Difference between revisions of "The King of Fighters '98 UMFE/Ryuji Yamazaki"

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== Introduction ==
== Introduction ==


{{StrengthsAndWeaknesses
|ext=jpg
| description =Yamazaki is a midrange poking character with a strong emphasis on neutral mindgames. Yamazaki's most defining feature is his long-range poking specials, which can cover space at different angles in front of Yamazaki. Combine this with some good poking normals, and Yamazaki's neutral space control becomes quite strong. Yamazaki wants to keep you guessing over which angles he wants to cover so that the opponent starts to hesitate in neutral. Yamazaki can then use this hesitation to go in, as his own close-range mixup game is quite strong, with access to both an overhead and a 1f command grab. He also has access to a projectile-absorbing move, so zoning him out can be difficult as well. Yamazaki's weaknesses lies in his somewhat weak combos and his lack of a meterless reversal, which makes dealing with pressure an issue for him.}}
== Changes from Previous Versions ==
'''98 to 98UM'''
Normals:
* st.C's startup and recovery are both now 3 frames shorter
* st.D's recovery is 6 frames shorter
* cr.D's recovery is 5 frames shorter
* st.A's priority has been decreased
* st.B's priority has been decreased
* st.D's priority has been decreased, the hurtbox is now in front of the hitbox
Specials:
* qcb+B's hitbox is now slightly higher, so it whiffs on short crouchers
* qcb+C's second hit is now a low
* hcf+K can now be juggled out of on counterhit
* Meter gain on qcb+A/B/C > D has been decreased
Supers:
* qcfx2+P's hitbox size in the air has been increased, so when hitting opponents higher up in the air it will still combo
'''98UM to 98UMFE'''
Normals:
* st.C is now cancelable on hit and block
Specials:
* qcb+C now has less recovery and is now -2 if guard cancel rolled
* hcf+K's damage has been increased from 13 to 21
* hcb,f+P's damage has been increased from 22 to 27
Supers:
* qcfx2+P's downward attack now connects more consistently if a grounded opponent is hit by the rising punch


==Normal Moves==
==Normal Moves==


'''Close'''
'''Close'''
*cl. A: ok fast feeler button with ok frame advantage. cancelable.
*cl. B: another feeler low button. used more than A since it is a low. cancelable.
*cl. C: very fast combo starter and nice frame trap. cancelable.
*cl. D: slower than cl.C but has long reaching second hitbox. only first hit is cancelable.


'''Stand'''
* cl.A: Decent fast button to stick out at close range, with okay frame advantage. Cancelable.
*st. A: very long anti hop check.
 
*st. B: a lower version of st.A. still does ok hop check. but this one is more suitable for anti run.
* cl.B: Standing low, also a good close-range button to stick out. Chainable and cancelable.
*st. C: slow punch, cancelable but too slow to utilize it.
*st. D: a big long poke. but its large recovery making it quite risky. dont spam it.


'''Crouch'''
* cl.C: Very fast combo starter and nice frame trap option. Cancelable.
*cr. A: quite typical crouching jab with ok range and plus on block. cancelable.
*cr. B: pretty long low. cancelable into itself or other light buttons such as cr.A. your main low confirm.
*cr. C: fast crouched uppercut. is cancelable/whiff cancelable on first part.
*cr. D: uncancelable sweep. quite long and fast.


'''Jump'''
* cl.D: Slower than cl.C, but has long-reaching second hitbox. Cancelable on the first hit only.
*j. A: somewhat similar to kusanagi knee, their j.B, but not as deep and no cross up. still an ok fast jump in.
*j. B: a very long horizontal ranged kick. nice air spacing tool.
*j. C: opposite of j.B, great vertical ranged punch. a great air control move.
*j. D: very deep downward kick. nice close ranged jump in. but the range is very short.


'''Blowback'''
'''Standing'''
*st. CD: generic st.CD. not so great.
 
*j. CD: a great jump in, air to air with fast start up and good priority.
* st.A: Very long anti-hop button.
 
* st.B: A lower version of st.A. Still works fine to check hops, but works better at stopping run-ins and similar grounded movement. Chainable.
 
* st.C: Slow punch, cancelable but too slow to have much use.
 
* st.D: A big long poke. Large recovery makes it quite risky. Useful as an occasional option, but bad to be predictable with.
 
'''Crouching'''
 
* cr.A: Quite typical crouching jab, with ok range and plus frames on block. Chainable and cancelable.
 
* cr.B: Pretty long-reaching low. Your main low confirm. Chainable.
 
* cr.C: Fast crouched uppercut. Cancelable on hit, block, and whiff.
 
* cr.D: Long and fast sweep.
 
'''Jumping'''
 
* j.A: Somewhat similar to Kyo's and Saisyu's j.B, but not as deep and without the ability to crossup. Still an okay fast jump-in.
 
* j.B: A very long horizontal ranged kick. Nice air spacing tool.
 
* j.C: Opposite of j.B, great vertical ranged punch. A great air control move.
 
* j.D: Very deep downward kick. Nice close-ranged jump-in, but the range is very short.
 
'''CD Normals'''
 
* st.CD: Generic st.CD, not so great. Cancelable on hit, block, and whiff.
 
* j.CD: A great jump-in and air-to-air with fast start up and good priority.


== Throws ==
== Throws ==


'''Choke Hold:''' (close) b/f + C
'''Choke Hold:''' <code>b/f+C (close)</code>
regular throw, techable. Yamazaki grabs the opponent by the neck and slams them down into the ground sending them full screen away with a hard knockdown.


'''Whackdown Wallop:''' (close) b/f + D
* Regular throw, techable. Yamazaki grabs the opponent by the neck and slams them down into the ground, sending them fullscreen away with a hard knockdown.
regular throw, techable. yamazaki grabs the opponent by the neck and throws them into the ground behind him leaving them a small distance away from him with a hard knockdown.
 
'''Whackdown Wallop:''' <code>b/f+D (close)</code>
 
* Regular throw, techable. Yamazaki grabs the opponent by the neck and throws them into the ground behind him, leaving them a small distance away from him with a hard knockdown.


== Command Moves ==
== Command Moves ==


'''Eviscerator:''' f + A
'''Eviscerator:''' <code>f+A</code>


* Yamazaki does an overhead punch that hits 2 times.
* Yamazaki does a two-hitting overhead punch.


* When done raw it is an overhead that is not cancelable
* When done raw, it is an overhead that is not cancelable. When canceled into, it loses the overhead property but both hits become cancelable.


* When cancelled into it loses the overhead property but you can cancel out of it instead. Both hits are cancelable.
* When late-canceled into, it acts like the raw version, allowing you to surprise your opponent with an overhead.


*minus on both hit and block but the large amounts of pushback it does makes it hard to punish.
* Minus on both hit and block, but the large amount of pushback makes it hard to punish.


== Special Moves ==
== Special Moves ==


'''Serpent Slash (Upper):''' qcb + A (can be held)
'''Serpent Slash (Upper):''' <code>qcb+A (can be held)</code>


* Yamazaki delivers a long range slash aimed diagonally upwards. Can be held down to delay the attack until the button is released.
* Yamazaki delivers a long-range slash aimed diagonally upwards. Can be held down to delay the attack until the button is released.


* A good anti airing move to stop people from trying to jump over the middle and low variants of the move.
* A good anti-airing move to stop people from trying to jump over qcb+B and qcb+C.


* whiffs against standing and crouching opponents so it's only really useful as an anti air.
* Whiffs against standing and crouching opponents, so it's only really useful as an anti-air.


'''Serpent Slash (Middle):''' qcb + B (can be held)
'''Serpent Slash (Middle):''' <code>qcb+B (can be held)</code>


* Yamazaki delivers a long range slash aimed straight in front of him. When done close enough it will hit two times. Can be held down to delay the attack until the button is released.
* Yamazaki delivers a long-range slash aimed straight in front of him. When done close enough, it will hit two times. Can be held down to delay the attack until the button is released.


* strong mid range poke that can catch and stop most non projectile moves at standing height.
* Strong mid-range poke that can catch and stop most non-projectile moves at standing height with its high-priority hitbox.


* good for controlling the opponents movement as it will be able to hit everything except rolls/dodges and full/super jumps.
* Good for controlling the opponent's movement, as it will be able to hit just about every non-invincible move in its range.


* whiffs on small crouchers.
* Whiffs on small crouchers.


'''Serpent Slash (Lower):''' qcb + C (can be held)
'''Serpent Slash (Lower):''' <code>qcb+C (can be held)</code>


* Yamazaki delivers a long range slash aimed straight in front of him. When done close enough it will hit two times. Can be held down to delay the attack until the button is released.
* Yamazaki delivers a long range slash aimed diagonally downward in front of him. When done close enough, it will hit two times. Can be held down to delay the attack until the button is released.


* Hits low.
* Hits low and has a huge disjointed hitbox.


* good poke and combo ender as the other variants can whiff on the smaller characters during combos.
* Good poke and combo ender, as the other variants can whiff on the smaller characters during combos.


'''Serpent Slash Cancel:''' During Serpent Slash, D
'''Serpent Slash Cancel:''' <code>D (during qcb+X)</code>


* Yamazaki goes out of his serpent slash stance and back to his regular stance.
* Yamazaki cancels his stance and goes back to his regular stance.


* This is the move that ties the whole serpent slash together. With it you can use the stance to make the opponent commit to an action like a full jump or a roll and then cancel it and punish them.
* This is the move that ties all the versions of qcb+X, and the mindgame around them, together. With it, you can use the stance to make the opponent commit to an action like a full jump or a roll and then cancel it and punish them.


* It can also be used to quickly change between the serpent slash versions by cancelling the one you're in and doing another one.
* It can also be used to quickly change between the qcb+X versions by canceling the one you're in and doing another one.


* It can also be used for some meter building with advanced mode meter by quickly entering the stance and canceling out of it repeteadly.
* It can also be used for some meter building with Advanced mode meter by quickly entering the stance and canceling out of it repeatedly.


* It can also be used to make certain moves safer by canceling them into serpent slash and immediately canceling it.
* It can also be used to make certain moves safer by canceling them into qcb+X and immediately canceling it.


'''Sadomaso:''' hcf + B/D
'''Sadomaso:''' <code>hcf+B/D</code>


* a mid counter move. B version stays out for a shorter time than the D version.
* A mid counter move. B version stays out for a shorter time than the D version.


* Counters any strikes with the mid property but loses to both overheads and lows.
* Counters any strikes with the mid property, but loses to both overheads and lows.


* It also loses to projectiles, throws and command grabs/proximity unblockables.
* It also loses to projectiles, normal throws, and command grabs/proximity unblockables.


* punishable on whiff.
* Punishable on whiff.


'''Double Return:''' qcf + A/C
'''Double Return:''' <code>qcf+A/C</code>


'''Judgement Dagger:''' dp: A/C
* Anti-projectile move.
 
'''Judgement Dagger:''' <code>dp+A/C</code>


* Yamazaki delivers a series of slashes with his knife.
* Yamazaki delivers a series of slashes with his knife.


* A version delivers 2 strikes and is safer on block compared to the C version which delivers 4 strikes but has more recovery.
* A version delivers 2 strikes and is safer on block compared to the C version, which delivers 4 strikes but has more recovery.


* The C version is your most damaging meterless tool.
* The C version is your most damaging meterless combo ender.


* causes a soft knockdown.
* Causes a soft knockdown.


'''Bombshell Badda-Bing:''' (close) hcb, f + A/C
'''Bombshell Badda-Bing:''' <code>hcb,f+A/C</code>


* 1 frame command grab.
* 1-frame command grab.


* Good for both mixups and combos.
* Good for both mixups and combos.


* one of his best combo enders due to it causing a hard knockdown and being comboable from both lights and heavies.
* One of his best combo enders, due to it causing a hard knockdown and being fast enough to combo from just about anything.
 
* Causes hard knockdown


'''Fight of Tempering:''' dp + B
'''Fight of Tempering:''' <code>dp+B</code>


* Yamazaki delivers a high stomping kick with 2 hits.
* Yamazaki delivers a high stomping kick with 2 hits.


* the first hit is a mid but the second hit is an overhead.
* The first hit is a mid but the second hit is an overhead.


* Decent combo option up close since it gives you a hard knockdown and it puts you right next to the opponent so you can go for knockdown pressure.
* Decent combo option up close, since it gives you a hard knockdown and it puts you right next to the opponent so you can go for knockdown pressure.


* unsafe on block.
* Unsafe on block.


'''Sand Spray:''' dp + D
'''Sand Spray:''' <code>dp+D</code>


* Yamazaki kicks up a cloud of sand.
* Yamazaki kicks up a cloud of sand.


* The thing that makes this move special is that it's cancelable into his serpent slash special leading to some combos.
* The thing that makes this move special is that it's cancelable into qcb+X, leading to some combos.


* you can cancel it into a serpent slash feint to make it safe on block.
* You can cancel it into qcb+X > D to make it safe on block.


== Desperation Moves ==
== Desperation Moves ==


'''Guillotine:''' qcf, qcf + A/C
'''Guillotine:''' <code>qcfx2+A/C</code>


* Yamazaki does an uppercut and grabs the opponent, running forwards while scraping them along the ground.
* Yamazaki does an uppercut and grabs the opponent, running forwards while scraping them along the ground.


* an invul super with fast startup.
* Invincible DM with fast startup.


* This super has a lot of invul making it his only good choice for reversals but also functions well as an anti air tool.
* The large amount of invincibility makes it his only good choice for reversals, but it also functions well as an anti-air tool.


* can be a good combo super as well due to it's large amount of corner carry.
* Can be a good combo DM as well due to its large amount of corner carry.


* Max version does more damage.
* MAX version does more damage.


'''Drill:''' (close) hcb, hcb + A/C (tap repeatedly for more hits)
'''Drill:''' (close) hcbx2+A/C (close) (press A/C repeatedly)


* a 1f command grab super.
* A 1f command grab DM. Can be mashed when Yamazaki laughs and does the pose in order to increase its damage and give it different animations.


* a good mixup and combo tool as it does good damage.
* A good mixup and combo tool, as it does good damage.


* Max versions deals more damage.
* MAX versions deals more damage.


== Combos ==
== Combos ==


* cr.B cr.B cr.A qcb+B
'''General Notes:'''
= Works against all standing characters but whiffs against small crouchers.
 
* In any metered combo, qcfx2+P/hcbx2+P can be replaced with qcfx2+AC/hcbx2+AC for more damage if you have the resources.
 
===Meterless===
 
''Low''
 
: <code>cr.B, cr.B, cr.A, qcb+B</code>
: Works against all standing characters, but whiffs against small crouchers.
 
: <code>cr.B, st.B, hcb,f+P</code>
: Universal low BnB that always works regardless of the opponent's size.
 
''Mid/Jump-In''
 
: <code>(j.X), cl.C, dp+C/hcb,f+C/dp+B</code>
: His main meterless jump-in BnB. dp+C does the most damage, dp+B gives the best oki and hcb,f+C gives you a little of both.
 
: <code>cl.C, f+A, qcb+B/C</code>
: Combo from a close heavy starter. Use qcb+B if they're standing and qcb+C if they're a small croucher.


* cr.B st.B hcb,f+P
: <code>cl.,C dp+D, qcb+B</code>
= the universal low bnb that always works regardless of the opponents size.
: Combo into dp+D.


* (J.X)cl.C dp+C/hcb,f+C/dp+B
===With Meter===
= his main meterless jumpin bnb. dp+C does the most damage, dp+B gives the best oki and hcb,f+C gives you a little of both.


cl.C f+A qcb+B/C
''Low''
= combo from a close heavy starter. use qcb+B if they're standing and qcb+C if they're a small croucher.


* cl.C dp+D qcb+B
: <code>cr.B, st.B, qcfx2+P/hcbx2+P</code>
= combo into the dust kick special.
: Metered combo from lows. qcfx2+P is easier to input and gives you corner carry and better oki, while hcbx2+P gives you more damage.


* (j.X) cl.C qcfx2+P/qcbx2+P
''Mid/Jump-In''
= simple combo into super from a heavy or jumpin confirm. qcfx2+P gives you corner carry and better oki while hcbx2+P gives you more damage. Max versions can be used for more damage as well.


cr.B st.B qcfx2+P/qcbx2+P
: <code>(j.X), cl.C, qcfx2+P/hcbx2+P</code>
= metered combo from lows. qcfx2+P is easier to input and gives you corner carry and better oki while hcbx2+P gives you more damage. Max versions can be used for more damage as well.
: Simple metered combo from a heavy or jump-in confirm. qcfx2+P gives you corner carry and better oki, while hcbx2+P gives you more damage.


== Strategy & Tips ==
== Strategy & Tips ==
Yamazaki can cancel special cancellable normal moves to qcb + X (the snake arm).
That special move can be held, and aborted at any time by pressing D.
To instantly start a snake arm and immediately abort it, input qcb + B, then immediately D, similarly to priority linking in Street Fighter IV. This builds a little bit of meter, since you are whiffing a special move.
To perform an instant snake arm cancellation off of a normal move, do the normal move, then input qcb + CD as if you were just special cancelling it, and hold down C and D for several frames, until you see the cancellation occur.
Instant snake arm cancellations are negative from light attacks, neutral from heavy attacks, and positive from CD.
Yamazaki also has a special move that is special cancellable in DP + D. An instant snake arm cancel after DP + D is very positive; so positive in fact that you can link a new DP + D.


== Videos ==
== Videos ==

Latest revision as of 15:27, 13 January 2024

Kyo98umfeyamazaki.jpg

Notationkof.png
Kof98umferyujiyamazakimovelist.png


Introduction

Yamazaki is a midrange poking character with a strong emphasis on neutral mindgames. Yamazaki's most defining feature is his long-range poking specials, which can cover space at different angles in front of Yamazaki. Combine this with some good poking normals, and Yamazaki's neutral space control becomes quite strong. Yamazaki wants to keep you guessing over which angles he wants to cover so that the opponent starts to hesitate in neutral. Yamazaki can then use this hesitation to go in, as his own close-range mixup game is quite strong, with access to both an overhead and a 1f command grab. He also has access to a projectile-absorbing move, so zoning him out can be difficult as well. Yamazaki's weaknesses lies in his somewhat weak combos and his lack of a meterless reversal, which makes dealing with pressure an issue for him.

Changes from Previous Versions

98 to 98UM

Normals:

  • st.C's startup and recovery are both now 3 frames shorter
  • st.D's recovery is 6 frames shorter
  • cr.D's recovery is 5 frames shorter
  • st.A's priority has been decreased
  • st.B's priority has been decreased
  • st.D's priority has been decreased, the hurtbox is now in front of the hitbox

Specials:

  • qcb+B's hitbox is now slightly higher, so it whiffs on short crouchers
  • qcb+C's second hit is now a low
  • hcf+K can now be juggled out of on counterhit
  • Meter gain on qcb+A/B/C > D has been decreased

Supers:

  • qcfx2+P's hitbox size in the air has been increased, so when hitting opponents higher up in the air it will still combo

98UM to 98UMFE

Normals:

  • st.C is now cancelable on hit and block

Specials:

  • qcb+C now has less recovery and is now -2 if guard cancel rolled
  • hcf+K's damage has been increased from 13 to 21
  • hcb,f+P's damage has been increased from 22 to 27

Supers:

  • qcfx2+P's downward attack now connects more consistently if a grounded opponent is hit by the rising punch

Normal Moves

Close

  • cl.A: Decent fast button to stick out at close range, with okay frame advantage. Cancelable.
  • cl.B: Standing low, also a good close-range button to stick out. Chainable and cancelable.
  • cl.C: Very fast combo starter and nice frame trap option. Cancelable.
  • cl.D: Slower than cl.C, but has long-reaching second hitbox. Cancelable on the first hit only.

Standing

  • st.A: Very long anti-hop button.
  • st.B: A lower version of st.A. Still works fine to check hops, but works better at stopping run-ins and similar grounded movement. Chainable.
  • st.C: Slow punch, cancelable but too slow to have much use.
  • st.D: A big long poke. Large recovery makes it quite risky. Useful as an occasional option, but bad to be predictable with.

Crouching

  • cr.A: Quite typical crouching jab, with ok range and plus frames on block. Chainable and cancelable.
  • cr.B: Pretty long-reaching low. Your main low confirm. Chainable.
  • cr.C: Fast crouched uppercut. Cancelable on hit, block, and whiff.
  • cr.D: Long and fast sweep.

Jumping

  • j.A: Somewhat similar to Kyo's and Saisyu's j.B, but not as deep and without the ability to crossup. Still an okay fast jump-in.
  • j.B: A very long horizontal ranged kick. Nice air spacing tool.
  • j.C: Opposite of j.B, great vertical ranged punch. A great air control move.
  • j.D: Very deep downward kick. Nice close-ranged jump-in, but the range is very short.

CD Normals

  • st.CD: Generic st.CD, not so great. Cancelable on hit, block, and whiff.
  • j.CD: A great jump-in and air-to-air with fast start up and good priority.

Throws

Choke Hold: b/f+C (close)

  • Regular throw, techable. Yamazaki grabs the opponent by the neck and slams them down into the ground, sending them fullscreen away with a hard knockdown.

Whackdown Wallop: b/f+D (close)

  • Regular throw, techable. Yamazaki grabs the opponent by the neck and throws them into the ground behind him, leaving them a small distance away from him with a hard knockdown.

Command Moves

Eviscerator: f+A

  • Yamazaki does a two-hitting overhead punch.
  • When done raw, it is an overhead that is not cancelable. When canceled into, it loses the overhead property but both hits become cancelable.
  • When late-canceled into, it acts like the raw version, allowing you to surprise your opponent with an overhead.
  • Minus on both hit and block, but the large amount of pushback makes it hard to punish.

Special Moves

Serpent Slash (Upper): qcb+A (can be held)

  • Yamazaki delivers a long-range slash aimed diagonally upwards. Can be held down to delay the attack until the button is released.
  • A good anti-airing move to stop people from trying to jump over qcb+B and qcb+C.
  • Whiffs against standing and crouching opponents, so it's only really useful as an anti-air.

Serpent Slash (Middle): qcb+B (can be held)

  • Yamazaki delivers a long-range slash aimed straight in front of him. When done close enough, it will hit two times. Can be held down to delay the attack until the button is released.
  • Strong mid-range poke that can catch and stop most non-projectile moves at standing height with its high-priority hitbox.
  • Good for controlling the opponent's movement, as it will be able to hit just about every non-invincible move in its range.
  • Whiffs on small crouchers.

Serpent Slash (Lower): qcb+C (can be held)

  • Yamazaki delivers a long range slash aimed diagonally downward in front of him. When done close enough, it will hit two times. Can be held down to delay the attack until the button is released.
  • Hits low and has a huge disjointed hitbox.
  • Good poke and combo ender, as the other variants can whiff on the smaller characters during combos.

Serpent Slash Cancel: D (during qcb+X)

  • Yamazaki cancels his stance and goes back to his regular stance.
  • This is the move that ties all the versions of qcb+X, and the mindgame around them, together. With it, you can use the stance to make the opponent commit to an action like a full jump or a roll and then cancel it and punish them.
  • It can also be used to quickly change between the qcb+X versions by canceling the one you're in and doing another one.
  • It can also be used for some meter building with Advanced mode meter by quickly entering the stance and canceling out of it repeatedly.
  • It can also be used to make certain moves safer by canceling them into qcb+X and immediately canceling it.

Sadomaso: hcf+B/D

  • A mid counter move. B version stays out for a shorter time than the D version.
  • Counters any strikes with the mid property, but loses to both overheads and lows.
  • It also loses to projectiles, normal throws, and command grabs/proximity unblockables.
  • Punishable on whiff.

Double Return: qcf+A/C

  • Anti-projectile move.

Judgement Dagger: dp+A/C

  • Yamazaki delivers a series of slashes with his knife.
  • A version delivers 2 strikes and is safer on block compared to the C version, which delivers 4 strikes but has more recovery.
  • The C version is your most damaging meterless combo ender.
  • Causes a soft knockdown.

Bombshell Badda-Bing: hcb,f+A/C

  • 1-frame command grab.
  • Good for both mixups and combos.
  • One of his best combo enders, due to it causing a hard knockdown and being fast enough to combo from just about anything.

Fight of Tempering: dp+B

  • Yamazaki delivers a high stomping kick with 2 hits.
  • The first hit is a mid but the second hit is an overhead.
  • Decent combo option up close, since it gives you a hard knockdown and it puts you right next to the opponent so you can go for knockdown pressure.
  • Unsafe on block.

Sand Spray: dp+D

  • Yamazaki kicks up a cloud of sand.
  • The thing that makes this move special is that it's cancelable into qcb+X, leading to some combos.
  • You can cancel it into qcb+X > D to make it safe on block.

Desperation Moves

Guillotine: qcfx2+A/C

  • Yamazaki does an uppercut and grabs the opponent, running forwards while scraping them along the ground.
  • Invincible DM with fast startup.
  • The large amount of invincibility makes it his only good choice for reversals, but it also functions well as an anti-air tool.
  • Can be a good combo DM as well due to its large amount of corner carry.
  • MAX version does more damage.

Drill: (close) hcbx2+A/C (close) (press A/C repeatedly)

  • A 1f command grab DM. Can be mashed when Yamazaki laughs and does the pose in order to increase its damage and give it different animations.
  • A good mixup and combo tool, as it does good damage.
  • MAX versions deals more damage.

Combos

General Notes:

  • In any metered combo, qcfx2+P/hcbx2+P can be replaced with qcfx2+AC/hcbx2+AC for more damage if you have the resources.

Meterless

Low

cr.B, cr.B, cr.A, qcb+B
Works against all standing characters, but whiffs against small crouchers.
cr.B, st.B, hcb,f+P
Universal low BnB that always works regardless of the opponent's size.

Mid/Jump-In

(j.X), cl.C, dp+C/hcb,f+C/dp+B
His main meterless jump-in BnB. dp+C does the most damage, dp+B gives the best oki and hcb,f+C gives you a little of both.
cl.C, f+A, qcb+B/C
Combo from a close heavy starter. Use qcb+B if they're standing and qcb+C if they're a small croucher.
cl.,C dp+D, qcb+B
Combo into dp+D.

With Meter

Low

cr.B, st.B, qcfx2+P/hcbx2+P
Metered combo from lows. qcfx2+P is easier to input and gives you corner carry and better oki, while hcbx2+P gives you more damage.

Mid/Jump-In

(j.X), cl.C, qcfx2+P/hcbx2+P
Simple metered combo from a heavy or jump-in confirm. qcfx2+P gives you corner carry and better oki, while hcbx2+P gives you more damage.

Strategy & Tips

Yamazaki can cancel special cancellable normal moves to qcb + X (the snake arm). That special move can be held, and aborted at any time by pressing D. To instantly start a snake arm and immediately abort it, input qcb + B, then immediately D, similarly to priority linking in Street Fighter IV. This builds a little bit of meter, since you are whiffing a special move.

To perform an instant snake arm cancellation off of a normal move, do the normal move, then input qcb + CD as if you were just special cancelling it, and hold down C and D for several frames, until you see the cancellation occur.

Instant snake arm cancellations are negative from light attacks, neutral from heavy attacks, and positive from CD.

Yamazaki also has a special move that is special cancellable in DP + D. An instant snake arm cancel after DP + D is very positive; so positive in fact that you can link a new DP + D.

Videos

King of Fighters 98 UM FE: Yamazaki Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro