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The King of Fighters 2002 UM/Ryuji Yamazaki: Difference between revisions

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'''Double Return''' - (qcf + A/C)
'''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)
'''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
*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)
'''Spray Sand''' - (dp + D)

Revision as of 21:11, 12 January 2016

Movelist

Normal Moves

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 Moves

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

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
  • 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)

Desperation Moves

Insanity From Nightmare - qcf + A + B + C + D

Guillotine - qcf, qcf + A/C

Drill - close, hcb, hcb + A/C repeatedly (up to 4 levels)

Super Desperation

Guillotine - qcf, qcf + A + C

Drill - close hcb, hcb + A + C multiple times (up to 4 levels)

Hidden Super Desperation Move

...!! - close hcb, hcb + B + D

Videos

Yamazaki Master Class

[1]

Discussion Threads

Discuss at Dream Cancel

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