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The King of Fighters 2002/Ryuji Yamazaki

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Movelist

Throws

1. Shime Age - b/f+C

  • Yamazaki grabs the opponent and tosses them back in the direction he was facing


2. Bun Nage - b/f+D

  • Yamazaki grabs the opponent and throws them into the ground in the direction opposite he was facing
  • hard knockdown
  • the opponent gets up with their back turned


Command Normals

1. Bussashi - f+A

  • Yamazaki does a two hit downwards punch, coming out relatively quick
  • cancellable on both hits if cancelled into
  • overhead on both hits
  • free cancellable out of on both hits


Special Moves

1. Hebi Tsukai (Joudan) - qcb+A (can be held)

  • an appendage comes out of Yamazaki's sleeve, moving diagonally upwards. If the opponent is close, this move does two hits
  • if it hits a grounded opponent, it doesn't knock them down
  • works well as an anti-air from far away though fairly difficult to anti-air hyper hops
  • can be delayed by holding the attack button, and cancelled by hitting D
  • free cancellable out of on both hits


2. Hebi Tsukai (Chuudan) - qcb+B (can be held)

  • similar to his qcb+A, except this move comes out horizontally about half screen length
  • hard knockdown if it hits an opponent in the air
  • can be delayed by holding the attack button, and cancelled by hitting D
  • extremely good for punishing hard to punish moves like Yamazaki dp+C, Kim qcb+D, Iori qcb+P, etc
  • if it hits a grounded opponent, it doesn't knock them down
  • whiffs against low crouching opponents, such as K', Andy(not hitstun), Joe, Athena, Kensou, Chin(not hitstun), Benimaru, Mai, Yuri, Yashiro(not hitstun), Chris, Iori, Mature, Vice, Yamazaki(not hitstun), Billy(not hitstun), Kim(not hitstun), Choi, Kula, Angel
  • free cancellable out of on both hits


3. Hebi Tsukai (Gedan) - qcb+C (can be held)

  • same as his qcb+B, except this move comes out diagonally downwards reaching about half screen
  • if it hits a grounded opponent, it doesn't knock them down
  • can be delayed by holding the attack button, and cancelled by hitting D
  • comes out slightly slower than qcb+A and qcb+B, thus not comboable from weak attacks
  • free cancellable out of on both hits


4. Sabaki no Aikuchi - dp+P

  • Yamazaki takes out his knife and slashes the opponent multiple times
  • dp+A does two hits, dp+C does 4 hits
  • dp+C has less recovery time (unpunishable against almost all moves on block, though still punishable if opponent has meter) than dp+A
  • each hit of dp+A does more damage than each hit of dp+C but overall dp+C does more damage
  • supercancellable on the first hit. Use dp+A for supercancels since the first hit does more damage and moves him forward more, otherwise the DM may not combo afterwards
  • free cancellable into
  • free cancellable out of on all hits. The last hit of dp+P knocks the opponent back with no juggle opportunities after, so free cancelling on the last hit will not work in combos


5. Yakiire - dp+B

  • Yamazaki does a vertical high kick, then hits you with the back of his boot as his leg comes down
  • hard knockdown on the second hit
  • overhead on the second hit
  • free cancellable into
  • free cancellable out of on both hits. The move you cancel into will only connect if cancelled on the first hit


6. Sunakake - dp+D

  • Yamazaki does a vertical high kick, not as high as his dp+B. This move only does one hit
  • cancellable into qcb+P/B
  • stuns longer than other special moves. If you cancel into qcb+P/B and then cancel that move with D, you can combo after it. The move also makes crouching opponents stand up for the next hit
  • free cancellable into
  • free cancellable out of


7. Bai Gaeshi (Kyuushuu/Dan Hassha) - qcf+P

  • Yamazaki waves his hand upwards. Works as anti-air, but not that fast
  • qcf+A can absorb projectiles while qcf+C absorbs them and sends back a red projectile that negates other projectiles
  • not a particularly useful move aside from reflecting certain hard to get around projectiles like Mature's
  • free cancellable into
  • free cancellable out of


8. Sadomazo - hcf+K

  • Yamazaki sticks out his tongue. If he is hit during this stance, he performs an unblockable counter uppercut
  • hcf+B makes him stay in his pose for less time than his hcf+D. There is no reason to use the hcf+D
  • counters any mid/high normal attack, very few low attacks (such as Iori/Seth's sweep), and almost all special attacks, including DMs and HSDMs. It cannot reverse some special moves such as Maxima's qcb+P (this will get you counterwired). It cannot reverse throws
  • depending on what move is countered, it is possible for the opponent to recover first and roll out the way or counterattack
  • supercancellable and free cancellable out of if the counter activates, though the super will only connect if there was a counterhit
  • free cancellable into


9. Bakudan Pachiki - hcb f+P

  • near instant command grab that does good damage
  • hard knockdown


DMs

1. Akumu...soshite kyouki - qcf+ABCD

  • Yamazaki runs up to the opponent, takes out his knife and stabs them
  • unblockable
  • this move is unstoppable unless he is hit before the flash of the super. It will beat everything on wakeup except possibly throws
  • Yamazaki recovers extremely fast - so fast that if the opponent rolled the knife stab, Yamazaki has more than enough time to combo them on their recovery
  • hard knockdown on the last hit


2. Guillotine - qcfx2+P

  • Yamazaki does an uppercut into the air. He comes down, grabs the opponent by the neck and drags them across the screen
  • the first hit acts as an anti-air. It is possible for the first hit to connect but the remaining hits to miss. If he misses the neck grab, he will not perform the rest of the move and is open to attack
  • hard knockdown on the last hit, giving enough time to set up a variety of mixups on wakeup


3. Drill - hcbx2+P

  • Yamazaki performs an instant one frame grab
  • as the opponent is on the floor, before Yamazaki has actually begun attacking, you can mash the punch buttons to get different versions of the move to come out. The amount of damage the move does is dependent on how fast you mashed


SDMs

1. Guillotine - qcfx2+AC

  • acts the same as his qcfx2+P DM version but does more damage


2. Drill - hcbx2+AC

  • instant throw, acts like his hcbx2+P DM version but does more damage
  • as the opponent is on the floor, before Yamazaki has actually begun attacking, you can mash the punch buttons to get different versions of the move to come out. More mashing results in higher damaging versions of the move


HSDMs

...!! - hcbx2+BD

  • delayed throw that is invincible until the part of the moves that actually throws, comes out
  • does alot of damage but not comboable


Notes

  • cancellable normals are close A, crouch A, close B, close C, crouch C, close D(1)
  • CD is cancellable into specials and DMs
  • close B is a low attack
The King of Fighters 2002
System

FAQControlsGaugesMovementOffense and DefenseMiscellaneous

Characters

Andy BogardAngelAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeChrisClark StillGoro DaimonIori YagamiJoe HigashiK'K9999Kim KaphwanKula DiamondKusanagiKyo KusanagiLeona HeidernMai ShiranuiMatureMaximaMay LeeOrochi ChrisOrochi ShermieOrochi YashiroRalf JonesRamonRobert GarciaRyo SakazakiRyuji YamazakiSethShermieSie KensouTakuma SakazakiTerry BogardVanessaViceWhipYashiro NanakaseYuri Sakazaki