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The King of Fighters XIV/Yamazaki

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Movelist

(*) = EX OK

(!) = MAX OK

Throws

Kachikomi - close / +

Whacktown Wallpp - close / +

Command Normals

Eviscerator - +

Slam - +

Special Moves

Serpent Slash - + / / (*)

∟Serpent Slash (Keep) - [ / / Serpent Slash] HOLD
∟Serpent Slash Cancel - [ / / Serpent Slash (KEEP)]

Bombshell Badda-Bing - close, , + / (*)

Double Return - + / (*)

Sadomaso - + / (Timed To Your Opponent's Attack)

Spray Sand - +

Fight of Tempering - +

Super Special Moves

Guillotine - + / (!)

Pit Viper - + / (!)


Climax Super Special Move

Drill - (close) +

Character Info

Everyone's favorite Insane, Joker madman is back after a 13 year absence to the series. Yamazaki is a fan favorite for many reason. And his tools of destruction and chaos is one of them. With his ruthless power, a projectile reflector, an anti-air, a counter, and a super that can cause POISON, Yamazaki is a force to be reckoned. Plus, who doesn't love to hear his laugh.

Normals

Standing

  • st. A: Great anti-hop tool especially given Yamazaki’s height. Whiffs on crouchers. Not Special Cancelable.
  • st. B: Slightly more range than his st.A, yet is easy to hop over. Not Special Cancelable.
  • st. C: Slightly faster than his st.D, yet with much less range. st.C has longer recovery than st.D when whiffed making it objectively worse than st.D. If you plan on using it make sure it connects. Not Special Cancelable.
  • st. D: Great long fast poke. Use it on its own as a poke to control space (it's a frame slower than B-Snake Arm, but recovery is much faster), or with max activation to whiff punish or just random hit into combo, even at max range. Hits crouching too. Not Special Cancelable.

Close

  • cl. A: Hits crouching opponents. Works well to anti-air against hops even though the hit starts from just above his waist. Can be canceled into from cr.B. Special Cancelable.
  • cl. B: Almost identical to Yamazaki’s cl.A in function yet is a worse anti-hop tool and cannot be canceled into from cr.B. Special Cancelable.
  • cl. C: You’re go button when fuzzy guarding. This is because cl.C hits crouching opponents, and can hit hopping opponents that get too close. Serves as general combo filler that can be canceled into command normals successfully.
  • cl. D: Same damage as cl.C and serves as equal combo filler. However, Yamazaki kicks at the opponent’s ankles meaning it can whiff when attempting to fuzzy guard and miss-timing it. This move is NOT a standing low despite the animation.


Crouching

  • cr. A: Standard punch that cannot be canceled into itself. Can be canceled into from cr.B and often has the range to combo successfully. Even on block as of v2.0.
  • cr. B: Standard low that cannot be canceled into itself. Can be canceled into from cr.A. Ideally you combo from cr.B into cr.A or even cl.A, although the cr.A is more consistent. With 4 active frames, cr. B is easier to use as a meaty attack without setups.
  • cr. C: Main anti air. Cancelable. Hits above & a little behind him but doesn't have as good of a forward range as it used to. Dangerous if whiffed. Cancel into stance>cancel to get best frame advantage after air resetting the opponent.
  • cr. D: Solid range sweep. Cancelable.

Jumping

  • j. A: Short ranged attack that primarily hits in front and slightly below him. Hits crouching opponents. Reduces his hitbox mid air making it easier to hop over fireballs.
  • j. B: Yamazaki’s most versatile jumping attack. A good horizontal kick that works well as an air-to-air as well as poking at max distance. Hits crouching opponents making it a great jump in to use. Also can be used to making hopping fireballs easier as Yamazaki’shitbox is reduced as he brings his legs up to kick.
  • j. C: Very fast air-to-air tool that can catch opponents if you happen to collide midair and react first, or as a read on your opponent’s jump and stopping it early. Does not hit crouching opponents.
  • j. D: Great hop pressure tool with a very vertical hitbox. Not a good air-to-air tool and does not cross up opponents. Also can be used as an instant overhead, but is punishable both on block and on hit.


