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The King of Fighters XV/Ryuji Yamazaki

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The King of Fighters XV

OverviewStrategyDataCombosReplays

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.
Jump: 40f
Hop: 32f
Backdash: 26f
Run Speed Ranking: 7

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
  • Devious Neutral: All of Yamazaki's approach and defense options in neutral are excellent and offer high reward. His pokes are solid, his j.D is an amazing jumpin, he has numerous huge anti-air buttons, and Serpent Slash alone is one of the most messed-up specials in the game. Playing a proper Yamazaki can let you control the screen and adapt to any matchup.
  • Huge Toolbox: Yamazaki has a special for everything. Serpent Slash controls the ground and sky very well, while his reflector lets him counter zoning and his counter stance can punish mash-happy players. On offense, he has a command grab and an instant overhead that causes HKD, allowing him to consistently mixup his opponents very easily.
  • Excellent Pressure: Yamazaki's stancels allow him to stay plus and also gain mental plus frames due to how easy he can frametrap from it, giving him great stagger and corner pressure in general. His variety of options and high reward on hit make him very frightening to deal with up close.
  • 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.
  • Meter Dump Damage: Yamazaki is infamous for how much reward he gets off of meter dumps, whether that be his EX Specials or his Pit Viper super. The flexibility with which he can dump meter means that he can generally play any role and do above-average damage. Pit Viper alone is an absurd super as it deals unscaled damage through poison, giving him huge conversions if he has a meter bank.
  • Any Position: All of the above points boil down to a character that can play any role and excel. On point, his meter gain and strong neutral can secure an early lead. On mid, his meter dumps and great metered corner carry can easily defeat the enemy point or mid while reserving bar for your anchor. On anchor, his full meter dumps are easy to perform, deal incredible damage, and he can easily convert any of them into good pressure or push for a kill.
  • 🔥🔥🔥: Just look at that coat.
  • Weak Midscreen Okizeme: Yamazaki's midscreen oki doesn't really exist unless you sacrifice lots of damage, meaning you'll have to get many more hits than other characters before being able to run any real oki.
  • 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. Again, this means you must win neutral more than other characters do for the same pressure opportunities.
  • High Difficulty: While every aspect of Yamazaki is strong, every aspect of him also requires a lot of forethought and executional prowess.
    • Complex Execution: Stance cancels, special to special cancels, and the horrid thought of being punishable on hit if you mess up a 6B cancel confirm can make Yamazaki terrifying to play in high-pressure situations, as a drop can spell the round or the game. While his combos aren't very hard, his pressure will put the weight of the world on your hands.
    • Committal Neutral: Of the characters with good neutral, Yamazaki probably has the most difficult neutral of them all by far. Yamazaki has numerous neutral tools that are all good, but many are extremely committal and require heavy forethought before use. It can be very easy to predict a Yamazaki and punish his poor neutral plays.
    • Bad Defense: A lack of a meterless reversal and slow abare buttons make it so that Yamazaki crumbles on pressure if you aren't careful. His huge frame makes him a prime target for overheads and defensive air-to-airs if he tries to jump out of the corner, so defending as him can be a nightmare.


Movelist

(*) = EX OK

(!) = MAX OK

Throws

Kachikomi - / +

Whackdown Wallop - / +

Command Normals

Eviscerator - +

Slam - +

Special Moves

Serpent Slash - + / / (*) ┗Serpent Slash (Keep) (After / / Serpent Slash) - Hold Button

┗Serpent Slash Cancel (After Serpent Slash (Keep)) -

Bombshell Badda-bing - + / (*)

Double Return - + / (*)

Sadomaso - + / (*)

Spray Sand - +

Fight of Tempering - + (*)

Todome - + / (*)


Super Special Moves

Guillotine - + / (!)

Pit Viper - + / (!)

