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The King of Fighters '98 UMFE/EX Yamazaki: Difference between revisions
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==Normal Moves== | |||
''Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN'' | |||
'''Close''' | |||
*cl. A: | |||
*cl. B: | |||
*cl. C: | |||
*cl. D: | |||
'''Stand''' | |||
*st. A: | |||
*st. B: | |||
*st. C: | |||
*st. D: | |||
'''Crouch''' | |||
*cr. A: | |||
*cr. B: | |||
*cr. C: | |||
*cr. D: | |||
'''Jump''' | |||
*j. A: | |||
*j. B: | |||
*j. C: | |||
*j. D: | |||
'''Blowback''' | |||
*st. CD: | |||
*j. CD: | |||
== Throws == | == Throws == | ||
Revision as of 01:39, 29 October 2020
Normal Moves
Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN
Close
- cl. A:
- cl. B:
- cl. C:
- cl. D:
Stand
- st. A:
- st. B:
- st. C:
- st. D:
Crouch
- cr. A:
- cr. B:
- cr. C:
- cr. D:
Jump
- j. A:
- j. B:
- j. C:
- j. D:
Blowback
- st. CD:
- j. CD:
Throws
Choke Hold: (close) b/f + C
Whackdown Wallop: (close) b/f + D
Command Moves
Eviscerator (Overhead): f + A
Special Moves
Serpent Slash (Upper): qcb + A
- can hold pose up to 5 seconds or release his hand in that time at will.
Serpent Slash (Mid): qcb + B
- can hold pose up to 5 seconds or release his hand in that time at will.
Serpent Slash (Lower): qcb + C
- can hold pose up to 5 seconds or release his hand in that time at will.
Big Serpent Slash (For All):
- 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.
Serpent Slash Cancel: D (During the Serpent Slash pose)
Sadomazo: hcf + B/D
Double Return: qcf + A/C
- A version will break projectiles, C version he will absorb the energy of the the projectile and it gets stored. Then when the input is repeated (qcf + C) he will fire a projectile back.
Judgement Dagger: dp + A/C
- If you whiff the first slash he does not go for the second.
Fight of Tempering: dp + B
Flying Dragon Kick: down, down + B (while opponent is knocked down on the ground)
- This is a key followup after doing Fight of Tempering. Note the recovery on this move is bad because he laughs for a moment once he finishes stomping the grounded opponent.
Desperation Moves
Guillotine: qcf, qcf + A/C
Drill: (close) hcb, hcb + A/C
- tap or repeatedly for more hits
- Drill Lv.5: In Max Tap A+B+C repeatedly during Drill