Difference between revisions of "XV Broken/Ryuji Yamazaki"
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* '''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. | * '''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, | * '''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. | ||
* '''High Damage Around the Board:''' Whether he's on point, mid, or anchor, Yamazaki's damage is well above average. His basic bnbs deal | * '''High Damage Around the Board:''' Whether he's on point, mid, or anchor, Yamazaki's damage is well above average. His basic bnbs deal good damage with or without meter, but his supers deal unbelievable amounts of damage. Pit Viper in particular deals bleed damage over a period of time, making his meter dumps extremely powerful. The average super confirm with Yamazaki will deal at LEAST 100 more damage than any other character's, and that's assuming a weak starter. | ||
* '''Uncanny Reward off Standing Overhead:''' Pit Viper allows Yamazaki to deal ''unscaled damage'', making it a prime candidate for extremely high damage conversions off Yamazaki's standing overhead. | |||
* '''Any Position:''' Because of the previously mentioned pros, Yamazaki's able to fall within any position on a team you want. Point, mid, or anchor, Yamazaki performs highly and excels. | * '''Any Position:''' Because of the previously mentioned pros, Yamazaki's able to fall within any position on a team you want. Point, mid, or anchor, Yamazaki performs highly and excels. | ||
* 🔥🔥🔥 | * 🔥🔥🔥 | ||
| cons= | | cons= | ||
* '''Weak Midscreen Okizeme:''' Yamazaki's midscreen oki leaves a lot to be desired, meaning you'll have to get a few more hits before running safejump pressure. | * '''Weak Midscreen Okizeme:''' Yamazaki's midscreen oki leaves a lot to be desired, meaning you'll have to get a few more hits before running safejump pressure. | ||
* '''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. | * '''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 | * '''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. | ||
* '''Execution:''' 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. | * '''Execution:''' 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. | ||
}} | }} | ||
Revision as of 21:49, 17 July 2022
The King of Fighters XV | |
Contents
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
f.A |
|
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far B
far B
f.B
f.B |
|
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far C
far C
f.C
f.C |
|
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far D
far D
f.D
f.D |
|
---|
Close Standing Normals
close A
close A
cl.A
cl.A |
|
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close B
close B
cl.B
cl.B |
|
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close C
close C
cl.C
cl.C |
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close D
close D
cl.D
cl.D |
|
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Crouch Normals
crouch A
crouch A
2A
2A |
|
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crouch B
crouch B
2B
2B |
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crouch C
crouch C
2C
2C |
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crouch D
crouch D
2D
2D |
|
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Jump Normals
Jump A
jump A
j.A
j.A |
|
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Jump B
jump B
j.B
j.B |
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Jump C
jump C
j.C
j.C |
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Jump D
jump D
j.D
j.D |
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Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
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Blowback
Blowback
Blowback
CD
CD |
|
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Shatterstrike
Shatterstrike
236CD
236CD |
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jump CD
jump CD
j.CD
j.CD |
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Throws
Kachikomi
Kachikomi
(close) 4/6C
(close) 4/6C |
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Whackdown Wallop
Whackdown Wallop
(close) 4/6D
(close) 4/6D |
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Command Moves
Eviscerator
Eviscerator
6A
6A |
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Slam
Slam
6B
6B |
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Special Moves
Serpent Slash
Serpent Slash 214A/B/C/AC (A/B/C hold OK)214A/B/C/AC (A/B/C hold OK) |
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Bombshell Badda-Bing
Bombshell Badda-Bing
632146A/C/AC
632146A/C/AC |
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Double Return
Double Return
236A/C/AC
236A/C/AC |
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Sadomaso
Sadomaso
41236B/BD
41236B/BD |
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Spray Sand
Spray Sand
623D
623D |
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Fight of Tempering
Fight of Tempering
623B/BD
623B/BD |
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Todome
Todome
632146B/D/BD
632146B/D/BD |
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Super Special Moves
Guillotine
Guillotine
236236A/C/AC
236236A/C/AC |
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Pit Viper
Pit Viper
2141236A/C/AC
2141236A/C/AC |
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Climax Super Special Moves
Drill
Drill
2141236CD (mash A and C)
2141236CD (mash A and C) |
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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 |
Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
|