Climax Super Special Moves

Drill - ++ (Mash / )

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Anywhere
Anywhere

2B>2A>5B>623D~214C = 185 DMG
cl.C>6B>632146C = 216 DMG

½ Meter

Anywhere
Anywhere
Corner

2B>2A>236AC>6B>623D~214A>214C = 293 DMG
cl.C>6B>214AC>2B>2A>623D~214C = 322 DMG
cl.C>6B>236AC>6B>214A>623D~623B = 378 DMG

1 Meter

Anywhere
Anywhere

2B>2A>5B>623D~214C>2141236P = 269+ DMG
cl.C>6B>214AC>236AC>6B>623K~214A>214C = 418 DMG

2 Meters

Anywhere
Corner
Quick Max

cl.C>6B>623D>236236AC = 448 DMG
cl.C>6B>214AC>236AC>6B>623K~214A>214C>2141236P = 493+ DMG
6A>BC>c.D>6B>236AC>6B>623D~214A>236236P = 296 DMG

Normals

Far Standing Normals

far A

far A
f.A
f.A
25 Mid super 5 5 11 -1 -3 - 30 60

Big jab.

  • Great anti-hop.
  • Can be ducked under.

Main anti-hop normal for getting out of pressure in a safe way.

far B

far B
f.B
f.B
30 Mid special 7 3 11 +1 -1 - 30 60

Main confirm tool after crouching lights.

  • Has much higher hitstun than 2A.
  • Frame traps from 2A on block while comboing on hit with correct timing.

The most threatening 5B in the game. On block, it's a pressure situation. On hit, you might just die. Yamazaki can easily hit-confirm this into 623D~214C to get ridiculous damage off a super confirm. Go-to frame trap tool. Go-to close poke. If it caught hoppers this button would be broken.

far C

far C
f.C
f.C
70 Mid special 10 4 21 -4 -6 - 70 120

Incredibly slow whiffing far normal.

  • Cancelable on hit or whiff.
  • Leads to very, very good reward on hit. Use this to punish from afar.
  • You should be canceling this into Serpent Slash all the time, especially on whiff.

Good for punishes and limited poking. But it's a bit slow and linear.

far D

far D
f.D
f.D
80 Mid super 12 4 21 -4 -6 - 70 120

Supermassive kick.

  • Doesn't catch hops.

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.

Just FYI, it is very slow recovering. So don't just whip it out willy nilly or you might get jump punished. However, Yamazaki does do well with anti airs, so you might just want them to try and start jumping at you anyway.

Close Standing Normals

close A

close A
cl.A
cl.A
25 Mid command 4 4 7 +4 +2 - 30 60

Generic close A.

  • Not much to say about this.

close B

close B
cl.B
cl.B
30 Mid command 5 3 7 +5 +3 - 30 60

Very plus close B.

  • The height of this button means it can catch characters with lower aerial hurtboxes like Geese and Vanessa.

You won't find much use out of this as a button in and of itself due to Yamazaki's pressure game being better than just utilizing this. But mixing something 'lower level' in between harsher pressure is indeed a good privilege to have.

close C

close C
cl.C
cl.C
70 Mid command 5 3 21 -5 -3 - 70 120

Typical cl.C.

  • Go-to heavy combo starter.

close D

close D
cl.D
cl.D
80 Mid command 8 3 20 -2 -4 - 70 120

Slow, but with very little pushback. Good for punishes as it will combo into 6A for much more damage than 6B.

Crouch Normals

crouch A

crouch A
2A
2A
25 Mid command 5 3 8 +4 +2 - 30 60

Frame 5 jab with good advantage.

  • 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. Slightly more disjointed than average.

crouch B

crouch B
2B
2B
15 Low super 5 4 9 +2 0 - 30 30

The rare 5f even on block low.

  • Quite long, actually.

Not only is this long, but unlike many lows it's not minus on block while also being frame 5 AND having good confirm options.

crouch C

crouch C
2C
2C
70 Mid command 6 5 26 -10 -12 - 70 120

Best-er anti-hop normal that doubles as an anti-air. Slightly slower than 5A and with trash range but great reward.

  • Can be canceled on hit and whiff.
  • Leads to insane reward on Counter Hit with special cancels.
  • Like f.C, it has so much recovery you always want to cancel this into something.

Incredible anti-air thanks to its overwhelming reward. When stance cancelled it will give you a lot more advantage than most anti-airs, and on Counter Hit you can react with 236AC or 214A for big damage. Learn to use this.

