super Desperation Move == | |||
'''Guillotine''' - (qcf, qcf + A + C) | |||
* A stronger version of his Guillotine DM. Has the same amount of speed at the start | |||
* Hard knockdown | |||
'''Drill''' - close (hcb, hcb + A + C) multiple times (up to 4 levels) | |||
* A stronger version of his Drill DM | |||
* Hard knockdown | |||
== Hidden Super Desperation Move == | == Hidden Super Desperation Move == | ||
...!! - close hcb, hcb + B + D | ...!! - close (hcb, hcb + B + D) | ||
* Yamazaki grabs the opponent, slams them to the ground, then slashes them multiple times with his arms. Then he grabs them with his teeth and slams them down behind him | |||
* an 18F command throw that has invincibility | |||
* Inflicts 450 damage | |||
* Hard knockdown | |||
==Combos== | |||
===0 Stock=== | |||
*cl.C, f+A, qcb+B/C | |||
*cl.C, dp+D, qcb+B/C | |||
*cl.C, dp+D, feint qcb+X, qcb+B/C | |||
:A tricky combo, not really important but may be preferred by some players. You do qcb+A/B/C and hold the button while pressing D to feint the snake arm special. Then afterwards you do qcb+B/C. Builds a tiniest bit more of meter than route above. | |||
*j.D, cl.C, dp+C / (dp+B, qcb+C) | |||
: The qcb+C hits OTG. Note that it won't land on K', Seth, regular Takuma, Whip, Maxima and Igniz | |||
*cr.B/Far B/cl.B×1~2, cr.A, qcb+B | |||
*cl.B×1~2, hcb,f+P | |||
*cr.B/cl.B, cr.A, qcfx2+P | |||
===2 Stocks=== | |||
*cl. C [BC] dash, cl. C, dp+B (1 hit), dp+D, dp+B (1hit), dp+D, dp+C | |||
*cl.C [BC] dash cl.C, dp+B(1), dp+D, qcb+B~D, dp+B(1), dp+A, dp+B(1), dp+D, qcb+B~D, hcb+f B(1), hcb + A/C | |||
===3 Stocks=== | |||
*cl.C [BC] dash cl.C, dp+B(1), dp+D, qcb+B~D, dp+B(1), dp+A, dp+B(1), dp+D, qcb+B~D, hcb+f B(1), hcb + AC | |||
===4 Stocks=== | |||
*cl.C [BC] dash cl.C, dp+A(1), dp+B(1), dp+D, qcb+B~D, dp+B(1), dp+A(1), dp+B(1), dp+D, qcb+B~D, dash [2 stock combo] | |||
===5 Stocks=== | |||
*cl.C [BC] dash cl.C, dp+A(1), dp+B(1), dp+D, qcb+B~D, dp+B(1), dp+A(1), dp+B(1), dp+D, qcb+B~D, dash [3 stock combo] | |||
==Videos== | |||
{{#ev:youtube|X2gNBKy5N9w|||'''Yamazaki combos''' by [https://www.twitter.com/TgrBrunokof TGR_BrunoKoF]|frame}} | |||
{{#ev:youtube|4aJVULJ59LY|||'''台灣-阿澤.Aze (Yamazaki Best Rounds)'''|frame}} | |||
{{#ev:youtube|j5mad3-5ccM|||'''阿澤.Aze (Yamazaki Best Rounds)'''|frame}} | |||
{{#ev:youtube|GxzYZcMTzyQ|||'''Yamazaki Master Class'''|frame}} | |||
==External Links== | |||
Check [https://docs.google.com/spreadsheets/d/1lzpQMoGAboJezLT9WRd3O-vlNDNRlgF_47ShtBGZ3G4/edit#gid=837913269 {{SUBPAGENAME}}'s frame data] | |||
Discuss at [https://discord.gg/8JNXHxf 02UM Discord server] | |||
Discuss at [http://dreamcancel.com/forum/index.php?topic=352.0 Dream Cancel] | Discuss at [http://dreamcancel.com/forum/index.php?topic=352.0 Dream Cancel] | ||
{{Navbox 2002UM}} | {{Navbox 2002UM}} | ||
[[Category:The King of Fighters 2k2UM]] | [[Category:The King of Fighters 2k2UM]] | ||
[[Category:Ryuji Yamazaki]] |
Latest revision as of 17:53, 13 October 2024
Movelist
Throws
Command Move
Special Moves
Serpent Slash Hold - + Hold / /
Desperation Moves
Drill - + / (Mash for more hits)
Super Desperation Moves
Drill - + (Mash for more hits)
Hidden Super Desperation Move
Gameplay Overview
Normals
Close
- cl.A is a cancel-able short gut punch
- cl.B is a cancel-able shin kick that hits low
- cl.C is a cancel-able hook punch that is good to use in combos
- cl.D is a cancel-able high round kick that is good to use in combos and can hit opponents trying to jump out of the corner
Standing
- Far A is a standing jab that can be used to stop incoming hops
- Far B is a thrust kick that can used a close range poke
- Far C is a wide hook punch that moves Yamazaki forward
- Far D is a very good long ranged horizontal kick that be used as a poke in mid-range
Crouching
- Crouch A is a cancel-able crouching jab that can be used a mid to close range poke
- Crouch B is a cancel-able crouching low kick that has a good horizontal range
- Crouch C is a cancel-able backhand punch
- Crouch D is a long ranged sweep that is not cancel-able
Jumping
- Jump A is a downward angle punch that can be used as an instant overhead
