Difference between revisions of "The King of Fighters XV/Ryuji Yamazaki"
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| pros= | | pros= | ||
* '''Incredible Meter Economy:''' Yamazaki's meter gain is top-notch when combined with his big juggles and special-bound neutral and offense. A keen Yamazaki will almost always have enough meter for the situation at hand. | * '''Incredible Meter Economy:''' Yamazaki's meter gain is top-notch when combined with his big juggles and special-bound neutral and offense. A keen Yamazaki will almost always have enough meter for the situation at hand. | ||
* '''Unmatched Anti Air Game:''' Serpent Slash, a variety of massive buttons, and Yamazaki's combo routes all lend fantastically to anti air conversions. Better yet, if he gets a counterhit he can go straight into bnb combos. | * '''Nigh Unmatched Anti Air Game:''' Serpent Slash, a variety of massive buttons, and Yamazaki's combo routes all lend fantastically to anti air conversions. Better yet, if he gets a counterhit he can go straight into bnb combos. | ||
* '''Incredible Neutral:''' Yamazaki's combination of messed up midrange, a hard to use but very powerful reflect, relative safety, massive range and speed on many buttons, and great conversions gives Yamazaki the capabilities to outplay almost anyone in neutral and oftentimes get away with murder. | * '''Incredible Neutral:''' Yamazaki's combination of messed up midrange, a hard to use but very powerful reflect, relative safety, massive range and speed on many buttons, and great conversions gives Yamazaki the capabilities to outplay almost anyone in neutral and oftentimes get away with murder. | ||
* '''Insane Pressure:''' Yamazaki's Serpent Slash cancels allow him to stay advantageous as long as the player has the execution. Additionally, 623D into Serpent Slash allows him to get ambiguous pressure extensions that deal high guard damage and keep him close. Coupled with a massive command grab, an instant overhead, a fantastic j.D, great meter economy and ridiculous CD conversions, Yamazaki's pressure is nothing short of spectacular, and is comfortably among the best in the game. | * '''Insane Pressure:''' Yamazaki's Serpent Slash cancels allow him to stay advantageous as long as the player has the execution. Additionally, 623D into Serpent Slash allows him to get ambiguous pressure extensions that deal high guard damage and keep him close. Coupled with a massive command grab, an instant overhead, a fantastic j.D, great meter economy and ridiculous CD conversions, Yamazaki's pressure is nothing short of spectacular, and is comfortably among the best in the game. | ||
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* '''Weak Corner Carry:''' Yamazaki's combos may throw the opponent far, but the lack of okizeme he gets off them means his corner carry is below average as he cannot push you past the screen's edge. | * '''Weak Corner Carry:''' Yamazaki's combos may throw the opponent far, but the lack of okizeme he gets off them means his corner carry is below average as he cannot push you past the screen's edge. | ||
* '''Mediocre Defense:''' Yamazaki's abare may be large, but he has no 4f far normals. Additionally, a lack of reversals (Yamazaki requires TWO BARS for any reversal) also means the player must be more adamant on their defense than with most characters. | * '''Mediocre Defense:''' Yamazaki's abare may be large, but he has no 4f far normals. Additionally, a lack of reversals (Yamazaki requires TWO BARS for any reversal) also means the player must be more adamant on their defense than with most characters. | ||
* ''' | * '''Insanely Difficult:''' Yamazaki's execution is both difficult and punishing. Stance cancels, special to special cancels, and the horrid thought of being punishable on hit if you mess up a canceled into 6B confirm can make Yamazaki terrifying to play in high-pressure situations, as a drop can spell the round or the game. '''If only that was the end of things'''. Of the characters with good neutral, Yamazaki probably has the most difficult neutral of them all ''by far''. With an immense amount of options, many of them being a lot more direct (for admittedly far more reward) and a lot less universally applicable than other characters', and requiring a lot more thought, lightning reactions, and solid understanding of both the character ''and'' player matchup. Essentially, Yamazaki has hard execution, hard neutral, and hard defense. And there is no way around it other than through. Just hope to god you don't mess it up | ||
}} | }} | ||
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|description= Supermassive kick. | |description= Supermassive kick. | ||
* Doesn't catch hops. | * Doesn't catch hops. | ||
This button exists to make Yamazaki | This button exists to make Yamazaki work on anchor. The reach cannot be understated, as it is nearly as long as Krohnen's 2C. Because of the strength of Yamazaki's max mode confirms, you probably won't hit this a lot vs many opponents, as they'll be too scared to try and be around it. But that just means you control an insane amount of space by merely existing. | ||
}} | }} | ||
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|description= Frame 5 jab with good advantage. | |description= Frame 5 jab with good advantage. | ||
* Can frame trap into command normals. | * Can frame trap into command normals. | ||