Blowback

  • st. CD: Has low invulnerability at the start of the kick. Lunges Yamazaki forward slightly and can be Canceled when whiffed or hit.
  • j. CD: A solid air-to-air tool if used early enough. Whiffs on crouching opponents.

Throws

Kachikomi - (b/f+C) close

  • Throws the opponent forward full screen, can be teched
  • Can be broken
  • (soft or hard knockdown)

Whacktown Wallpp - (b/f+D) close

  • Throws your opponent backward half-screen, hard knockdown. This sets your opponent up at optimal B-Serpent Slash range. No time for a set up or safe jump.
  • Can be broken
  • Hard knockdown

Command Moves

Eviscerator - (f+A)

  • Overhead with solid range, can surprise crouching opponents with how far it reaches. Max Mode Cancelable.

Slam - (f+B)

  • Overhead with good range, yet horribly punishable when not canceled with Serpent Slash. This move could see more use in neutral than in previous patches since it can be special canceled as of 3.0, but recovery is terrible when whiffed making it very dangerous to throw out raw. Slam is your bread and butter combo filler that can only combo from cl.C, cl.D, and cr.C. This can be canceled into from cr.B, and although it does not combo, it can be used to keep Yamazaki close with further special cancels.

Special Moves

Serpent Slash - (qcb + A/B/C)

  • A version serves as a functional anti-air, negating a sizeable region above and in front of Yamazaki. Can combo into, but you risk missing crouching opponents.
  • B version serves as a great spacing tool and threatens a large portion of the screen. Can hit crouching opponents at all ranges.
  • C version is a 2-hit low that pushes the opponent back making it the safest version to use as a blockstring. Note that many fast supers can punish it after blocking. Less range than the B version yet it is a very useful move during combos as well.


EX: The EX version is executed with A+C, there is no B+D version. The EX version cannot be held like the standard Serpent Slashes can. It is a 2 hit special with range very similar to that of the B version Serpent Slash. Large amounts of pushback on block making it safe except against fast, full screen supers. The first hit is a low, with the second hit being a mid. If this second hit connects Yamazaki pulls the opponent back and re-stands them in front of him. There exists enough time to combo into cr.B, his EX Double Return or his EX Guillotine super.

Serpent Slash (Keep) - [A/B/C Serpent Slash] (HOLD)
  • You can hold down the button when executing a standard Serpent Slash, Yamazaki can hold this stance for around 5 seconds when he resets himself back to standing without every throwing out an attack. If the button held is released before 5 seconds the slash will come out like normal. Holding the slash can allow you to properly time a Slash to anti-air or to simply confuse your opponent given that Yamazaki’s stance doesn’t change regardless of which Serpent Slash version he is holding.


Serpent Slash Cancel - [A/B/C Serpent Slash (Keep)]
  • The Serpent Slash Cancel is performed by pressing D while holding the initial button used to initiate the stance. This is an extremely vital part of higher level gameplay as it makes much of Yamazaki’s moves safer or sometimes even plus. By canceling the Serpent Slash quickly Yamazaki can keep up pressure when he otherwise would have little tools to use.


Bombshell Badda-Bing - close (hcb, f + A/C)

  • A one frame command grab that will grab crouching and standing opponents. Will whiff if used while your opponent is in blockstun or is in midair. This attack is a hard knockdown. The recovery is long enough that you can safe jump, however, there seems to be no easy way to guarantee one.


EX: The EX version is also 1 frame, the primary difference being that you deal more damage to your opponent.

Double Return - (qcf + A/C)

  • A version serves as a way to absorb fireballs. This version simply negates the fireball and converts it into meter.
  • C version also absorbs fireballs, yet it shoots back a high speed, high-priority projectile in return but doesn’t build meter.

