Difference between revisions of "The King of Fighters XV/Ryuji Yamazaki"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV_Yamazaki_Profile.png|thumb|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.]]<section end="image"/> | <section begin="image"/>[[File:KOFXV_Yamazaki_Profile.png|thumb|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. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 40f | |||
<br>'''Hop:''' 32f | |||
<br>'''Backdash:''' 26f | |||
<br>'''Run Speed Ranking:''' 7 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
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| | | | ||
Anywhere<br/> | Anywhere<br/> | ||
Anywhere<br/> | |||
| | | | ||
2B>2A>5B>623D~214C = 185 DMG<br/> | 2B>2A>5B>623D~214C = 185 DMG<br/> | ||
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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 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. | 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. Slightly more disjointed than average. | ||
}} | }} | ||
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|input=cl.AA/cl.AAX | |input=cl.AA/cl.AAX | ||
|description2= | |description2= | ||
* | * cl.AAB leads into Yamazaki's command grab. | ||
}} | }} | ||
===Blowback=== | ===Blowback=== | ||
====Blowback==== | ====Blowback==== | ||
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|name=Blowback | |name=Blowback | ||
|input=CD | |input=CD | ||
|description=Decent stand CD that's great cause of Yamazaki's toolkit. | |description=Decent stand CD that's great cause of Yamazaki's toolkit. Not disjointed at all. | ||
* Doesn't catch jumps as well as some other 5CDs. | * Doesn't catch jumps as well as some other 5CDs. | ||
You almost always want to stance cancel this button. On whiff or block it'll recover quicker. On hit, follow up with dash > 6B > 623D > 214A > ender. If you suspect they will jump high over you can cancel into 214A for a cheeky anti-air. | You almost always want to stance cancel this button. On whiff or block it'll recover quicker. On hit, follow up with dash > 6B > 623D > 214A > ender. If you suspect they will jump high over you can cancel into 214A for a cheeky anti-air. | ||
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|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|description2= | |description2= Meh jCD for aggressing on the ground, but Yamazaki's hop arc makes due. | ||
* Whiffs on small crouchers. | * Whiffs on small crouchers. | ||
}} | }} | ||
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|name=Slam | |name=Slam | ||
|input=6B | |input=6B | ||
|description= | |description= | ||
* You kind of want to use this over 214B for the most part. | * You kind of want to use this over 214B for the most part. | ||
* Grants great reward on hit as it combos into 214A at almost all ranges. | * Grants great reward on hit as it combos into 214A at almost all ranges. | ||
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|input=236A/C/AC | |input=236A/C/AC | ||
|description4= | |description4= | ||
An uppercut that absorbs almost any projectile that comes into contact into it, even Terry's Power Geyser and Athena's Climax. Normal versions of the uppercut have very poor range and low damage are only useful for dealing with projectiles. | An uppercut that absorbs almost any projectile that comes into contact into it, even Terry's Power Geyser and Athena's Climax. Normal versions of the uppercut have very poor range and low damage are only useful for dealing with projectiles. The '''EX''' version launches the opponent and combos from lights, making it great for combos. | ||
* A version absorbs and stores a fireball that can be launched by using 236A again. Flames appear around Yamazaki's hand in his pocket to show that he has a fireball stored. | * A version absorbs and stores a fireball that can be launched by using 236A again. Flames appear around Yamazaki's hand in his pocket to show that he has a fireball stored. | ||
* C version immediately launches the fireball instead. | * C version immediately launches the fireball instead. | ||
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|moveId=yamazaki_623d | |moveId=yamazaki_623d | ||
|name=Spray Sand | |name=Spray Sand | ||
|captions= | |captions= Big disjoint | ||
|input=623D | |input=623D | ||
|description=Very slow whiffing, very active far poke, combo and confirm tool that Yamazaki can cancel into Fight of Tempering or Serpent Slash. | |description=Very slow whiffing, very active far poke, combo and confirm tool that Yamazaki can cancel into Fight of Tempering or Serpent Slash. | ||
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|description2= Weird overhead move. | |description2= Weird overhead move. | ||
* BD version is safe and unreactable. | * BD version is safe and unreactable. | ||
The B version of this is your staple easy ender in corner juggles, as it leads to a safe jump that's kind of easy to time. The BD version on the other hand is a stupid instant overhead that you can just whip out as the pushback makes it safe despite its negativity. It has a 4f gap between the two hits but Yamazaki wins the trade and WILL combo you after due to frame advantage. The way you counteract this is by throwing the move, but it's easier said than done. A staple in his corner pressure due to its range and speed. | The B version of this is your staple easy ender in corner juggles, as it leads to a safe jump that's kind of easy to time. The BD version on the other hand is a stupid instant overhead that you can just whip out as the pushback makes it safe despite its negativity. It has a 4f gap between the two hits but Yamazaki wins the trade and WILL combo you after due to frame advantage. The way you counteract this is by throwing the move, but it's easier said than done. A staple jumpscare in his corner pressure due to its range and speed. | ||
}} | }} | ||
Revision as of 01:11, 9 April 2024
Gameplay Overview
Ryuji Yamazaki is a devastating mid-range 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 |
Anywhere |
2B>2A>5B>623D~214C = 185 DMG |
½ Meter |
Anywhere |
2B>2A>236AC>6B>623D~214A>214C = 293 DMG |
1 Meter |
Anywhere |
2B>2A>5B>623D~214C>2141236P = 269+ DMG |
2 Meters |
Anywhere |
cl.C>6B>623D>236236AC = 448 DMG |
Normals
Far Standing Normals
far A
far A
f.A
f.A |
---|
far B
far B
f.B
f.B |
---|
far C
far C
f.C
f.C |
---|
far D
far D
f.D
f.D |
---|
Close Standing Normals
close A
close A
cl.A
cl.A |
---|
close B
close B
cl.B
cl.B |
---|
close C
close C
cl.C
cl.C |
---|
close D
close D
cl.D
cl.D |
---|
Crouch Normals
crouch A
crouch A
2A
2A |
---|
crouch B
crouch B
2B
2B |
---|
crouch C
crouch C
2C
2C |
---|
crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatter Strike
Shatter Strike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Kachikomi
Kachikomi
(close) 4/6C
(close) 4/6C |
---|
Whackdown Wallop
Whackdown Wallop
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Eviscerator
Eviscerator
6A
6A |
---|
Slam
Slam
6B
6B |
---|
Special Moves
Serpent Slash
Serpent Slash 214A/B/C/AC (A/B/C hold OK)214A/B/C/AC (A/B/C hold OK) |
---|
Bombshell Badda-Bing
Bombshell Badda-Bing
632146A/C/AC
632146A/C/AC |
---|
Double Return
Double Return
236A/C/AC
236A/C/AC |
---|
Sadomaso
Sadomaso
41236B/BD
41236B/BD |
---|
Spray Sand
Spray Sand
623D
623D |
---|
Fight of Tempering
Fight of Tempering
623B/BD
623B/BD |
---|
Todome
Todome
632146B/D/BD
632146B/D/BD |
---|
Super Special Moves
Guillotine
Guillotine
236236A/C/AC
236236A/C/AC |
---|
Pit Viper
Pit Viper
2141236A/C/AC
2141236A/C/AC |
---|
Climax Super Special Moves
Drill
Drill
2141236CD (mash A and C)
2141236CD (mash A and C) |
---|
Misc
Always use level 4. The only time level 3 does more damage is off a single hit confirm into climax, and even so it's not by much.
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 | 331 |
70% | 28 | 315 | 329 |
65% | 26 | 286 | 314 |
60% | 24 | 270 | 312 |
55% | 22 | 241 | 267 |
50% | 20 | 225 | 265 |
Alternate Colors