The King of Fighters 2002 UM/Ryuji Yamazaki

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02UM Yamazaki Profile.png
02UM Yamazaki 0.gif



Choke Hold - close, Bk.gif / Fd.gif + C.gif

Whackdown Wallop - close, Bk.gif / Fd.gif + D.gif

Command Move

Eviscerator - Fd.gif + A.gif

Special Moves

Sadomaso - Hcf.gif + B.gif / D.gif

Serpent Slash Upper - Qcb.gif + A.gif

Serpent Slash Middle - Qcb.gif + B.gif

Serpent Slash Lower - Qcb.gif + C.gif

Serpent Slash Hold - Qcb.gif + Hold A.gif / B.gif / C.gif

Cancel with D.gif

Screw Blow - Rdp.gif + A.gif / C.gif

Bombshell Badda-Bing - Hcb.gifFd.gif + A.gif / C.gif

Judgement Dagger - Dp.gif + A.gif / C.gif

Double Return - Qcf.gif + A.gif / C.gif

Fight of Tempering - Dp.gif + B.gif

Spray Sand - Dp.gif + D.gif

Desperation Moves

Insanity from Nightmare - Qcf.gif + A.gifB.gifC.gifD.gif

Guillotine - Qcf.gifQcf.gif + A.gif / C.gif

Drill - Hcb.gifHcb.gif + A.gif / C.gif (Mash for more hits)

Super Desperation Moves

Guillotine - Qcf.gifQcf.gif + A.gifC.gif

Drill - Hcb.gifHcb.gif + A.gifC.gif (Mash for more hits)

Hidden Super Desperation Move

...!! - Hcb.gifHcb.gif + B.gifD.gif

Gameplay Overview




  • cl.A is a cancel-able short gut punch
  • cl.B is a cancel-able shin kick that hits low
  • cl.C is a cancel-able hook punch that is good to use in combos
  • cl.D is a cancel-able high round kick that is good to use in combos and can hit opponents trying to jump out of the corner


  • Far A is a standing jab that can be used to stop incoming hops
  • Far B is a thrust kick that can used a close range poke
  • Far C is a wide hook punch that moves Yamazaki forward
  • Far D is a very good long ranged horizontal kick that be used as a poke in mid-range


  • Crouch A is a cancel-able crouching jab that can be used a mid to close range poke
  • Crouch B is a cancel-able crouching low kick that has a good horizontal range
  • Crouch C is a cancel-able backhand punch
  • Crouch D is a long ranged sweep that is not cancel-able


  • Jump A is a downward angle punch that can be used as an instant overhead
  • Jump B is a good ranged kick that can be used for air-to-ground approaches or jump aways
  • Jump C is a jumping uppercut that can be used from ground-to-air, it might whiff on some crouching opponents
  • Jump D is a strange looking downward angle good that can be used as an instant overhead
  • Neutral jump B has a steep angle than his jumping B which can be used as an instant overhead
  • Neutral jump C is similar to jump A but has more range
  • Neutral jump D has a long horizontal range that can be used as an air-to-air


  • Standing CD is a long ranged headbutt that is cancel-able
  • Jump CD is a swinging double hammer attack that is good to use for air-to-air


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 Move

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
  • Can be cancelled in Max Mode

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
  • very negative on block
  • 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)

  • Yamazaki kicks a cloud of sand up in air toward the opponent
  • hits mid
  • can be comboed into and out of (ex: cl.C, dp+D, qcb+B)
  • can be used as a situational anti-air
  • negative on block

Desperation Moves

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

  • Yamazaki runs towards the opponent, stabs them, then stomps them repeatedly then kicks them across the screen.
  • If Yamazaki misses contact with the opponent, Yamazaki stop running and shake his head
  • An unblockable command throw
  • Hard knockdown

Guillotine - (qcf, qcf + A/C)

  • Yamazaki uppercuts the opponent, grabs them by the face, then drags them across ground to kick them across the screen
  • Can be used as an anti-air or reversal
  • Has a small amount of invincibility at the start
  • Hard knockdown

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

  • A command throw that has 4 levels of damage depending on how fast you mash the punch buttons
  • Hard knockdown

Super Desperation Move

Guillotine - (qcf, qcf + A + C)

  • A stronger version of his Guillotine DM. Has the same amount of speed at the start
  • Hard knockdown

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

  • A stronger version of his Drill DM
  • Hard knockdown

Hidden Super Desperation Move

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

  • Yamazaki grabs the opponent, slams them to the ground, then slashes them multiple times with his arms. Then he grabs them with his teeth and slams them down behind him
  • an 18F command throw that has invincibility
  • Inflicts 450 damage
  • Hard knockdown


0 Stock

  • cl.C, f+A, qcb+B/C
  • cl.C, dp+D, qcb+B/C
  • cl.C, dp+D, feint qcb+X, qcb+B/C
A tricky combo, not really important but may be preferred by some players. You do qcb+A/B/C and hold the button while pressing D to feint the snake arm special. Then afterwards you do qcb+B/C. Builds a tiniest bit more of meter than route above.
  • j.D, cl.C, dp+C/dp+B~qcb+C
  • cr.B/Far B/cl.B×1~2, cr.A, qcb+B
  • cl.B×1~2, hcb~f+P
  • cr.B/cl.B, cr.A, qcfx2+P

2 Stocks

  • cl. C [BC] dash, cl. C, dp+B (1 hit), dp+D, dp+B (1hit), dp+D, dp+C
  • cl.C [BC] dash cl.C, dp+B(1), dp+D, qcb+B~D, dp+B(1), dp+A, dp+B(1), dp+D, qcb+B~D, hcb+f B(1), hcb + A/C

3 Stocks

  • cl.C [BC] dash cl.C, dp+B(1), dp+D, qcb+B~D, dp+B(1), dp+A, dp+B(1), dp+D, qcb+B~D, hcb+f B(1), hcb + AC

4 Stocks

  • cl.C [BC] dash cl.C, dp+A(1), dp+B(1), dp+D, qcb+B~D, dp+B(1), dp+A(1), dp+B(1), dp+D, qcb+B~D, dash [2 stock combo]

5 Stocks

  • cl.C [BC] dash cl.C, dp+A(1), dp+B(1), dp+D, qcb+B~D, dp+B(1), dp+A(1), dp+B(1), dp+D, qcb+B~D, dash [3 stock combo]


Yamazaki combos by TGR_BrunoKoF
台灣-阿澤.Aze (Yamazaki Best Rounds)
阿澤.Aze (Yamazaki Best Rounds)
Yamazaki Master Class

External Links

Check Ryuji Yamazaki's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel


The King of Fighters 2002 Unlimited Match

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