EX: The EX version serves a more consistent tool given that the startup is much faster than the standard versions. If a fireball is absorbed Yamazaki returns with a high speed, high priority and multi-hitting projectile. This move also serves a second purpose as the initial vertical arm movement can also be used to knock your opponent into the air. This is most often used after EX Serpent Strike as it can be used to extend combos.


Sadomaso - (hcf + B/D) (Timed To Your Opponent's Attack)

  • The EX version starts faster, yet doesn’t on frame one. This counter still suffers the from the same things as the standard versions, however, a successful counter will result in your opponent bouncing off the ground for more combo opportunities. Ideally you use EX Serpent Strike after words if you have some MAX Mode left.


Spray Sand - (dp + D)

  • Yamazaki kicks up some sand/dirt from the ground. This move has limited range, but can combo off of cr.B if your fast enough. This move can also cancel into any version of Serpent Strike as well as Fight of Tempering. This move also has a lot of use in corner combos.


Fight of Tempering - (dp + B)

  • This is an overhead attack that instantly knocks your opponent flat if it lands. This move can be canceled into any Serpent Slash, but the only one that is useful is the C version as it will hit the opponent while they are down. This move is very unsafe when blocked, but serves as a good mixup to low attacks that appear in your blockstrings, primarily EX Serpent Strike.


EX: This version has to 2 attacks. The first is an overhead with the second being a low. If both attacks hit successfully then Yamazaki will stomp on the opponent before kicking them away to full screen. If only the second attack hits the opponent will be left vulnerable and standing for a few frames. During this time you can land your Bombshell Badda-Bing command grab for a guaranteed combo

Super Special Moves

Guillotine - (qcf, qcf + A/C)

  • Yamazaki begins with an uppercut launching his opponent into the air before catching them on the way down. He then drags the opponent across the ground and travels up to 75% of the entire stage. This super has few frames of invincibility, if any, and doesn’t serve as a reliable reversal option. In the corner the ending recovery of this move can be canceled into either EX Pit Viper or Drill for a combo.

Max: The Max version has much more invincibility compared to the standard version and thus is a reliable reversal option. Initial contact with an opponent high up in the air can lead to the follow up of the super whiffing. The second to last kick of the super can be Climax Canceled into Drill. The Max version also combos out of an EX Serpent Strike.


Pit Viper - (qcb~hcf + A/C)

  • Yamazaki plunges his hand into the chest of the opponent and poisons them, dealing damage 150 damage over 15 seconds. This damage stops when the opponent hits you or the 15 seconds is up.

This can be cancelled into EX Guillotine and Drill for a combo. This move is often cancelled from B version Serpent Strike as the shared inputs make it both easy and efficient.


Max: This is the super that makes Yamazaki truly threatening. The opponent is instead poisoned for a total of 200 damage over only 10 seconds. This damage doesn’t contribute to the combo counter nor to any scaling. Yamazaki can already get good damage prior to the poison being applied, but this amount of pressure on the opponent can lead them to being too aggressive and messing up.

Climax Super Special Moves

Drill - close (hcb, hcb + A+C)

  • This is another 1 frame command grab super that can also be used as a reversal. If your opponent is standing on the ground at the time you activate the super it is practically impossible to avoid. This can also be used to punish generally considered “safe” moves. The overall time of Level 4 Drill guarantees all 200 damage of the Max Pit Viper Super.

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

0 meter

Anywhere

  • cr. B, [cr. A/ cl. A], dp+D, qcb+C = (127 DMG)


  • cr. B, [cr. A/ cl. A], hcb,f+A/C = (161 DMG)


  • cl. C, f+B, hcb,f+A/C = (216 DMG)


  • cr. D, qcb+C hold and release = (108 DMG)


  • f+B, qcb+C = (98 DMG)


Corner

  • cr. B, [cr. A/ cl. A], dp+D, qcb+A, [cr. A/ cr. B] = (172/ 176 DMG)


  • st. CD, dp+D, qcb+A, cr. C = (221 DMG)


  • st. CD, dp+D, dp+B, qcb+C = (221 DMG)


  • st. CD, qcb+A/B/C hold, D cancel, cl. C, f+B hcb,f+A/C = (256 DMG)

1 meter

1000 Maxmode and up/ All Positions/ Anywhere

  • cr. B, [cr. A/ cl. A], qcf(x2)+A/C = (213 DMG)


  • cr. B, [cr. A/ cl. A], qcb+B, qcb, hcf+A/C = (191 to 341 DMG)


  • Far C, qcb, hcf+A/C = (162 to 312 DMG)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, hcb, f+AC = (308 DMG)


1000 Maxmode and up/ All Positions/ Corner

  • cr. B, [cr. A/ cl. A], dp+D, qcb+B, qcb, hcf+A/C = (222 to 372 DMG)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, qcf+AC, dp+D, dp+B, qcb+C = (325 DMG)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, qcf+AC, dp+D, qcb+A, qcb+B = (333 DMG)

(Note: The last hit, qcb+B, whiffs on the following characters: Sylvie, Mian, Gang Il, Nakoruru, Mui-Mui, Chang, Choi, Tung Fu Rue, Meitenkun, Kula, Alice, Athena, Kensou, Chin, Yuri, Antonov, Verse, Whip)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, qcf+AC, qcb+A, qcb+B = (318 DMG)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, qcf+AC, qcb+A, cr. D, qcb+C hold and release = (337 DMG)


1500 Maxmode / 3rd Position/ Corner

  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, qcf+AC, dp+BD = (327 DMG)

2 meters

1000 Maxmode and up/ All Positions/ Anywhere

  • cr. B, [cr. A/ cl. A], qcb+B, qcb, hcf+AC = (306 to 506 DMG)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, qcb+B, qcb, hcf+AC = (382 to 582 DMG)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, qcb+A, qcf(x2)+AC = (429 DMG)


1000 Maxmode and up/ All Positions/ Corner

  • cr. B, [cr. A/ cl. A], dp+D, qcb+A, qcf(x2)+AC = 379 (DMG)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcf+AC, dp+D, qcb+A, qcb+B, qcf(x2)+AC = (483 DMG)

(Note: The move, qcb+B, whiffs on the following characters: Sylvie, Mian, Gang Il, Nakoruru, Mui-Mui, Chang, Choi, Tung Fu Rue, Meitenkun, Kula, Alice, Athena, Kensou, Chin, Yuri, Antonov, Verse, Whip)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcf+AC, qcb+A, qcb+B, qcf(x2)+AC = (461 DMG)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcf+AC, dp+D, qcb+A, qcb+B, qcb, hcf+AC = (413 to 613 DMG)

(Note: The move, qcb+B, whiffs on the following characters: Sylvie, Mian, Gang Il, Nakoruru, Mui-Mui, Chang, Choi, Tung Fu Rue, Meitenkun, Kula, Alice, Athena, Kensou, Chin, Yuri, Antonov, Verse, Whip)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcf+AC, qcb+A, qcb+B, qcb, hcf+AC = (376 to 576 DMG)


1500 Maxmode/ 3rd Position/ Anywhere

  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, qcf+AC, whiff cancel cr. A, qcb+B, qcb, hcf+AC = (399 to 599 DMG)

3 meters

1000 Maxmode and up/ All Positions/ Anywhere

  • cr. B, [cr. A/ cl. A], qcb+B, qcb, hcf+A/C, qcf(x2)+AC = (384 to 534 DMG)


  • cr. B, [cr. A/ cl. A], qcb+B, hcb(x2)+AC Lv4 = (472 DMG)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, qcb+B, hcb(x2)+AC Lv4 = (537 DMG)


1000 Maxmode and up/ All Positions/ Corner

  • cr. B, [cr. A/ cl. A], dp+B, qcb+C, qcb, hcf+A/C, qcf(x2)+AC = (401 to 551 DMG)


