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Real Bout Fatal Fury 2/Ryuji Yamazaki: Difference between revisions

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==Combos==
==Combos==
====Meterless====
====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====
====Metered====

Revision as of 00:15, 22 January 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
  • Fast moves
  • Great priority
  • 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 - - - - - - - -

No presses

Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Lvl 2 21*4(84) - 0 - - - - - - - -

5-8 presses

Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Lvl 3 23*4(92) - 0 - - - - - - - -

9-12 presses

Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Lvl 4 25*4(100) - 0 - - - - - - - -

13 presses or more

Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Lvl 5 28*4(112) - 0 - - - - - - - -

13 presses, then A+B+C

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

Real Bout Fatal Fury 2
General

ControlsFAQSystem

Characters

Andy BogardBilly KaneBlue MaryBob WilsonCheng SinzanDuck KingFranco BashGeese HowardHon FuJin ChonreiJin ChonshuJoe HigashiKim KaphwanLaurence BloodLi XiangfeiMai ShiranuiRick StrowdRyuji YamazakiSokaku MochizukiTerry BogardTung Fu RueWolfgang Krauser