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The King of Fighters '98 UMFE/EX Yamazaki: Difference between revisions

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== Introduction ==
== Introduction ==


EX Yamazaki is a midrange poking character with a strong emphasis on neutral mindgames. Yamazaki's most defining feature is his serpent slash pokes which can cover space in different angles in front of him. Combine this with some good poking normals and EX Yamazaki's neutral space control becomes quite strong. Yamazaki wants to keep you guessing over which serpent slash he will do so that the opponent starts to hesitate in neutral. EX Yamazaki can then use this hesitation to go in as his own close range mixup game is quite strong with access to both an overhead and a 1f super command grab. EX Yamazaki also gets some quite damaging combos, especially when you have a lot of meter to spend.
{{StrengthsAndWeaknesses
| description =EX Yamazaki is a midrange poking character with a strong emphasis on neutral mindgames and pressure. EX Yamazaki's most defining feature is his long-ranged poke specials, which can cover space in different angles in front of him. Combine this with some good poking normals, and EX Yamazaki's neutral space control becomes quite strong. EX Yamazaki wants to keep you guessing over which move he will do, so that the opponent starts to hesitate in neutral. EX Yamazaki can then use this hesitation to go in, as his own close-range pressure game is quite strong due to his ability to cancel his poking specials' startup to create huge frame advantage for free. He can then make the most of this pressure with his overhead and 1f command grab DM. EX Yamazaki also gets some quite damaging combos, especially when you have a lot of meter to spend.}}


== Changes from previous versions ==
== Changes from Previous Versions ==


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Normals:
Normals:
* st.C can cancel into special/super moves when it connects
 
* f+A if not cancelled into, second hit does a hard knockdown   
* st.C is now cancelable
 
* f+A's second hit now causes a hard knockdown on the raw version of the move    


Specials:
Specials:
* qcb+C has less recovery, is now -2 if guard cancel rolled
 
* HCF+K damage increased from 13 to 21
* qcb+C now has less recovery and is -2 if Guard Cancel Rolled
 
* hcf+K's damage has been increased from 13 to 21


Supers:
Supers:
QCFx2+P Made it easier for the downward attack to hit if a grounded opponent is hit by the rising punch
 
* qcfx2+P now fully connects more consistently


==Normal Moves==
==Normal Moves==


'''Close'''
'''Close'''
*cl. A: ok fast filler button with ok frame advantage. cancelable.
*cl. B: another filler low button. used more than A since it is a low. cancelable.
*cl. C: very fast combo starter and nice frame trap. cancelable.
*cl. D: slower than cl.C but has long reaching second hitbox. only first hit is cancelable.


'''Stand'''
* cl.A: Standard cl.A, decent combo filler with okay frame advantage. Cancelable.
*st. A: very long anti hop check.
 
*st. B: a lower version of st.A. still does ok hop check. but this one is more suitable for anti run. Also can be chained or cancelled into another normal (use cr.a if possible for cancel into a combo)
* cl.B: Solid standing low for mixups and combo filler. Chainable and cancelable.
*st. C: slow punch, cancelable but too slow to utilize it.
 
*st. D: a big long poke. but its large recovery making it quite risky. dont spam it.
* cl.C: Very fast combo starter and nice frame trap option. Cancelable.
 
* cl.D: Slower than cl.C, but has long-reaching second hitbox. Cancelable only on the first hit.
 
'''Standing'''
 
* st.A: Very long anti-hop button.
 
* st.B: A lower version of st.A. Still does okay as a hop check, but works better at stopping run-ins and similar grounded movement. Chainable.
 
* st.C: Slow punch, cancelable but too slow to have much use.
 
* st.D: A big long poke. Large recovery makes it quite risky. Useful as an occasional option, but bad to be predictable with.
 
'''Crouching'''
 
* cr.A: Quite typical crouching jab, with okay range and frame advantage. Chainable and cancelable.
 
* cr.B: Pretty long low, and your main low confirm. Chainable.
 
* cr.C: Fast upward backfist. Cancelable on hit, block, and whiff.
 
* cr.D: Long and fast sweep.
 