  • cr. B, [cr. A/ cl. A], dp+B, qcb+C, qcf(x2)+A/C, qcb, hcf+AC = (393 to 593)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, dp+D, qcb+B, hcb(x2)+AC Lv4 = (558 DMG)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, qcf+AC, dp+D, qcb+A, qcb+B, qcb, hcf+AC = (458 to 658 DMG)

(Note: The move, qcb+B, whiffs on the following characters: Sylvie, Mian, Gang Il, Nakoruru, Mui-Mui, Chang, Choi, Tung Fu Rue, Meitenkun, Kula, Alice, Athena, Kensou, Chin, Yuri, Antonov, Verse, Whip)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, qcf+AC, qcb+A, qcb+B, qcb, hcf+AC = (443 to 643 DMG)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, qcf+AC, dp+D, qcb+A, qcb+B, qcf(x2)+AC = (503 DMG)

(Note: The move, qcb+B, whiffs on the following characters: Sylvie, Mian, Gang Il, Nakoruru, Mui-Mui, Chang, Choi, Tung Fu Rue, Meitenkun, Kula, Alice, Athena, Kensou, Chin, Yuri, Antonov, Verse, Whip)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, qcf+AC, qcb+A, qcb+B, qcf(x2)+AC = (488 DMG)

4 meters

1250 Maxmode and up/ All Positions/ Anywhere

  • cr. B, [cr. A/ cl. A], qcb+B, qcb, hcf+A/C, hcb(x2)+AC Lv4 = (650 DMG)


1250 Maxmode and up/ All Positions/ Corner

  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, qcf+AC, dp+D, qcb+A, qcb+B, qcb, hcf+A/C, qcf(x2)+AC = (553 to 703 DMG)

(Note: The move, qcb+B, whiffs on the following characters: Sylvie, Mian, Gang Il, Nakoruru, Mui-Mui, Chang, Choi, Tung Fu Rue, Meitenkun, Kula, Alice, Athena, Kensou, Chin, Yuri, Antonov, Verse, Whip)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, qcf+AC, qcb+A, qcb+B, qcb, hcf+A/C, qcf(x2)+AC = (538 to 688 DMG)

5 meters

1500 Maxmode and up/ All Positions/ Anywhere

  • cr. B, [cr. A/ cl. A], qcb+B, qcb, hcf+AC, hcb(x2)+AC Lv4 = (815 DMG)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcb+AC, cr. A, qcf+AC, whiff cr. A, qcb+B, qcb, hcf+AC, hcb(x2)+AC Lv4 = (879 DMG)


1500 Maxmode and up/ All Positions/ Corner

  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcf+AC, dp+D, qcb+A, qcb+B, qcb+B, qcb, hcf+AC, hcb(x2)+AC Lv4 = (893 DMG)

(Note: The move, qcb+B, whiffs on the following characters: Sylvie, Mian, Gang Il, Nakoruru, Mui-Mui, Chang, Choi, Tung Fu Rue, Meitenkun, Kula, Alice, Athena, Kensou, Chin, Yuri, Antonov, Verse, Whip)


  • cr. B, [cr. A/ cl. A], (BC), cl. C, f+B, qcf+AC, qcb+A, qcb+B, qcb+B, qcb, hcf+AC, hcb(x2)+AC Lv4 = (871 DMG)

Misc

4 Frame Safe Jumps

Anywhere

  • After landing hcf+B/D counters against standing opponents, forward jump.


Corner

  • After landing dp+B, qcb+C at the corner, hold forward to the point Yamazaki moves for an instant, then jump forward. This might take practice to land consistently.


  • After landing hcb,f+A/C, whiff cr. A, then jump forward.

Frame Data

Yamazaki KOFXIV Frama Data Link

Videos

Ryuji Yamazaki Character Tutorial * The King of Fighters XIV


KoF XIV: Yamazaki Beginner Breakdown


Yamazaki Slow Motion Hitboxes

Contributors

External Links

Discussion Threads

Discuss at http://dreamcancel.com/forum/index.php?board=169.0

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina