|
|
Line 1,106: |
Line 1,106: |
|
| |
|
| ====Videos==== | | ====Videos==== |
| https://youtu.be/sCD9x_YkvYA | | [https://youtu.be/sCD9x_YkvYA Yamazaki Gameplay on linnesaka's YT Channel] |
| {{Navbox RBFF2}} | | {{Navbox RBFF2}} |
|
| |
|
| [[Category:Real Bout Fatal Fury 2: The Newcomers]] | | [[Category:Real Bout Fatal Fury 2: The Newcomers]] |
| [[Category:Ryuji_Yamazaki]] | | [[Category:Ryuji_Yamazaki]] |
Revision as of 02:27, 16 February 2022
Gameplay Overview
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.
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.
Pros |
Cons
|
- 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
|
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 Hop Diagonal 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 version B Version C Version
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
A
|
15,15 (28)
|
-
|
9
|
2,4
|
31
|
-7
|
-13
|
HL
|
-
|
Y
|
Y
|
B
|
15,15 (28)
|
-
|
7
|
2,4
|
31
|
-7
|
-13
|
HL
|
-
|
Y
|
Y
|
C
|
15,15(28)
|
-
|
12
|
2,4
|
31
|
-7
|
-13
|
L
|
-
|
Y
|
Y
|
|
Multi Snake Tamer 214[A]/[B]/[C] for 3 seconds
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
18,18,18(46)
|
-
|
(180)9
|
-
|
30
|
KD
|
-10
|
HL
|
-
|
N
|
Y
|
|
Snake Tamer Abort 214A/B/C-D
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
17 (A version) 10(B Version) 20(C Version)
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Double Return 236C (hold ok)
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
No hold
|
2
|
-
|
8
|
3
|
35
|
-10
|
-16
|
HL
|
-
|
N
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Hold
|
32
|
-
|
15
|
-
|
56 total
|
-
|
-
|
HL
|
-
|
N
|
-
|
|
Judgement Cutter 623A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6,7,20(32)
|
-
|
10
|
2,16(5)11
|
18
|
KD
|
-11
|
HL
|
-
|
Y
|
-
|
|
Yakiire 623B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
32
|
-
|
30
|
2
|
28
|
KD
|
-8
|
H
|
-
|
N
|
-
|
|
Explosive Headbutt 6428C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
46
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Sado Maso 41236B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
17
|
12
|
25
|
KD
|
-15
|
HL
|
-
|
N
|
-
|
|
S-Power
Guillotine 641236BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
18,65(75)
|
-
|
13
|
2,12,19
|
26
|
KD
|
-23
|
HL,H
|
-
|
N
|
-
|
|
P-Power
Yondan Drill 360C, mash C repeatedly
Starter
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5 Ender
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Lvl 1
|
19*4(76)
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Lvl 2
|
21*4(84)
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Lvl 3
|
23*4(92)
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Lvl 4
|
25*4(100)
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Lvl 5
|
28*4(112)
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Chain Attacks
Combos
Meterless
- 2A 3A 623A
- 5A 5C 623A
- n.5C 623A
- 5AB 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.
All 623A can be substituted with 214A/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)
Metered
Strategy
Videos
Yamazaki Gameplay on linnesaka's YT Channel