Your main | Your main confirm tool. 2B2A5B 623D 214C will be your main low confirm for the most part. While you can get a 236AC off 2B2A, this isn't really an easy confirm. | ||
}} | }} | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|description2= REALLY LONG and relatively fast air normal. Great as an air to air due to these aspects. | |description2= REALLY LONG and relatively fast air normal. Great as an air to air and even as a jump in due to these aspects. | ||
* So big that it'll stuff out most air approaches. | * So big that it'll stuff out most air approaches. | ||
* Can still hit crouchers for some reason. | * Can still hit crouchers for some reason. | ||
* Farthest range jumping normal. | |||
Because Yamazaki is slow, this normal is incredible for jump-ins from a distance where his other normals won't hit. | |||
}} | }} | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|description2=Great jump | |description2=Great jump pressure normal that synergizes well with Yamazaki's jump arc and height. | ||
* Because Yamazaki is a massive guy who lands quite quickly, this move can be used in a way where it won't combo on hit, but will catch late abare and still give you advantage. | * Because Yamazaki is a massive guy who lands quite quickly, this move can be used in a way where it won't combo on hit, but will catch late abare and still give you advantage. | ||
Absolutely incredible normal for pressure. Great for making braindead frametraps (a godsend as Yamazaki), normal jump-in pressure, and instant overheads that most characters cannot punish (hop back j.D). | |||
}} | }} | ||
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|input=236236A/C/AC | |input=236236A/C/AC | ||
|description2= | |description2= | ||
* | * Deals more damage than his Pit Viper super, but does not see common use in combos. | ||
* Essentially an extremely damaging anti-air super. | |||
Yamazaki leaps into the air with an uppercut. If he grabs an opponent, he will slam them into the ground and drag them across the stage before tossing them far off. In previous games this super has been used to anti-air opponents and as a combo ender, but due to the return of Yamazaki's OTG stomp move, this super does not see as much use as Pit Viper does. | |||
}} | }} | ||
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* Normal version lets you OTG after. | * Normal version lets you OTG after. | ||
Yamazaki lunges forward with a knifehand strike, afflicting any enemies hit with an Orochi curse that deals "bleed" damage. Because of this bleed damage, this super is typically chosen over his Guillotine super, as it leads to a hard knockdown right in front of Yamazaki and allows him to follow up with his Todome OTG special, letting him tack on extra damage that he otherwise cannot do with his Guillotine super. | Yamazaki lunges forward with a knifehand strike, afflicting any enemies hit with an Orochi curse that deals "bleed" damage. Because of this bleed damage, this super is typically chosen over his Guillotine super, as it leads to a hard knockdown right in front of Yamazaki and allows him to follow up with his Todome OTG special, letting him tack on extra damage that he otherwise cannot do with his Guillotine super and causing the opponent to sustain all of Pit Viper's bleed damage. | ||
}} | }} | ||
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|input=2141236CD (mash A and C) | |input=2141236CD (mash A and C) | ||
|description= Frame 1 command grab super. | |description= Frame 1 command grab super. | ||
* Either Level 3 or Level 4 Drill does more damage depending on scaling percentage. | * Mash the punch buttons to deal more damage. | ||
* Either Level 3 or Level 4 Drill does more damage depending on scaling percentage. Use Level 3 if you activated from Quick Max. | |||
Yamazaki slams the opponent to the ground and enters a pose before rushing the opponent with a barrage of attacks and launching them far off. By mashing the punch buttons, the player can cause Yamazaki to enter a more aggressive pose followed by a sound which signifies that Yamazaki will perform a different move that deals more damage. Most people will choose to perform the Level 3 if they activate the Climax during Quick Max, but outside of that, you are probably better off using Level 4. | |||
'''Level 1:''' Performs his Slam command normal, followed by his Fight of Tempering special and lastly his Todome special, before kicking the opponent into the air and performing his Drill uppercut. | |||
'''Level 2:''' Causes a cinematic where Yamazaki stomps the opponent (shown from their point of view) before kicking them into the air and performing his Drill uppercut. | |||
'''Level 3:''' Whacks the opponent with a randomly chosen object (could be a giant fish, a bench, a traffic cone, a billboard, or an animatronic head) that launches them into the air; Yamazaki follows up with his Drill uppercut. | |||
'''Level 4:''' Yamazaki goes insane and viciously assaults the opponent with a barrage of Serpent Slashes, before grabbing them and slamming them into the ground with his Drill attack. | |||
}} | }} | ||
Latest revision as of 11:09, 11 August 2022

Ryuji is a lone outlaw who made a name for himself as a broker in the underground. He is also one of Orochi's Eight Hakkesshu, but he lives only for his own gain. In this tournament, he seems to have been hired by the Howard Connection for a certain purpose, though as to what could be anyone’s guess.
Gameplay Overview
Ryuji Yamazaki is a devastating midrange character who excels at picking his opponents off before running them down with stance cancels, high/lows, command grabs, and frame traps. With many tools at his disposal, there's hardly a situation Yamazaki can't account for. However, a weak wakeup game and harsh, punishing execution can make Yamazaki more tricky to pick up than most other characters. Regardless, if you master everything Yamazaki has to offer, your enemies are sure to cower in fear. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Serpent Slash - +
/
/
(*)
┗Serpent Slash (Keep) (After
/
/
Serpent Slash) - Hold Button
Bombshell Badda-bing - +
/
(*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Placeholder |
x DMG |
½ Meter |
Placeholder |
x DMG |
1 Meter |
Placeholder |
x DMG |
2 Meters |
Placeholder |
x DMG |
Normals
Far Standing Normals
far A
far A f.A |
---|
far B
far B f.B |
---|
far C
far C f.C |
---|
far D
far D f.D |
---|
Close Standing Normals
close A
close A cl.A |
---|
close B
close B cl.B |
---|
close C
close C cl.C |
---|
close D
close D cl.D |
---|
Crouch Normals
crouch A
crouch A 2A |
---|
crouch B
crouch B 2B |
---|
crouch C
crouch C 2C |
---|
crouch D
crouch D 2D |
---|
Jump Normals
Jump A
jump A j.A |
---|
Jump B
jump B j.B |
---|
Jump C
jump C j.C |
---|
Jump D
jump D j.D |
---|
Rush
rush cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback CD |
---|
Shatterstrike
Shatterstrike 236CD |
---|
jump CD
jump CD j.CD |
---|
Throws
Kachikomi
Kachikomi (close) 4/6C |
---|
Whackdown Wallop
Whackdown Wallop (close) 4/6D |
---|
Command Moves
Eviscerator
Eviscerator 6A |
---|
Slam
Slam 6B |
---|
Special Moves
Serpent Slash
Serpent Slash 214A/B/C/AC (A/B/C hold OK) |
---|
Bombshell Badda-Bing
Bombshell Badda-Bing 632146A/C/AC |
---|
Double Return
Double Return 236A/C/AC |
---|
Sadomaso
Sadomaso 41236B/BD |
---|
Spray Sand
Spray Sand 623D Goes hard tbh. |
---|
Fight of Tempering
Fight of Tempering 623B/BD RIGHT FOOT LET'S STOMP |
---|
Todome
Todome 632146B/D/BD LEFT FOOT LET'S STOMP |
---|
Super Special Moves
Guillotine
Guillotine 236236A/C/AC |
---|
Pit Viper
Pit Viper 2141236A/C/AC |
---|
Climax Super Special Moves
Drill
Drill 2141236CD (mash A and C) |
---|
Misc
Scaling | Initial Slam | Level 3 | Level 4 |
---|---|---|---|
100% | 40 | 450 | 470 |
95% | 38 | 421 | 417 |
90% | 36 | 405 | 408 |
85% | 34 | 376 | 385 |
80% | 32 | 360 | 376 |
75% | 30 | 331 | 323 |
70% | 28 | 315 | 314 |
65% | 26 | 286 | 291 |
60% | 24 | 270 | 282 |
55% | 22 | 241 | 229 |
50% | 20 | 225 | 220 |