'''Jumping'''
 
* j.A: Somewhat similar to Kyo's and Saisyu's j.B, but not as deep and without the ability to crossup. Still an okay fast jump-in.
 
* j.B: A very long horizontal ranged kick. Nice air spacing tool. Can crossup, but you can only convert from it on crouchers.
 
* j.C: Opposite of j.B, great vertical ranged punch. A great air control move.


'''Crouch'''
* j.D: Very deep downward kick. Nice close-ranged jump-in, but the range is very short. Can crossup on some crouchers.
*cr. A: quite typical crouching jab with ok range and plus on block. cancelable.
*cr. B: pretty long low. cancelable into itself or other light buttons such as cr.A. your main low confirm.
*cr. C: fast upward backfist. is cancelable/whiff cancelable on first part.
*cr. D: uncancelable sweep. quite long and fast.


'''Jump'''
'''CD Normals'''
*j. A: somewhat similar to kusanagi knee, their j.B, but not as deep, leads to a crossup but not really worth it. still an ok fast jump in.
*j. B: a very long horizontal ranged kick. nice air spacing tool, crosses up on crouchers and combos but when crossing up on standing there is no follow up
*j. C: opposite of j.B, great vertical ranged punch. a great air control move.
*j. D: very deep downward kick. nice close ranged jump in. but the range is very short. Can cross up on some crouchers and combo if spaced.


'''Blowback'''
* st.CD: Generic st.CD, not so great. Cancelable on hit, block, and whiff.
*st. CD: generic st.CD. not so great.
 
*HOWEVER due to the ability to whiff cancel CD into qcb+A/B/C you can use it to fake out a counter or jump/roll/dodge during the startup and punish by cancelling snake arm with D.
* j.CD: A great jump-in and air-to-air with fast start up and good priority.
*j. CD: a great jump in or air to air with fast start up and good priority.


== Throws ==
== Throws ==


'''Choke Hold:''' (close) b/f + C
'''Choke Hold:''' <code> b/f+C (close) </code>
* regular throw, techable. Yamazaki grabs the opponent by the neck and slams them down into the ground sending them full screen away with a hard knockdown.  
 
* Regular throw, techable. EX Yamazaki grabs the opponent by the neck and slams them down into the groun,d sending them fullscreen away with a hard knockdown.  
 
'''Whackdown Wallop:''' <code> b/f+D (close) </code>


'''Whackdown Wallop:''' (close) b/f + D
* Regular throw, techable. EX Yamazaki grabs the opponent by the neck and throws them into the ground behind him, leaving them a small distance away from him with a hard knockdown.
* regular throw, techable. yamazaki grabs the opponent by the neck and throws them into the ground behind him leaving them a small distance away from him with a hard knockdown.


== Command Moves ==
== Command Moves ==


'''Eviscerator (Overhead):''' f + A  
'''Eviscerator (Overhead):''' <code>f+A</code>
*causes hard knockdown. loses its properties, overhead and hard knockdown, if you cancel into it.
 
* Two-hitting overhead that causes a hard knockdown when done raw, standard combo filler when canceled into (unless you late-cancel it).


== Special Moves ==
== Special Moves ==


'''Serpent Slash (Upper):''' qcb + A
'''Serpent Slash (Upper):''' <code>qcb+A (can be held)</code>


* can hold pose up to 5 seconds or release his hand in that time at will.
* EX Yamazaki delivers a long-range slash aimed diagonally upwards. Can be held down to delay the attack until the button is released.


* Good anti airing move.
* A good anti-airing move to stop people from trying to jump over qcb+B and qcb+C.


* whiffs on all crouchers.
* Whiffs on all crouchers.


'''Serpent Slash (Mid):''' qcb + B
'''Serpent Slash (Mid):''' <code>qcb+B (can be held)</code>


* can hold pose up to 5 seconds or release his hand in that time at will.
* EX Yamazaki delivers a long-range slash aimed straight in front of him. When done close enough, it will hit two times. Can be held down to delay the attack until the button is released.


* combos from lights and heavies.
* Combos from lights and heavies.


* whiffs on short crouchers.
* Whiffs on short crouchers.


* good for poking at mid range, will stop hops and other attempts at moving forwards.
* Good for poking at midrange, will stop hops and other attempts at moving forwards.


* if you hit an anti air it causes a sliding hard knockdown which allows for a qcb+C followup if near enough or even dd+B
* If you successfully anti-air with it, it causes a sliding hard knockdown, which allows for a qcb+C or d,d+B OTG followup if close enough.


* can be quite susceptible to being rolled through so be ready to react to rolls with the D cancel.
* Can be quite susceptible to being rolled through, so be ready to react to rolls with the D cancel.


'''Serpent Slash (Lower):''' qcb + C
'''Serpent Slash (Lower):''' <code>qcb+C (can be held)</code>


* can hold pose up to 5 seconds or release his hand in that time at will.
* EX Yamazaki delivers a long-range slash aimed diagonally downward in front of him. When done close enough, it will hit two times. Can be held down to delay the attack until the button is released.


* hits low.
* Hits low and has a huge disjointed hitbox.


* combos from heavies.
* Good poke and combo ender, as the other variants can whiff on the smaller characters during combos.


* can be a good sneaky low poke from far range.
* Combos from heavies.


* OTG from any hard knockdown, safer than stomp OTG especially if quick maxed in Extra meter mode.
* Can be a good sneaky low poke from far range.


* for some reason in max mode cannot be followed up with after dp+b so make sure to use down, down, b in maxmode after.
* OTGs from any hard knockdown, safer than d,d+B OTG, especially if Quick MAXed in Extra meter mode.


'''Big Serpent Slash (For All):'''
* For some reason, in MAX Mode cannot be followed up with after dp+b, so make sure to use d,d+B in MAX Mode after.


* Hold the pose until he chatters three times, then once he chatters the third time release and he will do ALL THREE slashes from lower to upper.
'''Big Serpent Slash:''' <code> Hold A/B/C (during qcb+X)</code>


*can lead into combo into Guillotine DM or snake arm A for reset and B for meterless hard knockdown before they land.
* Hold the pose until he chatters three times, then once he chatters the third time, release and he will do ALL THREE versions of the move from low to high.


'''Serpent Slash Cancel''': D (During the Serpent Slash pose)
* Can juggle into into qcfx2+P for a metered ender, qcb+A for reset, and qcb+B for a meterless hard knockdown before they land.
* Yamazaki stops his stance and returns to normal.


* can be used directly after a serpent slash to reduce the recovery on some moves. This can even allow for some new combos.
'''Serpent Slash Cancel:''' <code>D (during qcb+X)</code>


* can also be used repeteadly with the advanced mode meter as a safe way of building meter.
* EX Yamazaki cancels the stance and returns to normal.


'''Sadomazo:''' hcf + B/D
* Can be used as soon as possible after qcb+X to reduce the recovery on some moves. This results in significant frame advantage and can even allow for some new combos.
* Yamazaki enters a stance that allows him to automatically counter mid and high attacks


* Does not counter low attacks
* Can also be used repeatedly with the Advanced mode meter as a safe way of building meter.


* D version lasts a little longer than the B version
'''Sadomazo:''' <code>hcf+B/D</code>


'''Double Return:''' qcf + A/C
* EX Yamazaki enters a stance that allows him to automatically counter mid and high attacks.
* Yamazaki does a close range swiping strike.


* Hits twice up close
* Does not counter low attacks.


* A version will nullify projectiles and stores the return projectile for use later by inputting the same motion.
* D version lasts a little longer than the B version.


* C version sends the projectile back immediately, is slower however.
'''Double Return:''' <code>qcf+A/C</code>


'''Judgement Dagger:''' dp + A/C
* EX Yamazaki does a close-range swiping strike.
* Yamazaki slashes with his knife.


* If you whiff the first slash he does not go for the second.
* Hits twice up close.


* dp+A has a lot of reach so it's good to use when you're out of range of dp+B.
* A version will nullify projectiles; doing the same motion again afterward will release a projectile of EX Yamazaki's own.


* dp+C has less reach but does more damage.
* C version sends the projectile back immediately, but is slower.  


* dp+A is relatively punishable on block but dp+C is a bit safer if this does hit on block by accident and you are in Extra mode you may want to quick max and avoid the punish. Do not spam on block since its probably better to cancel normals into snake arm and then d for pressure.
'''Judgement Dagger:''' <code>dp+A/C</code>


'''Fight of Tempering:''' dp + B
* EX Yamazaki slashes twice with his knife.
* Yamazaki delivers a big stomping kick with two parts.


* The first hit hits mid and the second hit is an overhead.
* If you whiff the first slash, he does not go for the second.


* causes hard knockdown.
* dp+A has a lot of reach, so it's good to use when you're out of range of dp+B.


* One of Ex Yamazaki's best combo enders due to the hard knockdown and the dd+B/qcb+C followup.
* dp+C has less reach, but does more damage.


* punishable on block.
* dp+A is relatively punishable on block, but dp+C is a bit safer if this does hit on block by accident due to spacing, and can be made safer with Quick MAX. Still, EX Yamazaki has enough good pressure options that you should not abuse this at midrange.


'''Flying Dragon Kick:''' down, down + B (while opponent is knocked down on the ground)
'''Fight of Tempering:''' <code>dp+B</code>


* This is a key followup after doing Fight of Tempering.  
* EX Yamazaki delivers a big stomping kick with two parts.


* Note the recovery on this move is quite long because he laughs for a moment once he finishes stomping the grounded opponent. But the entire animation is fully invincible until it ends, so it's actually Yamazaki who can react to their next move with DMs or regular throw etc.
* The first hit hits mid, and the second hit is an overhead.
 
* Causes a hard knockdown.
 
* One of EX Yamazaki's best combo enders, due to the hard knockdown and the dd+B/qcb+C followup.
 
* Punishable on block.
 
'''Flying Dragon Kick:''' <code>d,d+B (while opponent is knocked down)</code>
 
* This is a key OTG followup after doing dp+B. Puts EX Yamazaki's meterless damage through the roof.
 
* The lengthy recovery of this move is completely unskippable, making it hugely minus on hit, but is also fully invincible, meaning that it actually leaves EX Yamazaki at advantage because he can react and respond to whatever the opponent is doing.


== Desperation Moves ==
== Desperation Moves ==


'''Guillotine:''' qcf, qcf + A/C
'''Guillotine:''' <code>qcfx2+A/C</code>
* very fast reversal move with some nice invulnerability on start up.


* punishable on block.
* Very fast reversal move with some nice invincibility on startup.
 
* Punishable on block.


* The second part can whiff if the first part hits an airborne opponent that is too high up in the air.
* The second part can whiff if the first part hits an airborne opponent that is too high up in the air.


* causes hard knockdown.
* Causes a hard knockdown.


* this hard knockdown leads to, you guessed it, qcb+C/dd+B followup.
* This hard knockdown leads to, you guessed it, qcb+C/d,d+B OTG followups.


* Max version does more damage but no follow up after for some strange reason.
* MAX version does more damage, but does not allow a followup after for some strange reason.


'''Drill:''' (close) hcb, hcb + A/C
'''Drill:''' <code>hcbx2+A/C (close)</code>


* a 1 frame command grab super.
* A 1-frame command grab DM.


* tap punch buttons repeatedly for different levels (there are 4 excluding level 5).
* Mash the punch buttons in the interval between the first hit and the rest of the animation for new animations that do more damage with more mashing (there are 4 total, excluding level 5).


* good for combos and mixups.
* Good for combos and mixups.


* '''Drill Lv.5''': Tap A+B+C repeatedly during Drill (or tap punch buttons repeatedly and finish with A+B+C)
* MAX version does more damage and has different animations.


* a super command grab.
: '''Drill Lv.5:''' <code>ABC (during hcbx2+P, mashed as much as possible)</code>


* does a lot more damage.
:* A much more powerful version of the DM.
 
:* Costs 1 additional bar of super meter, cannot be used in extra mode without red life


== Combos ==
== Combos ==


'''General Notes'''
'''General Notes:'''
* In any metered combo, you can replace qcfx2+P with qcfx2+AC or hcbx2+P with hcbx2+AC for more damage if you have 3 bars in Advanced Mode.
 
* In any combo involving the d,d+B OTG follow-up, you can optionally omit it and do qcb+C for better oki in exchange for less damage.
* In any metered combo, you can replace qcfx2+P with qcfx2+AC or hcbx2+P with hcbx2+AC for more damage if you have the resources.
 
* In any combo involving the d,d+B OTG followup, you can optionally omit it and do qcb+C for more conventional oki in exchange for less damage.


===Meterless===
===Meterless===


Low
''Low''
 
: <code>cr.Bx1-2, cr.A/cl.A, dp+B, d,d+B/qcb+C</code>
 
''Mid/Jump-In''


: <code>cr.Bx1~2, cr.A, dp+B, d,d+B/qcb+C</code>:
: <code>(j.X), cl.C, f+A, qcb+C</code>
: <code>cl.Bx1~2, cl.A/cr.A, dp+B, d,d+B/qcb+C</code>:
Anywhere


: <code>(j.X), cl.C, f+A, qcb+C</code>:
: <code>(j.X), cl.C, dp+B, d,d+B/qcb+C</code>


: <code>(j.X), cl.C, dp+B, d,d+B</code>:
: <code>cl.C/D, f+A, d,d+B/qcb+C</code>
: Late-cancel combo into overhead; true combo, but pretty tight and generally not worth going for outside of specific pressure/mixup scenarios.


: <code>f+A, d,d+B/qcb+C</code>:
''Overhead''
:* Overhead combo
 
: <code>cl.C/D(slight delay)f+A, d,d+B/qcb+C</code>:
: <code>f+A, d,d+B/qcb+C</code>
:* Overhead combo v2 can actually combo but is pretty tight, generally better off going for dp+b then OTG since its more damage anyway but it requires 14 frames of delay between the time you press cl.c and the time you press f+a 13 frames if you do it from cl.d.
: OTG combo from a raw overhead.


===With Meter===
===With Meter===


Low
''Low''


: <code>cr.B/cl.B, cr.A/cl.A, qcfx2+P</code>:
: <code>cr.B/cl.B, cr.A/cl.A, qcfx2+P</code>
:* You can do this as cr.B, qcf+A, qcf+P or cl.B qcf+A (hold halfway through) qcf+P for an easier cancel
: You can do this as cr.B, qcf+A, qcf+P or cl.B qcf+A (hold halfway through) qcf+P for an easier cancel.


: <code>cr.B/cl.B, cr.A/cl.A, hcbx2+P</code>:
: <code>cr.B/cl.B, cr.A/cl.A, hcbx2+P</code>
:* You can do this as cr.B, hcb+A, hcb+P or cl.B, hcb+A (hold halfway through) hcb+P for an easier cancel  
: You can do this as cr.B, hcb+A, hcb+P or cl.B, hcb+A (hold halfway through) hcb+P for an easier cancel.


Anywhere
''Mid/Jump-In''


: <code>(j.X), cl.C/cr.C, qcfx2+P</code>:
: <code>(j.X), cl.C/cr.C, qcfx2+P</code>


===With Quick MAX===
===With Quick MAX===


Anywhere
''Mid/Jump-In''


: <code>(j.X), cl.C, qcb+ABC > D, walk-up cl.C, dp+B, d,d+B</code>:
: <code>(j.X), cl.C, qcb+ABC > D, cl.C, dp+B, d,d+B</code>
:* qcb+ABC will do the snake arm special and activate max mode at the same time: the D afterwards should be inputted immediately after the ABC to cancel the snake arm stance, then you need to walk up and hit cl.C
: The qcb+ABC input will do the qcb+X and activate MAX mode at the same time: the D afterwards should be inputted immediately after the ABC to cancel the stance, then you need to microwalk up and hit cl.C. This becomes easier if you have an ABC macro and plink from ABC to D.
:* This becomes easier if you have an ABC macro and plink from ABC to D


: <code>(j.X), cl.C, qcb+ABC > D, walk-up cl.C, qcfx2+P/hcbx2+P</code>:
: <code>(j.X), cl.C, qcb+ABC > D, walk-up cl.C, qcfx2+P/hcbx2+P</code>:
:* Harder, more damaging variant ending in a super
:* Harder, more damaging variant ending in a DM.


== Strategy & Tips ==
== Strategy & Tips ==
*add snake cancels into your game to scare opponents into blocking
 
*take advantage of whiff st.CD into snake cancel or occasionally use it to move you forward and give more range to snake arms
* Cancel heavy normals and CD to qcb+X and immediately cancel with D to get massive frame advantage (enough to combo to a second heavy attack). The light moves, crouching A and close standing B, are +0 when cancelled in this way. Also, crouching C is whiff cancellable, so you can cancel it using this technique to reduce its recovery while also building some meter. CD is also whiff cancellable.
*occasionally delay a blocked ligh button into a forward+A followup if you catch opponents afraid of blocking low
 
*Generally if you are afraid of eating a reversal from a corner dd+B use qcb+C to set your oki up better.
* Once you have conditioned the opponent to block low at different ranges, start mixing f+A late-canceled off of lights into your gameplan.
*generally wait for your opponent to make the mistake first, Ex Yamazaki is able to deal with zoners and rushdowns thanks to his great abundance of anti airs, hop checks, even a reflector that fires a projectile which can beat out a lot of projectiles. Add to this VERY good light and heavy pokes and you have yourself set, just make sure to vary your oki and not get predictable in order to maximize damage output.
 
* Generally wait for your opponent to make the mistake first, EX Yamazaki is able to play a very strong reactive game against both rushdown characters and zoners, due to his wide variety of hard counters to zoning tools and approach options.


== Videos ==
== Videos ==

Latest revision as of 15:35, 13 January 2024


Introduction

EX Yamazaki is a midrange poking character with a strong emphasis on neutral mindgames and pressure. EX Yamazaki's most defining feature is his long-ranged poke specials, which can cover space in different angles in front of him. Combine this with some good poking normals, and EX Yamazaki's neutral space control becomes quite strong. EX Yamazaki wants to keep you guessing over which move he will do, so that the opponent starts to hesitate in neutral. EX Yamazaki can then use this hesitation to go in, as his own close-range pressure game is quite strong due to his ability to cancel his poking specials' startup to create huge frame advantage for free. He can then make the most of this pressure with his overhead and 1f command grab DM. EX Yamazaki also gets some quite damaging combos, especially when you have a lot of meter to spend.

Changes from Previous Versions

98UM to 98UMFE

Normals:

  • st.C is now cancelable
  • f+A's second hit now causes a hard knockdown on the raw version of the move

Specials:

  • qcb+C now has less recovery and is -2 if Guard Cancel Rolled
  • hcf+K's damage has been increased from 13 to 21

Supers:

  • qcfx2+P now fully connects more consistently

Normal Moves

Close

  • cl.A: Standard cl.A, decent combo filler with okay frame advantage. Cancelable.
  • cl.B: Solid standing low for mixups and combo filler. Chainable and cancelable.
  • cl.C: Very fast combo starter and nice frame trap option. Cancelable.
  • cl.D: Slower than cl.C, but has long-reaching second hitbox. Cancelable only on the first hit.

Standing

  • st.A: Very long anti-hop button.
  • st.B: A lower version of st.A. Still does okay as a hop check, but works better at stopping run-ins and similar grounded movement. Chainable.
  • st.C: Slow punch, cancelable but too slow to have much use.
  • st.D: A big long poke. Large recovery makes it quite risky. Useful as an occasional option, but bad to be predictable with.

Crouching

  • cr.A: Quite typical crouching jab, with okay range and frame advantage. Chainable and cancelable.
  • cr.B: Pretty long low, and your main low confirm. Chainable.
  • cr.C: Fast upward backfist. Cancelable on hit, block, and whiff.
  • cr.D: Long and fast sweep.

Jumping

  • j.A: Somewhat similar to Kyo's and Saisyu's j.B, but not as deep and without the ability to crossup. Still an okay fast jump-in.
  • j.B: A very long horizontal ranged kick. Nice air spacing tool. Can crossup, but you can only convert from it on crouchers.
  • j.C: Opposite of j.B, great vertical ranged punch. A great air control move.
  • j.D: Very deep downward kick. Nice close-ranged jump-in, but the range is very short. Can crossup on some crouchers.

CD Normals

  • st.CD: Generic st.CD, not so great. Cancelable on hit, block, and whiff.
  • j.CD: A great jump-in and air-to-air with fast start up and good priority.

Throws

Choke Hold: b/f+C (close)

  • Regular throw, techable. EX Yamazaki grabs the opponent by the neck and slams them down into the groun,d sending them fullscreen away with a hard knockdown.

Whackdown Wallop: b/f+D (close)

  • Regular throw, techable. EX Yamazaki grabs the opponent by the neck and throws them into the ground behind him, leaving them a small distance away from him with a hard knockdown.

Command Moves

Eviscerator (Overhead): f+A

  • Two-hitting overhead that causes a hard knockdown when done raw, standard combo filler when canceled into (unless you late-cancel it).

Special Moves

Serpent Slash (Upper): qcb+A (can be held)

  • EX Yamazaki delivers a long-range slash aimed diagonally upwards. Can be held down to delay the attack until the button is released.
  • A good anti-airing move to stop people from trying to jump over qcb+B and qcb+C.
  • Whiffs on all crouchers.

Serpent Slash (Mid): qcb+B (can be held)

  • EX Yamazaki delivers a long-range slash aimed straight in front of him. When done close enough, it will hit two times. Can be held down to delay the attack until the button is released.
  • Combos from lights and heavies.
  • Whiffs on short crouchers.
  • Good for poking at midrange, will stop hops and other attempts at moving forwards.
  • If you successfully anti-air with it, it causes a sliding hard knockdown, which allows for a qcb+C or d,d+B OTG followup if close enough.
  • Can be quite susceptible to being rolled through, so be ready to react to rolls with the D cancel.

Serpent Slash (Lower): qcb+C (can be held)

  • EX Yamazaki delivers a long-range slash aimed diagonally downward in front of him. When done close enough, it will hit two times. Can be held down to delay the attack until the button is released.
  • Hits low and has a huge disjointed hitbox.
  • Good poke and combo ender, as the other variants can whiff on the smaller characters during combos.
  • Combos from heavies.
  • Can be a good sneaky low poke from far range.
  • OTGs from any hard knockdown, safer than d,d+B OTG, especially if Quick MAXed in Extra meter mode.
  • For some reason, in MAX Mode cannot be followed up with after dp+b, so make sure to use d,d+B in MAX Mode after.

Big Serpent Slash: Hold A/B/C (during qcb+X)

  • Hold the pose until he chatters three times, then once he chatters the third time, release and he will do ALL THREE versions of the move from low to high.
  • Can juggle into into qcfx2+P for a metered ender, qcb+A for reset, and qcb+B for a meterless hard knockdown before they land.

Serpent Slash Cancel: D (during qcb+X)

  • EX Yamazaki cancels the stance and returns to normal.
  • Can be used as soon as possible after qcb+X to reduce the recovery on some moves. This results in significant frame advantage and can even allow for some new combos.
  • Can also be used repeatedly with the Advanced mode meter as a safe way of building meter.

Sadomazo: hcf+B/D

  • EX Yamazaki enters a stance that allows him to automatically counter mid and high attacks.
  • Does not counter low attacks.
  • D version lasts a little longer than the B version.

Double Return: qcf+A/C

  • EX Yamazaki does a close-range swiping strike.
  • Hits twice up close.
  • A version will nullify projectiles; doing the same motion again afterward will release a projectile of EX Yamazaki's own.
  • C version sends the projectile back immediately, but is slower.

Judgement Dagger: dp+A/C

  • EX Yamazaki slashes twice with his knife.
  • If you whiff the first slash, he does not go for the second.
  • dp+A has a lot of reach, so it's good to use when you're out of range of dp+B.
  • dp+C has less reach, but does more damage.
  • dp+A is relatively punishable on block, but dp+C is a bit safer if this does hit on block by accident due to spacing, and can be made safer with Quick MAX. Still, EX Yamazaki has enough good pressure options that you should not abuse this at midrange.

Fight of Tempering: dp+B

  • EX Yamazaki delivers a big stomping kick with two parts.
  • The first hit hits mid, and the second hit is an overhead.
  • Causes a hard knockdown.
  • One of EX Yamazaki's best combo enders, due to the hard knockdown and the dd+B/qcb+C followup.
  • Punishable on block.

Flying Dragon Kick: d,d+B (while opponent is knocked down)

  • This is a key OTG followup after doing dp+B. Puts EX Yamazaki's meterless damage through the roof.
  • The lengthy recovery of this move is completely unskippable, making it hugely minus on hit, but is also fully invincible, meaning that it actually leaves EX Yamazaki at advantage because he can react and respond to whatever the opponent is doing.

Desperation Moves

Guillotine: qcfx2+A/C

  • Very fast reversal move with some nice invincibility on startup.
  • Punishable on block.
  • The second part can whiff if the first part hits an airborne opponent that is too high up in the air.
  • Causes a hard knockdown.
  • This hard knockdown leads to, you guessed it, qcb+C/d,d+B OTG followups.
  • MAX version does more damage, but does not allow a followup after for some strange reason.

Drill: hcbx2+A/C (close)

  • A 1-frame command grab DM.
  • Mash the punch buttons in the interval between the first hit and the rest of the animation for new animations that do more damage with more mashing (there are 4 total, excluding level 5).
  • Good for combos and mixups.
  • MAX version does more damage and has different animations.
Drill Lv.5: ABC (during hcbx2+P, mashed as much as possible)
  • A much more powerful version of the DM.
  • Costs 1 additional bar of super meter, cannot be used in extra mode without red life

Combos

General Notes:

  • In any metered combo, you can replace qcfx2+P with qcfx2+AC or hcbx2+P with hcbx2+AC for more damage if you have the resources.
  • In any combo involving the d,d+B OTG followup, you can optionally omit it and do qcb+C for more conventional oki in exchange for less damage.

Meterless

Low

cr.Bx1-2, cr.A/cl.A, dp+B, d,d+B/qcb+C

Mid/Jump-In

(j.X), cl.C, f+A, qcb+C
(j.X), cl.C, dp+B, d,d+B/qcb+C
cl.C/D, f+A, d,d+B/qcb+C
Late-cancel combo into overhead; true combo, but pretty tight and generally not worth going for outside of specific pressure/mixup scenarios.

Overhead

f+A, d,d+B/qcb+C
OTG combo from a raw overhead.

With Meter

Low

cr.B/cl.B, cr.A/cl.A, qcfx2+P
You can do this as cr.B, qcf+A, qcf+P or cl.B qcf+A (hold halfway through) qcf+P for an easier cancel.
cr.B/cl.B, cr.A/cl.A, hcbx2+P
You can do this as cr.B, hcb+A, hcb+P or cl.B, hcb+A (hold halfway through) hcb+P for an easier cancel.

Mid/Jump-In

(j.X), cl.C/cr.C, qcfx2+P

With Quick MAX

Mid/Jump-In

(j.X), cl.C, qcb+ABC > D, cl.C, dp+B, d,d+B
The qcb+ABC input will do the qcb+X and activate MAX mode at the same time: the D afterwards should be inputted immediately after the ABC to cancel the stance, then you need to microwalk up and hit cl.C. This becomes easier if you have an ABC macro and plink from ABC to D.
(j.X), cl.C, qcb+ABC > D, walk-up cl.C, qcfx2+P/hcbx2+P:
  • Harder, more damaging variant ending in a DM.

Strategy & Tips

  • Cancel heavy normals and CD to qcb+X and immediately cancel with D to get massive frame advantage (enough to combo to a second heavy attack). The light moves, crouching A and close standing B, are +0 when cancelled in this way. Also, crouching C is whiff cancellable, so you can cancel it using this technique to reduce its recovery while also building some meter. CD is also whiff cancellable.
  • Once you have conditioned the opponent to block low at different ranges, start mixing f+A late-canceled off of lights into your gameplan.
  • Generally wait for your opponent to make the mistake first, EX Yamazaki is able to play a very strong reactive game against both rushdown characters and zoners, due to his wide variety of hard counters to zoning tools and approach options.

Videos

KOF 98 UM YAMAZAKI EX COMBOS by Kurama Games

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro