Difference between revisions of "The King of Fighters XIV/Yamazaki"

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'''Standing'''
'''Standing'''


* st. A
* st. A: Great anti-hop tool especially given Yamazaki’s height. Whiffs on crouchers. Not Special Cancelable.


* st. B
* st. B: Slightly more range than his st.A, yet is easy to hop over. Not Special Cancelable.


* st. C
* 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.
* 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'''
'''Close'''


* cl. A
* 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
* 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
* 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.


* cl. D


'''Crouching'''
'''Crouching'''


* cr. A
* 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
* 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.


* 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. 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
* cr. D: Solid range sweep. Cancelable.


'''Jumping'''
'''Jumping'''


* j. A
* 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. B
* 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. C
* 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.


* j. D


'''Blowback'''
'''Blowback'''


* st. CD
* 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
* j. CD: A solid air-to-air tool if used early enough. Whiffs on crouching opponents.


=Throws=
=Throws=

Revision as of 01:40, 26 April 2018

Charaimg yamazaki.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Kachikomi - close Bk.gif / Fd.gif + C.gif

Whacktown Wallpp - close Bk.gif / Fd.gif + D.gif

Command Normals

Eviscerator - Fd.gif + A.gif

Slam - Fd.gif + B.gif

Special Moves

Serpent Slash - Qcb.gif + A.gif / B.gif / C.gif (*)

∟Serpent Slash (Keep) - [ A.gif / B.gif / C.gif Serpent Slash] HOLD
∟Serpent Slash Cancel - [ A.gif / B.gif / C.gif Serpent Slash (KEEP)] D.gif

Bombshell Badda-Bing - close, Hcb.gif, Fd.gif + A.gif/C.gif (*)

Double Return - Qcf.gif + A.gif / C.gif (*)

Sadomaso - Hcb.gif + B.gif / D.gif (Timed To Your Opponent's Attack)

Spray Sand - Dp.gif + D.gif

Fight of Tempering - Dp.gif + B.gif

Super Special Moves

Guillotine - Qcf.gif Qcf.gif + A.gif / C.gif (!)

Pit Viper - Qcb.gif Hcf.gif + A.gif / C.gif (!)


Climax Super Special Move

Drill - (close) Hcb.gif Hcb.gif + A.gif C.gif

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.
  • 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

  • (description)
  • Can be broken
  • (soft or hard knockdown)

Whacktown Wallpp - (b/f+D) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

Command Moves

Eviscerator - (f+A)

  • (description here)


Slam - (f+B)

  • (description here)

Special Moves

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

  • (description here)

EX: (description here)

Serpent Slash (Keep) - [A/B/C Serpent Slash] (HOLD)
  • (description here)
  • (description here)
  • (description here)
Serpent Slash Cancel - [A/B/C Serpent Slash (Keep)]
  • (description here)
  • (description here)
  • (description here)

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

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

Double Return - (qcf + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

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

  • (description here)
  • (description here)
  • (description here)

Spray Sand - (dp + D)

  • (description here)
  • (description here)
  • (description here)

Fight of Tempering - (dp + B)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

Super Special Moves

Guillotine - (qcf, qcf + A/C)

  • (description here)

Max: (description here)


Pit Viper - qcb~hcf + A/C)

  • (description here)

Max: (description here)


Climax Super Special Moves

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

  • (description here)

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

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

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

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