Though the hitbox is a bit worse than other AAs, so you'll have to react quite quickly.

crouch D

crouch D
2D
2D
80 Low special 10 4 22 SKD (23: Tech / 50: Non-tech) / SKD (31: Tech / 58: Non-tech) with SSC -7 - 70 120

Long sweep that's rather slow.

  • Canceling this into 214[C] delay release allows you to get an OTG HKD. Great for ending corner combos.

Jump Normals

Jump A

jump A
j.A
j.A
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 6 1 on ground - - - 30 50

jump jump

45 High - 6 7 1 on ground - - - 30 60

Average jump jab.

  • Quite active.

Not much reason to use this over his j.B for counter poking, but it is good at catching whiffs and has a nice angle.

Jump B

jump B
j.B
j.B
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 7 1 on ground - - - 30 50

jump jump

45 High - 6 8 1 on ground - - - 30 60

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.
  • 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.

Jump C

jump C
j.C
j.C
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 6 6 1 on ground - - - 70 100

jump jump

70 High - 6 7 1 on ground - - - 70 120

Air-to-air and pretty much just that. Very active and hits above him, good shit.

  • Kinda stubby.

Jump D

jump D
j.D
j.D
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 8 5 1 on ground - - - 70 100

jump jump

70 High - 8 6 1 on ground - - - 70 120

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.

Absolutely incredible normal for pressure. Great for making braindead frame traps (a godsend as Yamazaki), normal jump-in pressure, and instant overheads that most characters cannot punish (hop back j.D).

Rush

rush
cl.AA/cl.AAX
cl.AA/cl.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid Rush 8 - - -1 -3 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid Rush 15 - - -2 -4 - 30 180 (60+60+60)
  • cl.AAB leads into Yamazaki's command grab.

Blowback

Blowback

Blowback
CD
CD
75 Mid special 15 5 23 Splat HKD (+72~+88) (+82~97 w/ SSC) -5 (+5 w/ SSC) - 100 160

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.

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.

Shatter Strike

Shatter Strike
236CD
236CD
75 Mid - 15 5 28 Crumple (+93) -10 Armor: 4 to 14 (11 frames) 0 200

Average SS but with good reward.

  • Air connect can mess with routing, get good at judging how high they were bounced.

Because of Yamazaki's juggle combos, his Shatter Strike has very good reward, especially with meter. Shatter Strike > juggle > Pit Viper is truly diabolic in nature.

jump CD

jump CD
j.CD
j.CD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid - 15 6 1 on ground SKD - - 80 120

jump jump

90 Mid - 15 7 1 on ground SKD - - 80 140

Meh jCD for aggressing on the ground, but Yamazaki's hop arc makes due.

  • Whiffs on small crouchers.

Throws

Kachikomi

Kachikomi
(close) 4/6C
(close) 4/6C
100 (50+50) N/A - 1 1 0 HKD (+74) Unblockable - 0 0

Forward throw with bad midscreen oki as per Yamazaki normality.

  • 2C after grants a full jump safe jump.

Whackdown Wallop

Whackdown Wallop
(close) 4/6D
(close) 4/6D
100 N/A - 1 1 0 HKD (+15) Unblockable - 0 0
  • Placeholder

Command Moves

Eviscerator

Eviscerator
6A
6A
70 High [Mid] super [special] 28 [15] 4 17 0 -2 - 60 [40] 80 [60]

SLOOOOOW but very safe overhead.

  • Highest potential damage in the game of any standing overhead.
  • Unlike 6B, 6A does not consistently combo into all of Yamazaki's options; he will often get pushed out of range for a combo.

The speed is bad on paper, but you will eventually get this to land due to Yamazaki's pressure game. While the cancel version loses its overhead property, it's still a great automatic frame trap from a 2A or close B; 6A (cancel) > 623D > 214[C] is an extremely hit-confirmable and safe sequence that can lead to big damage if they mash into it.

Slam

Slam
6B
6B
70 [40] Mid special 17 4 22 SKD (+34) (+49 w/ SSC) [-5] -7 [-7] Low Body: 8 to 14 (7 frames) 60 [30] 80
  • 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.

You can confirm with this button by buffering a 214A and reacting to if they block or not with either release or cancel.

Special Moves

Serpent Slash

Serpent Slash

214A/B/C/AC

(A/B/C hold OK)

214A/B/C/AC

(A/B/C hold OK)
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

70 - super 9 4 26 SKD (~+42) - - 60 -

B B

87 (30+60) Mid super 9 6 33 -6 -18 - 80 (40+40) 80 (40+40)

C C

87 (30+60) Mid(1) Low(2) super 10 7 22 SKD (29: Tech / 56: Non-tech) -7 - 80 (40+40) 80 (40+40)

AC AC

97 (50+50) Mid - 15 2 (3) 2 33 +5 -16 - 0 100 (50+50)

Fast, quick, long ranged strike.

  • A version cannot hit standing.
  • C version will out-poke most moves and even CDs.

This move is your bread and butter. A and C versions are fantastic in combos, conversions, and neutral, with C version even hitting OTG in certain circumstances (this is your main corner combo ender, with 2D into 214[C] delay release to get the OTG). B version is a fantastic tool to call out a wide variety of approaches from hop height and below, and the EX version is absolutely crazy as it leads to high damage combos both in corner and midscreen and can be used as a large, active poke that leads to crazy damage on ground hit.

[A/B/C]~D [A/B/C]~D

- - - - - 13 - - - - -

Stance cancel.

  • Leaves Yamazaki -5 on block and -3 on hit when canceled from light normals.
  • Leaves Yamazaki +1 on block and +3 on hit when canceled from heavies and command normals.
  • Leaves Yamazaki +5 on block when canceled from stand CD.

This move is also your bread and butter. This is what makes Yamazaki's pressure so scary, as he can mix between frame traps, staggers, and pressure resets at an incredibly quick pace. It is also highly useful for making pokes safer and allowing conversions off stand CD.

Bombshell Badda-Bing

Bombshell Badda-Bing
632146A/C/AC
632146A/C/AC
You'll only see this animation if you whiffed. Just reminding you not to do that.
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

120 - - 5 1 34 HKD (+53) Unblockable Full Body: 5 (1 Frame) - -

AC AC

160 (30+30+100) - - 3 1 34 HKD (+70) Unblockable Full Body: 3 (1 Frame) - -

Decent damage command grab that gives good oki. While it's no longer instant, it has one frame of invulnerability before active frames, which can stop it from trading in certain scenarios.

  • EX version just deals more damage and gives better oki.
  • EX version can be landed meaty in the corner after EX Todome.

One of your few tools midscreen that grants a safe jump, though it has to be manually timed. In the corner you can follow up with an OTG for some extra damage. Good for mixups. Has so much range that after most 623D214CD cancels you can microwalk and connect this.

Double Return

Double Return
236A/C/AC
236A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

40 Mid super 9 5 37 SKD (16: Tech / 56: Non-tech) -23 - 40 60

reflect reflect

90 Mid - 7 Full Screen Projectile 36 SKD (24: Tech / 51: Non-tech) - Close -12 (Close) to 9 (Max Range) - 60 60

AC AC

60 Mid - 5 4 25 Juggle - SKD (45: Tech / 72: Non-tech) -10 - 0 80

reflect reflect

118 (40*30) Mid - 4 Full Screen Projectile 30 SKD 3 (Close) to 24 (Max Range) - 0 120 (40*3)

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.
  • C version immediately launches the fireball instead.
  • AC version launches notably faster and sets up a juggle.
  • A/C versions of the fireball function like EX projectiles.
  • EX version of the fireball functions like a super projectile.

Sadomaso

Sadomaso
41236B/BD
41236B/BD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

K K

100 - - 6 45 10 HKD (+37) - - - -

BD BD

120 - - 4 47 10 Ground Bounce - HKD (+65) - - - -

Stupidly active high and mid counter if reacting to jumps isn't your cup of tea.

  • BD version juggles.

Great tool for countering mids, highs, and jump-ins all at once. If they know you're going to use this you'll die, however, as the animation gives the opponent about six years give or take to punish with a low starter.

Spray Sand

Spray Sand
623D
623D
Big disjoint
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

D D

60 Mid super 12 5 31 -3 (+2 w/ SSC) -7 (-2 w/ SSC) - 40 40

Very slow whiffing, very active far poke, combo and confirm tool that Yamazaki can cancel into Fight of Tempering or Serpent Slash.

  • Places the opponent in approximately a year of hitstun to let you confirm into Serpent Slash with ease.
  • Combos into 623B in corners during juggles.
  • Has barely any pushback and moves you forward, making it great for staying close during pressure.
  • Disjointed. Duh. It's sand.

Fight of Tempering

Fight of Tempering
623B/BD
623B/BD
RIGHT FOOT LET'S STOMP
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

80 High Super 21 4 24 HKD (+36) -9 - 80 100

BD BD

107 (50+20+20+50) [80] High - 16 4 (19) 3 20 SKD (0: Tech / 40: Non-tech) -4 - 0 140 (60+80)

Weird overhead move.

  • 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 jumpscare in his corner pressure due to its range and speed.

Todome

Todome
632146B/D/BD
632146B/D/BD
LEFT FOOT LET'S STOMP
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

70 (10+15+45) - - 12 4 29 SKD (37: Tech / 77: Non-tech) - - - -

BD BD

90 (10+25+75) - - 12 4 29 HKD (+15) - - - -

OTG.

  • Normal version kicks them away and switches sides, EX version gives you a little oki and kicks them in front of you while also lasting longer.

Go-to for forcing the opponent to take full damage from Pit Viper. EX version is particularly potent in the corner; leaves you plus enough to get a meaty CD, meaty 214C, or meaty 623D. This gives Yamazaki a strike/throw mixup opportunity that, while not without counterplay, can lead to massive damage and/or a loop into the same situation as long as Yamazaki has at least 0.5 meter (SPOILER: he always does) if the opponent guesses incorrectly.

Super Special Moves

Guillotine

Guillotine
236236A/C/AC
236236A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

180 (40+40+0+10+5*4+70) Mid advanced, climax 7 10 (13) 7 56 (54 on ground) HKD (+37) -65 (1st hit) / -44 (2nd hit) Full Body: 1 to 8 (8 Frames) 0 -

AC AC

340 (50+50+0+5*6+20*4+30+100) Mid climax 5 10 (13) 7 54 (52 on ground) HKD (+43) -63 (1st hit) / -42 (2nd hit) Full Body: 1 to 9 (9 Frames) 0 -
  • 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.

Pit Viper

Pit Viper
2141236A/C/AC
2141236A/C/AC
🥶
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

120 (40+80) [100 (10*10)] Mid advanced, climax 13 6 84 HKD (+48) -71 Full Body: 1 to 3 (3 Frames) / Upper Body: 4 to 12 (9 Frames) 0 -

AC AC

250 (100+150) [120 (10*12)] Mid climax 9 7 82 HKD (+37 to +53 depending on screen position and character) -70 Full Body: 1 to 11 (11 Frames) 0 -
  • Value in [] indicate unscaled bleed damage. Bleed damage is applied twice a second and cannot KO opponents. Bleed damage stops if Yamazaki is hit by any attack.
  • Lets you OTG after.
  • Excellent range.

Probably the best level 1 super in the game. Yamazaki lunges forward with a knife-hand 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. A basic hop normal > 5C > 6B > 623D > 214C > Pit Viper chain deals around 480 damage. EX kicks the opponent fullscreen which can make it harder for Todome to work, but combos fine in the corner.

Climax Super Special Moves

Drill

Drill
2141236CD (mash A and C)
2141236CD (mash A and C)
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

regular regular

420/435/450/470 Min:210/212/225/265 - - 1 3 71 HKD (+15) - Level 1 to 3 / HKD (+31) - Level 4 Unblockable Full Body: 1 to 3 (3 Frames) - -

Frame 1 command grab super.

  • Mash the punch buttons to deal more damage.

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.

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.

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.

Drill Damage
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

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Alt Color 1
Alt Color 2
Alt Color 3
Alt Color 4
Alt Color 5
Alt Color 6
Alt Color 7
Alt Color 8


Videos

The King of Fighters XV

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The King of Fighters XV
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Characters