- Jump B is a good ranged kick that can be used for air-to-ground approaches or jump aways
- Jump C is a jumping uppercut that can be used from ground-to-air, it might whiff on some crouching opponents
- Jump D is a strange looking downward angle good that can be used as an instant overhead
- Neutral jump B has a steep angle than his jumping B which can be used as an instant overhead
- Neutral jump C is similar to jump A but has more range
- Neutral jump D has a long horizontal range that can be used as an air-to-air
Blowback
- Standing CD is a long ranged headbutt that is cancel-able
- Jump CD is a swinging double hammer attack that is good to use for air-to-air
Throws
Choke Hold - (close, b/f + C)
- Yamazaki grabs the opponent by the scruff of their neck and slams them face first into the ground
- causes hard knockdown
- throws the opponent almost full screen away from Yamazaki
Whackdown Wallop - (close, b/f + D)
- Yamazaki grabs the opponent and flings them face down behind him
- causes hard knockdown
- the throw leaves the opponent pretty close to Yamazaki leaving him to have a variety of options to mixup during okizeme
Command Move
Eviscerator - (f + A)
- Yamazaki punches in a downward diagonal angle toward the opponent
- can be comboed into and if comboed into can cancel into a special move (ex: s.C, f+A, qcb+c)
- from close range the move has two hits, from further than about two character distances away it will only hit once
- both hits count as overheads if done raw, it loses that property if comboed into
- on hit or guard the move pushes the opponent back a considerable amount
- the move is negative on block slightly, but the pushback makes it hard for opponents to punish it well
- Can be cancelled in Max Mode
Special Moves
Sadomaso - (hcf + K)
- Yamazaki leans forward with his tongue out, daring the opponent to strike
- counters mids and highs while the animation is active
- if the counter lands Yamazaki immediately hits with his own upper cut that can be super cancelled
- the move is beat out by most lows in the game, however it is hitbox dependent and some higher angled lows can be caught with it (ex: Seth & Vice's sweeps can be countered, but not Bao's).
- it will counter a hit even from behind on Yamazaki, he will still send his uppercut in the same direction started.
- the uppercut counter causes soft knockdown
Serpent Slash (Upper) * - (qcb + A, hold to delay)
- Yamazaki's arm hangs limp at his side then strikes out with a whip-like limb
- A version strikes in an upward diagonal arc
- will hit an aerial opponent about 1/3 a screen away, a standing opponent a character length away and will whiff on crouching opponents.
- it will whiff even point blank on standing smaller character like Chin. Bao etc.
- on aerial opponents it will hit for 2 or 1 hits depending on spacing and cause soft knockdown
- great anti-air tool
- very negative on block
Serpent Slash (Middle) * - (qcb + B, hold to delay)
- B version strikes out in a horizontal area in front of him
- depending on spacing it will land 2 or 1 hits
- hits mid
- good spacing tool
Serpent Slash (Lower) * - (qcb + C, hold to delay)
- C version strikes out in a downward angle
- depending on spacing hits for 2 or 1 hits
- though it strikes downward it actually hits mid and can be blocked by either standing or crouching opponents
- depending on character specific wake up time this can be used as an OTG follow up (ex: dp+b, qcb+c)
Serpent Slash Cancel - (D while holding Serpent Slash)
- while charging any version of the Serpent Slash you can press D and cancel it into Yamazaki's neutral stance
Screw Blow - (rdp + A/C)
- Yamazaki winds up and unleashes a devilish liver punch
- both versions hit mid and cause hard knockdown
- both versions are safe on block
- both versions hit from about a full character distance away
- neither version has invulnerability and Yamazaki can be hit out of it easily
- during the windup, since Yamazaki moves back a little, you might bait a poorly space move and get the hit
- A version has a quicker windup
- A version cause about 1/3 guard damage
- C version has a considerably longer windup
- C version does 100% guard damage and Guard Crashes on block
Bombshell Badda-Bing - (close, hcb, f + A/C)
- Yamazaki reaches out and grabs the opponent, head-butting them into the ground
- unblockable command grab
- causes hard knockdown
- can be comboed into
- despite the range of the whiff animation you need to be toe-to-toe with the opponent for the grab to land
Judgement Dagger - (dp + A/C)
- Yamazaki pulls a dagger from his pocket and proceeds to slash forward in fury
- both versions hit mid and cause soft knockdown
- super cancellable
- solid combo filler tool
- A version hits twice and will move Yamazaki about 1/2 the screen
- A version is slightly negative on block
- C version hits four times and moves Yamazaki 2/3 the screen
- C version is pretty negative on block
Double Return - (qcf + A/C)
- Yamazaki flings his hand up absorbing or reflecting projectiles
- although the move is made for blocking/reflecting projectiles both versions will land two hits on the opponent and can be comboed into
Fight of Tempering - (dp + B)
- Yamazaki kicks up his leg and crashes it down on the opponent
- the first hit counts as a mid, but the second counts as an overhead
- causes hard knockdown
- can be comboed into
- very negative on block
- the move makes Yamazaki move forward quite a bit and the hitbox for the first hit is deceptively large
- if the second hit lands and Yamazaki knocks down the opponent he can follow up with an OTG qcb+C
Spray Sand - (dp + D)
- Yamazaki kicks a cloud of sand up in air toward the opponent
- hits mid
- can be comboed into and out of (ex: cl.C, dp+D, qcb+B)
- can be used as a situational anti-air
- negative on block
Desperation Moves
Insanity From Nightmare - (qcf + A + B + C + D)
- Yamazaki runs towards the opponent, stabs them, then stomps them repeatedly then kicks them across the screen.
- If Yamazaki misses contact with the opponent, Yamazaki stop running and shake his head
- An unblockable command throw
- Hard knockdown
Guillotine - (qcf, qcf + A/C)
- Yamazaki uppercuts the opponent, grabs them by the face, then drags them across ground to kick them across the screen
- Can be used as an anti-air or reversal
- Has a small amount of invincibility at the start
- Hard knockdown
Drill - close, (hcb, hcb + A/C) repeatedly (up to 4 levels)
- A command throw that has 4 levels of damage depending on how fast you mash the punch buttons
- Hard knockdown
Super Desperation Move
Guillotine - (qcf, qcf + A + C)
- A stronger version of his Guillotine DM. Has the same amount of speed at the start
- Hard knockdown
Drill - close (hcb, hcb + A + C) multiple times (up to 4 levels)
- A stronger version of his Drill DM
- Hard knockdown
Hidden Super Desperation Move
...!! - close (hcb, hcb + B + D)
- Yamazaki grabs the opponent, slams them to the ground, then slashes them multiple times with his arms. Then he grabs them with his teeth and slams them down behind him
- an 18F command throw that has invincibility
- Inflicts 450 damage
- Hard knockdown
Combos
0 Stock
- cl.C, f+A, qcb+B/C
- cl.C, dp+D, qcb+B/C
- cl.C, dp+D, feint qcb+X, qcb+B/C
- A tricky combo, not really important but may be preferred by some players. You do qcb+A/B/C and hold the button while pressing D to feint the snake arm special. Then afterwards you do qcb+B/C. Builds a tiniest bit more of meter than route above.
- j.D, cl.C, dp+C / (dp+B, qcb+C)
- The qcb+C hits OTG. Note that it won't land on K', Seth, regular Takuma, Whip, Maxima and Igniz
- cr.B/Far B/cl.B×1~2, cr.A, qcb+B
- cl.B×1~2, hcb,f+P
- cr.B/cl.B, cr.A, qcfx2+P
2 Stocks
- cl. C [BC] dash, cl. C, dp+B (1 hit), dp+D, dp+B (1hit), dp+D, dp+C
- cl.C [BC] dash cl.C, dp+B(1), dp+D, qcb+B~D, dp+B(1), dp+A, dp+B(1), dp+D, qcb+B~D, hcb+f B(1), hcb + A/C
3 Stocks
- cl.C [BC] dash cl.C, dp+B(1), dp+D, qcb+B~D, dp+B(1), dp+A, dp+B(1), dp+D, qcb+B~D, hcb+f B(1), hcb + AC
4 Stocks
- cl.C [BC] dash cl.C, dp+A(1), dp+B(1), dp+D, qcb+B~D, dp+B(1), dp+A(1), dp+B(1), dp+D, qcb+B~D, dash [2 stock combo]
5 Stocks
- cl.C [BC] dash cl.C, dp+A(1), dp+B(1), dp+D, qcb+B~D, dp+B(1), dp+A(1), dp+B(1), dp+D, qcb+B~D, dash [3 stock combo]
Videos
External Links
Check Ryuji Yamazaki's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel