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= Introduction = | {{TOClimit|3}} | ||
== Introduction == | |||
{{CvS2 Character Subnav|char=Yamazaki|short=Yamazaki}} | |||
<div> | |||
[[File:CVS2_Yamazaki_Data.png|right|500px]] | |||
== Story == | |||
'''Ryuji Yamazaki''' is a Japanese yakuza who also happens to be one of the Heavenly Kings of Orochi on the side. Yamazaki was orphaned at a young age, and had to wander the streets of his hometown. He was miserable, until one day, he saw a Yakuza boss named Sorimanchi. Yamazaki decided to dedicate the rest of his life to becoming like Sorimanchi, and quickly began participating in the Japanese criminal underworld. He rose the ranks quickly, and soon he became one of Sorimanchi's personal bodyguards. This was the happiest time in his life, as he felt Sorimanchi was a surrogate father figure for him. | |||
= | However, on a business trip to Osaka, Yamazaki started to get a funny feeling. They were ambushed by a rival gang, and Sorimanchi was kidnapped. They would go on to brutally torture and kill the man Yamazaki saw as his idol. This snapped Yamazaki's fragile mind in two, causing him to become obsessed with violence. He immediately took revenge on Sorimanchi, murdering the boss who ordered his death, and fled to Hong Kong. From there, Yamazaki doesn't remember much. When the KOF series starts picking up, Geese sends Billy Kane to force Yamazaki into joining. Billy took a few goons with him for protection. Yamazaki refused to join, and a fight broke out. After Yamazaki brutally maimed one of the guards, the Orochi blood in him began pulsing, and he decided to join. At the end of the tournament, it is revealed that Yamazaki is actually one of the Hakkeshu, or Heavenly Kings of Orochi. However, Yamazaki's own tormented psyche keeps the power of Orochi at bay, and Yamazaki doesn't really want much to do with the Orochi clan in general. | ||
== Gameplay == | |||
Yamazaki is a neutral-oriented zoner style character. He has plenty of great tools to control neutral with, from his simple normals like 5HK to his 214P Serpent Slashes, which can be angled depending on strength to cover different parts of the screen. He has plenty of ways to poke, anti-air, and punish from far away. His aggressive potential is also quite high, with high damage combos using his 214K Spray Sand, which cancels into Serpent Slashes, or his 236236P Drill combo ending super. Yamazaki also builds a lot of meter because of the aforementioned Spray Sand cancels, and whiffing Spray Sand in general builds notable meter, making Yamazaki an amazing point on C/A-Groove teams. His mixup is surprisingly potent as well, with an overhead command normal and special, and a command grab. | |||
Yamazaki lacks much in the way of knockdowns, and can also struggle hard on defense. He lacks any reversal for escaping pressure, and even with Roll Cancels, none of his specials exactly excel at this. Yamazaki has to keep opponents out and away to win, but he is much more than capable of doing that consistently, and punishing you with big damage as well. | |||
== Groove Selection == | |||
'''Best - A/C:''' A-Yamazaki is a beast of a point character. His meterbuild is stellar, you basically guarantee that your mid character with have a CC ready on entry. Yamazaki's own CC is fairly good as well, though somewhat difficult. He can play around saving the meter, keeping himself safe, and activating when he knows he has the punish for big damage, then building meter for another CC. C-Yamazaki is fairly similar, although he gets a few new tools. The cheaper Alpha Counters gives him a way to escape out of pressure, and again, his meterbuild makes it even more worth considering. He also gets more consistent damage using level 2 Guillotine and cancelling it into Spray Sand xx Serpent Slash or a level 1 Guillotine. Yamazaki has very good RCs. | |||
'''Useful - S/N/P:''' S-Yamazaki is a great point character again. He doesn't have much reliance on meter, but thanks to his oppressive zoning, charging is actually fairly safe with him. When in Desperation he can end every combo in a level 1 Guillotine for a knockdown and a mixup, and that mixup can involve his super command grab Drill. N-Yamazaki is, again, a great point character for his meterbuilding potential. He gets to use guard cancels more often, and has guard cancel roll as well. Run and hop give him more mixup options and make his aggression scarier in general. Activating Max Mode gives him a small damage buff as well, which can be helpful. P-Yamazaki gets to parry into low damage but amazing meter gain, and that can be important for a P-Groove team where your mid can come in with a full bar. Even Yamazaki himself can parry into a level 3 Guillotine for solid damage once or twice a round. | |||
'''Worst - K:''' K-Yamazaki has a lot less going for him. His amazing meterbuild is gone entirely, and while JD isn't useless, he doesn't get the greatest punishes from it. Yamazaki also prefers to be the one pressing buttons, not trying to interrupt the opponents buttons. When Raged, he does have higher damage, and his mixup is scarier overall. However, it just isn't worth it for such a defensive battery character. | |||
{{StrengthsAndWeaknesses | |||
|intro= | |||
--------------------------- | |||
'''Yamazaki''' is a neutral powerhouse, focusing on mindgames around his pokes and Serpent Slashes to keep the opponent at bay. When he gets in, he has decent mixup ability, and his meterbuild is some of the best in the game, making him amazing on point. Just be ready to struggle on defense. Yamazaki is best in '''A-Groove''' and '''C-Groove'''. | |||
'''Difficulty''': Pretty Hard (A-Groove), Pretty Easy (Any other Groove)<br>'''Tier''': A+ | |||
|pros= | |||
* '''Neutral:''' With beastly buttons like s.hk and various specials for zoning, Yamazaki can keep opponents out for entire rounds, his zoning becomes even stronger when you rollcancel, letting him poke and not worry about more dominate pokes | |||
* '''Meter Gain:''' Spray Sand cancels into Serpent Slashes, which builds a huge chunk of meter. This lets Yamazaki be an amazing battery, and oftentimes guarantee your mid character to have a full bar on entry | |||
* '''Damage:''' While Yamazaki doesn't consistently get knockdowns, he does do solid damage, and his Guillotine super is a stellar combo ender for a great knockdown and higher damage. His base Bread and Butter combo has great damage, stun, and push back while being safe on block and pushing opponent away. | |||
* '''Synergy:''' Thanks to his great utility as a point, and useful nature in various Grooves, it's pretty easy to toss Yamazaki onto the front of your team and get the reward of having plenty of meter to spend later on | |||
* '''Easy:''' Yamazaki's gameplan is simple, and he lacks any difficult execution to deal with, making him a great beginner character | |||
|cons= | |||
* '''Knockdowns:''' Without spending meter, Yamazaki has no knockdown special he can combo into, making what would likely be a solid mixup game much less powerful | |||
* '''Defense:''' Yamazaki's only reversals are his level 2 and 3 supers (level 1 grab super is good, but jumpable), which are expensive and usually not worth the cost for a point character. He relies more on smart escapes and system mechanics to get out | |||
* '''Offense:''' While he has some solid mixups, Yamazaki lacks a good way to enforce them without great mobility or guard crush strings that reset themselves like the top tiers have | |||
}} | |||
=== Players to Watch === | |||
{| class="wikitable" | |||
|- | |||
! Name !! Country !! Groove !! Accounts !! Notes | |||
|- | |||
| MoMo || Japan || C-Groove || Twitter: @MoMo_oMoM || A great C-Groover who perfected C-Yama's neutral game and meter usage. <br> [https://youtu.be/wnjFCE4Wr0M?t=3000s Sample Match] | |||
|- | |||
| D44 BAS || Japan || A-Groove || Twitter: @ryo151 <br> Youtube: D44Bas <br> Discord: Bas#4095 || Widely considered the best CvS2 player in the world as of now. Single handedly inspired tons of Yamazaki players to pick him up from his dominant play style. <br> [https://www.youtube.com/watch?v=i-SqNIWvhbE&ab_channel=D44Bas Sample Match] | |||
|- | |||
| GunterJPN || Japan || A-Groove || Twitter: @GunterJPN <br> Youtube: GunterJPN || Before BAS popularized Yamazaki, Gunter was doing the same thing decades ago. You can find a lot of similarities in their play. <br> [https://youtu.be/ddu4KLKTdG4 Sample Match] | |||
|- | |||
| P-Rugal || Japan || P-Groove || Twitter: @oyasuminecalli || The textbook example of using P-Yamazaki on point and efficiently building meter. Has an insane parry game. <br> [https://youtu.be/x56WAJ-CmDA Sample Match] | |||
|- | |||
| Tom23 || Japan || K-Groove || N/A || Very old school player. Made K-Yama look like a rushdown beast instead of a space controlling defensive wall. <br> [https://youtu.be/gdAWSpyxeGs Sample Match] | |||
|- | |||
|} | |||
<br><br> | |||
== Normal Moves == | == Normal Moves == | ||
=== Far Normals === | |||
=== <span class="invisible-header">5LP</span> === | |||
{{MoveData | |||
| name = Far Jab | |||
| input = 5LP / Far LP | |||
| subtitle = Far Light Punch | |||
| image = CVS2_Yamazaki_5LP.png | |||
| caption = | |||
| linkname = 5LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 300 | |||
| stun = 3 | |||
| cancel = SP/SU/RF | |||
| guard = Mid | |||
| parry = High | |||
| startup = 3 | |||
| active = 4 | |||
| recovery = 7 | |||
| total = 14 | |||
| advHit = +6 | |||
| advBlock = +6 | |||
| invul = - | |||
| description = A basic jab. Nothing much else to it. Has a lot of plus frames and a quick startup for emergency anti-airs. | |||
}} | |||
}} | |||
=== <span class="invisible-header">5MP</span> === | |||
{{MoveData | |||
| name = Far Strong | |||
| input = 5MP / Far MP | |||
| subtitle = Far Medium Punch | |||
| image = CVS2_Yamazaki_5MP.png | |||
| caption = | |||
| linkname = 5MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 6 | |||
| active = 7 | |||
| recovery = 17 | |||
| total = 30 | |||
| advHit = -2 | |||
| advBlock = -2 | |||
| invul = - | |||
| description = One of Yamazaki's anti-airs. If Serpent Slash is too slow and the jump is farther out this button will work nicely. Doesn't have much other use besides that. | |||
}} | |||
}} | |||
< | === <span class="invisible-header">5HP</span> === | ||
{{MoveData | |||
| name = Far Fierce | |||
| input = 5HP / Far HP | |||
| subtitle = Far Heavy Punch | |||
| image = CVS2_Yamazaki_5HP.png | |||
| caption = | |||
| linkname = 5HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 7 | |||
| active = 4 | |||
| recovery = 19 | |||
| total = - | |||
| advHit = +1 | |||
| advBlock = +1 | |||
| invul = - | |||
| description = One of only two cancellable 5HPs in the game. Has very good reach. 5HP xx Serpent Slash is safe and works on guard bar very well. The move is very safe on block if not canceled as well, being +1. | |||
}} | |||
}} | |||
< | === <span class="invisible-header">5LK</span> === | ||
{{MoveData | |||
| name = Far Short | |||
| input = 5LK / Far LK | |||
| subtitle = Far Light Kick | |||
| image = CVS2_Yamazaki_5LK.png | |||
| caption = | |||
| linkname = 5LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 7 | |||
| active = 4 | |||
| recovery = 8 | |||
| total = 19 | |||
| advHit = +3 | |||
| advBlock = +3 | |||
| invul = - | |||
| description = A decent counter poke and pressure tool. Has a large start-up, but is still somewhat quick nonetheless. | |||
}} | |||
}} | |||
</ | === <span class="invisible-header">5MK</span> === | ||
{{MoveData | |||
| name = Far Forward | |||
| input = 5MK / Far MK | |||
| subtitle = Far Medium Kick | |||
| image = CVS2_Yamazaki_5MK.png | |||
| caption = | |||
| linkname = 5MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 8 | |||
| active = 9 | |||
| recovery = 13 | |||
| total = 30 | |||
| advHit = 0 | |||
| advBlock = 0 | |||
| invul = - | |||
| description = Not really useful. Has no cancels and is not rewarding on hit at all. | |||
}} | |||
}} | |||
== Special Moves == | === <span class="invisible-header">5HK</span> === | ||
{{MoveData | |||
| name = Far Roundhouse | |||
| input = 5HK / Far HK | |||
| subtitle = Far Heavy Kick | |||
| image = CVS2_Yamazaki_5HK.png | |||
| caption = | |||
| linkname = 5HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 9 | |||
| active = 7 | |||
| recovery = 17 | |||
| total = 33 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = - | |||
| description = One of the best universal pokes in the game. This button is very dominant is most matches and plus on block/hit. Most matches this will be abused while mixing in Serpent slashes from a distance. | |||
}} | |||
}} | |||
=== Close Standing Normals === | |||
=== <span class="invisible-header">clLP</span> === | |||
{{MoveData | |||
| name = Close Jab | |||
| input = cl.LP | |||
| subtitle = Close Light Punch | |||
| image = CVS2_Yamazaki_clLP.png | |||
| caption = | |||
| linkname = cl.LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 400 | |||
| stun = 4 | |||
| cancel = SP/SU/RF | |||
| guard = Mid | |||
| parry = High | |||
| startup = 2 | |||
| active = 4 | |||
| recovery = 8 | |||
| total = 14 | |||
| advHit = +7 | |||
| advBlock = +7 | |||
| invul = - | |||
| description = Good anti-pressure tool since it has a 2F startup. Besides that it can't do much else. | |||
}} | |||
}} | |||
=== <span class="invisible-header">clMP</span> === | |||
{{MoveData | |||
| name = Close Strong | |||
| input = cl.MP | |||
| subtitle = | |||
| image = CVS2_Yamazaki_clMP.png | |||
| caption = | |||
| linkname = cl.MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 3 | |||
| recovery = 23 | |||
| total = 31 | |||
| advHit = -6 | |||
| advBlock = -6 | |||
| invul = - | |||
| description = Not used too much. It is -6 and though it has a cancel, it's not particularly rewarding compared to confirming from 2LP, although it works fine in max damage jump in combos. | |||
}} | |||
}} | |||
=== <span class="invisible-header">clHP</span> === | |||
{{MoveData | |||
| name = Close Fierce | |||
| input = cl.HP | |||
| subtitle = Close Heavy Punch | |||
| image = CVS2_Yamazaki_clHP.png | |||
| caption = | |||
| linkname = cl.HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 7 | |||
| active = 10 | |||
| recovery = 20 | |||
| total = 37 | |||
| advHit = -4 | |||
| advBlock = 4- | |||
| invul = - | |||
| description = A big. damaging headbutt. Great to use in stun combos as it is the most damaging confirm into Serpent Slash. | |||
}} | |||
}} | |||
=== <span class="invisible-header">clLK</span> === | |||
{{MoveData | |||
| name = Close Short | |||
| input = cl.LK | |||
| subtitle = Close Light Kick | |||
| image = CVS2_Yamazaki_clLK.png | |||
| caption = | |||
| linkname = cl.LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = Low | |||
| startup = 4 | |||
| active = 4 | |||
| recovery = 6 | |||
| total = 14 | |||
| advHit = +5 | |||
| advBlock = +5 | |||
| invul = - | |||
| description = Good up-close pressure tool, but nothing much else. | |||
}} | |||
}} | |||
=== <span class="invisible-header">clHK</span> === | |||
{{MoveData | |||
| name = Close Roundhouse | |||
| input = cl.HK | |||
| subtitle = Close Heavy Kick | |||
| image = CVS2_Yamazaki_clHK1.png | |||
| caption = 1st Hit | |||
| image2 = CVS2_Yamazaki_clHK2.png | |||
| caption2 = 2nd Hit | |||
| linkname = cl.MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 600+800 | |||
| stun = 6+8 | |||
| cancel = SU (1st Hit) | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 3+8 | |||
| recovery = 16 | |||
| total = 32 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = - | |||
| description = Good to use as a closer range anti-air, has very high priority. | |||
}} | |||
}} | |||
=== Crouching Normals === | |||
=== <span class="invisible-header">2LP</span> === | |||
{{MoveData | |||
| name = Crouch Jab | |||
| input = 2LP / cr.LP | |||
| subtitle = Crouching Light Punch | |||
| image = CVS2_Yamazaki_2LP.png | |||
| caption = | |||
| linkname = 2LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 300 | |||
| stun = 3 | |||
| cancel = SP/SU/RF | |||
| guard = Mid | |||
| parry = Low | |||
| startup = 3 | |||
| active = 4 | |||
| recovery = 7 | |||
| total = 14 | |||
| advHit = +4 | |||
| advBlock = +4 | |||
| invul = - | |||
| description = A basic 2LP, has quick speed and is Yamazaki's go-to combo starter. | |||
}} | |||
}} | |||
=== <span class="invisible-header">2MP</span> === | |||
{{MoveData | |||
| name = Crouch Strong | |||
| input = 2MP / cr.MP | |||
| subtitle = Crouching Medium Punch | |||
| image = CVS2_Yamazaki_2MP.png | |||
| caption = | |||
| linkname = 2MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = Low | |||
| parry = Low | |||
| startup = 8 | |||
| active = 4 | |||
| recovery = 19 | |||
| total = 31 | |||
| advHit = -3 | |||
| advBlock = -3 | |||
| invul = - | |||
| description = Useless button. Has no cancels and has very slow start-up for a measly 1000 damage. | |||
}} | |||
}} | |||
=== <span class="invisible-header">2HP</span> === | |||
{{MoveData | |||
| name = Crouch Fierce | |||
| input = 2HP / cr.HP | |||
| subtitle = Crouching Heavy Punch | |||
| image = CVS2_Yamazaki_2HP1.png | |||
| caption = 1st Hitbox | |||
| image2 = CVS2_Yamazaki_2HP2.png | |||
| caption2 = 2nd Hitbox | |||
| image3 = CVS2_Yamazaki_2HP3.png | |||
| caption3 = 3rd Hitbox | |||
| linkname = 2HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1200,900,700 | |||
| stun = 12,9,7 | |||
| cancel = SP/SU (1st Hit), SU (2nd Hit) | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 6 | |||
| recovery = 28 | |||
| total = 38 | |||
| advHit = -12 | |||
| advBlock = -12 | |||
| invul = - | |||
| description = A very solid anti air that cover the space around his head, very difficult to get around this move. Most matches it will have no issues doing it job, while other matches (like Claw) can see it lose or trade at times. In those cases mix up with counter or RC Sand Spray xx Serpent Slash. | |||
}} | |||
}} | |||
=== <span class="invisible-header">2LK</span> === | |||
{{MoveData | |||
| name = Crouch Short | |||
| input = 2LK / cr.LK | |||
| subtitle = Crouching Light Kick | |||
| image = CVS2_Yamazaki_2LK.png | |||
| caption = | |||
| linkname = 2LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 400 | |||
| stun = 4 | |||
| cancel = SP/SU | |||
| guard = Low | |||
| parry = Low | |||
| startup = 3 | |||
| active = 4 | |||
| recovery = 7 | |||
| total = 14 | |||
| advHit = +4 | |||
| advBlock = +4 | |||
| invul = - | |||
| description = Mostly used as either Yamazaki's cancel into Sand Spray or his custom combo starter. Besides that, 2LP is the better option when the space is closed in most times. | |||
}} | |||
}} | |||
=== <span class="invisible-header">2MK</span> === | |||
{{MoveData | |||
| name = Crouch Forward | |||
| input = 2MK / cr.MK | |||
| subtitle = Crouching Medium Kick | |||
| image = CVS2_Yamazaki_2MK.png | |||
| caption = | |||
| linkname = 2MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = SP/SU | |||
| guard = Low | |||
| parry = Low | |||
| startup = 4 | |||
| active = 6 | |||
| recovery = 11 | |||
| total = 21 | |||
| advHit = +3 | |||
| advBlock = +3 | |||
| invul = - | |||
| description = A decent meterbuild tool and counter poke. Not the best reward from farther out but can confirm into the usual Sand Spray > Serpent Slash combo if close enough. | |||
}} | |||
}} | |||
=== <span class="invisible-header">2HK</span> === | |||
{{MoveData | |||
| name = Crouch Roundhouse | |||
| input = 2HK / cr.HK | |||
| subtitle = Crouching Heavy Kick | |||
| image = CVS2_Yamazaki_2HK.png | |||
| caption = | |||
| linkname = 2HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = Low | |||
| parry = Low | |||
| startup = 7 | |||
| active = 6 | |||
| recovery = 23 | |||
| total = 36 | |||
| advHit = KND | |||
| advBlock = -5 | |||
| invul = - | |||
| description = A very long ranged sweep. Decent damage and is safe when spaced. One of Yamazaki's better pokes, but spacing is needed to avoid some punishes. | |||
}} | |||
}} | |||
=== Jumping Normals === | |||
=== <span class="invisible-header">j.LP</span> === | |||
{{MoveData | |||
| name = Jump Jab | |||
| input = j.LP | |||
| subtitle = Jumping Light Punch | |||
| image = CVS2_Yamazaki_jLP.png | |||
| caption = | |||
| linkname = j.LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 600 | |||
| stun = 6 | |||
| cancel = - | |||
| guard = High | |||
| parry = High | |||
| startup = 6 | |||
| active = 23 | |||
| recovery = - | |||
| total = 29 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = - | |||
| description = Good for a meaty jump-in and air-to-air, but a relatively weak normal on it's own. | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.MP</span> === | |||
{{MoveData | |||
| name = Jump Strong | |||
| input = j.MP | |||
| subtitle = Jumping Medium Punch | |||
| image = CVS2_Yamazaki_jMP.png | |||
| caption = | |||
| linkname = j.MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = - | |||
| guard = High | |||
| parry = High | |||
| startup = 4 | |||
| active = 12 | |||
| recovery = - | |||
| total = 16 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = - | |||
| description = Same as j.LP, but has less startup frames, more active frames and more damage. Generally used more than j.LP. | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.HP</span> === | |||
{{MoveData | |||
| name = Jump Fierce | |||
| input = j.HP | |||
| subtitle = Jumping Heavy Punch | |||
| image = CVS2_Yamazaki_jHP.png | |||
| caption = | |||
| linkname = j.HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = - | |||
| guard = High | |||
| parry = High | |||
| startup = 4 | |||
| active = 7 | |||
| recovery = - | |||
| total = 11 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = - | |||
| description = A decent air to air, but mostly used as Yamazaki's preferred juggle move during his custom combos. | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.LK</span> === | |||
{{MoveData | |||
| name = Jump Short | |||
| input = j.LK | |||
| subtitle = Jumping Light Kick | |||
| image = CVS2_Yamazaki_jLK.png | |||
| caption = Neutral Jump | |||
| image2 = CVS2_Yamazaki_djLK.png | |||
| caption2 = Diagonal Jump | |||
| linkname = j.LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|u}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 600 | |||
| stun = 6 | |||
| cancel = - | |||
| guard = High | |||
| parry = High | |||
| startup = 5 | |||
| active = 22 | |||
| recovery = - | |||
| total = 27 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = - | |||
| description = Works as an instant overhead, but j.HK does that job a lot better. | |||
}} | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|uf}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = - | |||
| guard = High | |||
| parry = High | |||
| startup = 6 | |||
| active = 22 | |||
| recovery = - | |||
| total = 28 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = - | |||
| description = A good air to air and jump-in with high active frames and a decent hitbox, but has low priority so it can lose to better air to airs and anti airs. | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.MK</span> === | |||
{{MoveData | |||
| name = Jump Forward | |||
| input = j.MK | |||
| subtitle = Jumping Medium Kick | |||
| image = CVS2_Yamazaki_jMK.png | |||
| caption = | |||
| linkname = j.MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = - | |||
| guard = High | |||
| parry = High | |||
| startup = 5 | |||
| active = 12 | |||
| recovery = - | |||
| total = 17 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = - | |||
| description = An infamous button. It has a ton of range and a ton of priority. Also has a lot of disjoint, making it one of the best air-to-airs in the game. Besides that, it's an okay jump-in, but this is definitely the button to use in air-to-air situations. | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.HK</span> === | |||
{{MoveData | |||
| name = Jump Roundhouse | |||
| input = j.HK | |||
| subtitle = Jumping Heavy Kick | |||
| image = CVS2_Yamazaki_jHK.png | |||
| caption = | |||
| linkname = j.HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = - | |||
| guard = High | |||
| parry = High | |||
| startup = 7 | |||
| active = 6 | |||
| recovery = - | |||
| total = 13 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = - | |||
| description = Has no horizontal range, but works as a very good instant overhead, especially on fatter characters. Besides being an instant overhead, it's weak in most other areas. <br> Against Sagat, Raiden, Geese, Chang and Zangief, you can do an instant overhead CC, which is basically unblockable since almost every CC starts with a 3f low. | |||
}} | |||
}} | |||
== Command Normals == | |||
=== <span class="invisible-header">X</span> === | |||
{{MoveData | |||
| name = Overhead Jab | |||
| input = {{Motion|f}}{{Icon-Capcom|MP}} | |||
| subtitle = 6MP | |||
| image = CVS2_Yamazaki_6MP.png | |||
| caption = | |||
| linkname = 6MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = - | |||
| subtitle = | |||
| damage = - | |||
| stun = - | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = - | |||
| active = - | |||
| recovery = - | |||
| total = - | |||
| advHit = - | |||
| advBlock = - | |||
| invul = - | |||
| description = Not really useful outside of A-Groove. Yamazaki can use this as a reset during a blockstring or on hit during a custom combo. Without CCs, this normal is rather situational. | |||
}} | |||
}} | |||
== Throws == | |||
=== <span class="invisible-header">X</span> === | |||
{{MoveData | |||
| name = Chokehold | |||
| input = Near Opponent, 4/6HP | |||
| subtitle = Punch Throw | |||
| image = CVS2_Yamazaki_Pthrow.png | |||
| caption = | |||
| linkname = Chokehold | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1900 | |||
| stun = - | |||
| cancel = - | |||
| guard = - | |||
| parry = - | |||
| startup = 3 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 17 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = - | |||
| description = Decent throw, generally used over kick throw due more advantage. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Whackdown Wallop</span> === | |||
{{MoveData | |||
| name = Whackdown Wallop | |||
| input = Near Opponent, 4/6HK | |||
| subtitle = Kick Throw | |||
| image = CVS2_Yamazaki_Kthrow.png | |||
| caption = | |||
| linkname = Whackdown Wallop | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 2100 | |||
| stun = - | |||
| cancel = - | |||
| guard = - | |||
| parry = - | |||
| startup = 5 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 19 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = - | |||
| description = Standard throw, more screen carry so if you want to maintain a zoning gameplan this can be used. | |||
}} | |||
}} | |||
==Special Moves== | |||
===== <span class="invisible-header">Serpent Slash</span> ===== | |||
{{MoveData | |||
| name = Serpent Slash | |||
| input = {{Motion|214}} + {{Icon-Capcom|P}} | |||
| subtitle = 214+P / QCB+P | |||
| image = CVS2_Yamazaki_214LP.png | |||
| caption = Light Version | |||
| image2 = CVS2_Yamazaki_214MP.png | |||
| caption2 = Medium Version | |||
| image3 = CVS2_Yamazaki_214HP.png | |||
| caption3 = Heavy Version | |||
| linkname = 214P | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = LP | |||
| subtitle = {{Motion|214}} + {{Icon-Capcom|LP}} | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 17 | |||
| active = 4 | |||
| recovery = 26 | |||
| total = 47 | |||
| advHit = -6 | |||
| advBlock = -6 | |||
| invul = - | |||
| description = | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = MP | |||
| subtitle = {{Motion|214}} + {{Icon-Capcom|MP}} | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 17 | |||
| active = 4 | |||
| recovery = 26 | |||
| total = 47 | |||
| advHit = -6 | |||
| advBlock = -6 | |||
| invul = - | |||
| description = | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = HP | |||
| subtitle = {{Motion|214}} + {{Icon-Capcom|HP}} | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = None | |||
| guard = Low | |||
| parry = Low | |||
| startup = 17 | |||
| active = 4 | |||
| recovery = 26 | |||
| total = 47 | |||
| advHit = -6 | |||
| advBlock = -6 | |||
| invul = - | |||
| description = | |||
Also known as "Snake Arm" or "Slash" this move is the core of Yamazaki's gameplay. While their frame data is identical between versions, what makes each version stand out is the angle they hit at. LP has him whip his arm right above him, MP has him whip his arm straight out, and HP has him whip his arm below him. | |||
* LP is not used a lot, it is entirely designed for anti airs, and since Yamazaki generally plays in the neutral and the opponent will play around at angles where the LP version does not hit, it is used the least of the three, however due to it's very high hitting angle, it is still a usable anti air. It also confirms into CC if that is ever needed. | |||
* MP is the most versatile of the 3 since it hits straight out. While it whiffs on some crouchers, it acts as a great move to use in neutral to control screen space. It is also a very useful anti air as it reaches those angles that the LP version can't. It catches people trying to jump past your pokes pretty well and as an RC it's even more deadly since you can't counterpoke against it at all. | |||
* HP is mostly used as a combo tool since it can hit all crouchers, it can still be used as a decent poke like the MP version, and can catch some people trying to walk back and forth as it hits low, but due to the angle it hits at, it is prone to getting jumped over, and since the recovery of Serpent Slash isn't generous, that leaves Yamazaki very vulnerable. Because of this, MP is used over HP in neutral, however due to its reliability in combos, it is more used over MP in that regard. | |||
You can hold punch during any version of Serpent Slash for up to 8 seconds, before Yamazaki is forced to either cancel or let it go. This isn't really that useful, however I guess you can play some mindgames with it, but if you use the wrong version you're screwed. | |||
Overall, this move really ties Yamazaki's screen control gameplay together, as while it is slow and risky and prone to rolling, it allows Yamazaki to check the opponent from near fullscreen distance, a thing very few in this game have the luxury of doing. Add the RC element to it and it becomes a very difficult move to deal with. | |||
<br> | |||
}} | |||
}} | |||
===== <span class="invisible-header">Serpent Slash Cancel</span> ===== | |||
{{MoveData | |||
| name = Serpent Slash Cancel | |||
| input = {{Icon-Capcom|K}} | |||
| subtitle = Any Kick during Serpent Slash | |||
| image = CVS2_Yamazaki_214Pcancel.png | |||
| caption = | |||
| linkname = 214PK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Any Kick | |||
| subtitle = {{Icon-Capcom|K}} | |||
| damage = - | |||
| stun = - | |||
| cancel = - | |||
| guard = - | |||
| parry = - | |||
| startup = 32 | |||
| active = - | |||
| recovery = - | |||
| total = 32 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = - | |||
| description = | |||
During Serpent Slash's startup, pressing any kick during that hold will cause him to cancel it by entering a brief animation. This is also known as Stance Cancelling. | |||
Unlike KOF, this cancel is not nearly as character defining. You can't cancel moves into a Serpent Slash > Stance Cancel plink and have them be safer, as the animation for the stance cancel is pretty damn long. Even if you do this to trick the opponent into, say, jumping or some other very punishable action, you don't get that generous of a window, if at all. Don't use this too often, but if you have the opponent completely beat in neutral you can mess with them by using this. | |||
<br> | |||
}} | |||
}} | |||
===== <span class="invisible-header">Judgement Dagger</span> ===== | |||
{{MoveData | |||
| name = Judgement Dagger | |||
| input = {{Motion|623}} + {{Icon-Capcom|P}} | |||
| subtitle = 623+P / DP+P | |||
| image = CVS2_Yamazaki_623P1.png | |||
| caption = 1st Hit | |||
| image2 = CVS2_Yamazaki_623P2.png | |||
| caption2 = 2nd Hit (HP Version) | |||
| linkname = 623P | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = LP | |||
| subtitle = {{Motion|623}} + {{Icon-Capcom|LP}} | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 20 | |||
| active = 4 | |||
| recovery = 22 | |||
| total = 46 | |||
| advHit = -2 | |||
| advBlock = -2 | |||
| invul = - | |||
| description = | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = MP | |||
| subtitle = {{Motion|623}} + {{Icon-Capcom|MP}} | |||
| damage = 1400 | |||
| stun = 14 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 25 | |||
| active = 4 | |||
| recovery = 22 | |||
| total = 51 | |||
| advHit = -2 | |||
| advBlock = -2 | |||
| invul = - | |||
| description = | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = HP | |||
| subtitle = {{Motion|623}} + {{Icon-Capcom|HP}} | |||
| damage = 500+1100 | |||
| stun = 5+11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 20 | |||
| active = 4 [24] 4 | |||
| recovery = 22 | |||
| total = 74 | |||
| advHit = -2 | |||
| advBlock = -2 | |||
| invul = - | |||
| description = | |||
Alongside Serpent Slash, Judgement Dagger (aka "Knife Rush") is also a great tool for Yamazaki's combos. Heavy Knife Rush is also great to use in certain blockstrings due to its high guard damage. You will mostly see Knife Rush used as either a blockstring or a carry tool in CCs, as they are crucial in allowing both the height and the movement needed to allow Yamazaki to hit his cr.HP loops. | |||
<br> | |||
}} | |||
}} | |||
===== <span class="invisible-header">Double Return</span> ===== | |||
{{MoveData | |||
| name = Double Return | |||
| input = {{Motion|236}} + {{Icon-Capcom|P}} | |||
| subtitle = 236+P / QCF+P | |||
| image = CVS2_Yamazaki_236P.png | |||
| caption = Hit | |||
| image2 = CVS2_Yamazaki_236P1.png | |||
| caption2 = Projectile | |||
| linkname = 236P | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = LP | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|LP}} | |||
| damage = 600, 1100 (Projectile) | |||
| stun = 6, 11 (Projectile) | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 12 | |||
| active = 4 | |||
| recovery = 41 | |||
| total = 57 | |||
| advHit = -30 | |||
| advBlock = -30 | |||
| invul = - | |||
| description = | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = MP | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|MP}} | |||
| damage = 600 | |||
| stun = 6 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 12 | |||
| active = 4 | |||
| recovery = 41 | |||
| total = 57 | |||
| advHit = -30 | |||
| advBlock = -30 | |||
| invul = - | |||
| description = | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = HP | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|HP}} | |||
| damage = 600, 1200 (Projectile) | |||
| stun = 6, 12 (Projectile) | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 12 | |||
| active = 4 | |||
| recovery = 41 | |||
| total = 57 | |||
| advHit = -30 | |||
| advBlock = -30 | |||
| invul = - | |||
| description = | |||
A projectile reflector. The uppercut portion absorbs the projectile, and if you use the MP or HP version, he immediately throws the projectile at blazing speeds towards the opponent. | |||
It is a decent move to use at times, some fireballs in CvS2 can be annoying to deal with so having the option of just chucking them back at the opponent is nice to have, it lets them know they're doing it too much. Due to all the anti-fireball options the groove settings give you, that reflected projectile won't pose too much of a threat but it is something to keep the opponent on their toes. | |||
This move also has a physical hit, but as you can tell from the frame data it is horrid. Don't use it for that purpose, stick to using it as an anti fireball tool. | |||
<br> | |||
}} | |||
}} | |||
=== <span class="invisible-header">Fight of Tempering</span> === | |||
{{MoveData | |||
| name = Fight of Tempering | |||
| input = 623K | |||
| subtitle = | |||
| image = CVS2 Yamazaki 623K.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|623}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 29 | |||
| active = 4 | |||
| recovery = 21 | |||
| total = 54 | |||
| advHit = DWN | |||
| advBlock = -1 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 30 | |||
| active =4 | |||
| recovery = 16 | |||
| total = 50 | |||
| advHit = DWN | |||
| advBlock = +2 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 31 | |||
| active = 4 | |||
| recovery = 17 | |||
| total = 52 | |||
| advHit = DWN | |||
| advBlock = +3 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">Spray Sand</span> === | |||
{{MoveData | |||
| name = Spray Sand | |||
| input = 214K | |||
| subtitle = | |||
| image = CVS2 Yamazaki 214K.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|214}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 10 | |||
| active = 4 | |||
| recovery = 22 | |||
| total = 36 | |||
| advHit = -2 | |||
| advBlock = -2 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 11 | |||
| active = 4 | |||
| recovery = 22 | |||
| total = 37 | |||
| advHit = -2 | |||
| advBlock = -2 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 12 | |||
| active = 4 | |||
| recovery = 22 | |||
| total = 38 | |||
| advHit = -2 | |||
| advBlock = -2 | |||
| invul = None | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">Sadomaso</span> === | |||
{{MoveData | |||
| name = Sadomaso | |||
| input = 41236K | |||
| subtitle = | |||
| image = CVS2 Yamazaki 41236K.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|41236}} + {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = | |||
| parry = | |||
| startup = 8 | |||
| active = 48 | |||
| recovery = 16 | |||
| total = 74 | |||
| advHit = | |||
| advBlock = | |||
| invul = 9-56 Counter | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|41236}} + {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = | |||
| parry = | |||
| startup = 8 | |||
| active = 64 | |||
| recovery = 16 | |||
| total = 88 | |||
| advHit = | |||
| advBlock = | |||
| invul = 9-72 Counter | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|41236}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1400 | |||
| stun = 14 | |||
| cancel = None | |||
| guard = | |||
| parry = | |||
| startup = 8 | |||
| active = 80 | |||
| recovery = 16 | |||
| total = 104 | |||
| advHit = | |||
| advBlock = | |||
| invul = 9-88 Counter | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|41236}} + {{Icon-Capcom|K}} Attack | |||
| subtitle = | |||
| damage = | |||
| stun = | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 22 | |||
| active = 4 | |||
| recovery = 22 | |||
| total = 48 | |||
| advHit = DWN | |||
| advBlock = -2 | |||
| invul = None | |||
| description = | |||
}} | |||
}} | |||
=== <span class="invisible-header">Bombshell Badda-Bing</span> === | |||
{{MoveData | |||
| name = Bombshell Badda-Bing | |||
| input = 632146P | |||
| subtitle = | |||
| image = CVS2 Yamazaki 632146P.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|63214}}{{Motion|6}} + {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 2000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = | |||
| startup = 6 | |||
| active = 1 | |||
| recovery = 35 | |||
| total = 42 | |||
| advHit = | |||
| advBlock = | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}{{Motion|6}} + {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 2100 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = | |||
| startup = 6 | |||
| active = 1 | |||
| recovery = 35 | |||
| total = 42 | |||
| advHit = | |||
| advBlock = | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}{{Motion|6}} + {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 2200 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = | |||
| startup = 6 | |||
| active = 1 | |||
| recovery = 35 | |||
| total = 42 | |||
| advHit = | |||
| advBlock = | |||
| invul = None | |||
| description = Yamazaki headbutts the opponent so hard it causes an explosion. | |||
A decent command grab as they come, but since Yamazaki players are usually defensive players, it does not really get used all that much. For the more offense happy players, this can be something good to use to open the opponent up and get some damage. There is lengthy recovery so expect to get punished if it whiffs. | |||
}} | |||
}} | |||
== Super Moves == | == Super Moves == | ||
= The | === <span class="invisible-header">Guillotine</span> === | ||
{{MoveData | |||
| name = Guillotine | |||
| input = 236236P | |||
| subtitle = | |||
| image = CVS2 Yamazaki 236236P.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}{{Motion|236}} + {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 2800 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:4 | |||
| active = 2(5)4(16)11 | |||
| recovery = 19 | |||
| total = 66 | |||
| advHit = DWN | |||
| advBlock = -15 | |||
| invul = 9 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}} + {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 4000 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:4 | |||
| active = 2(5)4(16)11 | |||
| recovery = 19 | |||
| total = 66 | |||
| advHit = DWN | |||
| advBlock = -15 | |||
| invul = 15 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}} + {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 6000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:4 | |||
| active = 2(5)4(16)11 | |||
| recovery = 19 | |||
| total = 66 | |||
| advHit = DWN | |||
| advBlock = -15 | |||
| invul = 23 (Full) | |||
| description = Placeholder | |||
}} | |||
}} | |||
=== <span class="invisible-header">Drill</span> === | |||
{{MoveData | |||
| name = Drill | |||
| input = 6321463214P | |||
| subtitle = | |||
| image = CVS2 Yamazaki Drill.png | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|63214}}{{Motion|63214}} + {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = Varies | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = | |||
| startup = 4:4 | |||
| active = 1 | |||
| recovery = 45 | |||
| total = 54 | |||
| advHit = | |||
| advBlock = | |||
| invul = 8 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}{{Motion|63214}} + {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = Varies | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Grab | |||
| parry = | |||
| startup = 4:4 | |||
| active = 1 | |||
| recovery = 45 | |||
| total = 54 | |||
| advHit = | |||
| advBlock = | |||
| invul = 14 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}{{Motion|63214}} + {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = Varies | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = | |||
| startup = 4:4 | |||
| active = 1 | |||
| recovery = 45 | |||
| total = 54 | |||
| advHit = | |||
| advBlock = | |||
| invul = 22 (Full) | |||
| description = A command grab super with the unique feature of being able to get more damage by mashing during Yamazaki's "power up" phase after he uppercuts you. | |||
A pretty strong super outside of the level 1 variant. You can jump the lvl.1 version of the super post flash so it is irrelevant. The level 2 and level 3 variants are the ones that Yamazaki players use. You can set up a risky but strong 50/50 with his Guillotine super. If the opponent jumps, they get hit by Guillotine. If they don't, they get hit by Drill. Mainly use this super if you're more of an offensive player trying to open someone up. | |||
If you want to get the best version of the super consistently (the one where he repeatedly hits you with serpent slashes), repeatedly piano LP, MP, HP with one hand and repeatedly piano LK, MK, HK with the other hand. Punches and kicks both count towards leveling up the super. | |||
<br> | |||
Damage Values (LP, MP, HP): | |||
'''LVL 1: 2100, 3000, 4000 | |||
LVL 2: 2300, 3400, 4500 | |||
LVL 3: 2500, 4000, 5000 | |||
LVL 4: 2700, 4200, 5100''' | |||
}} | |||
}} | |||
= | == Colors == | ||
[[File:Yamazaki_CvS2_colors.png]] | |||
{{Navbox-CvS2}} | |||
[[Category:Capcom vs SNK 2]] | [[Category:Capcom vs SNK 2]] | ||
[[Category:Yamazaki]] |
Latest revision as of 15:16, 29 January 2025
Introduction
Story
Ryuji Yamazaki is a Japanese yakuza who also happens to be one of the Heavenly Kings of Orochi on the side. Yamazaki was orphaned at a young age, and had to wander the streets of his hometown. He was miserable, until one day, he saw a Yakuza boss named Sorimanchi. Yamazaki decided to dedicate the rest of his life to becoming like Sorimanchi, and quickly began participating in the Japanese criminal underworld. He rose the ranks quickly, and soon he became one of Sorimanchi's personal bodyguards. This was the happiest time in his life, as he felt Sorimanchi was a surrogate father figure for him.
However, on a business trip to Osaka, Yamazaki started to get a funny feeling. They were ambushed by a rival gang, and Sorimanchi was kidnapped. They would go on to brutally torture and kill the man Yamazaki saw as his idol. This snapped Yamazaki's fragile mind in two, causing him to become obsessed with violence. He immediately took revenge on Sorimanchi, murdering the boss who ordered his death, and fled to Hong Kong. From there, Yamazaki doesn't remember much. When the KOF series starts picking up, Geese sends Billy Kane to force Yamazaki into joining. Billy took a few goons with him for protection. Yamazaki refused to join, and a fight broke out. After Yamazaki brutally maimed one of the guards, the Orochi blood in him began pulsing, and he decided to join. At the end of the tournament, it is revealed that Yamazaki is actually one of the Hakkeshu, or Heavenly Kings of Orochi. However, Yamazaki's own tormented psyche keeps the power of Orochi at bay, and Yamazaki doesn't really want much to do with the Orochi clan in general.
Gameplay
Yamazaki is a neutral-oriented zoner style character. He has plenty of great tools to control neutral with, from his simple normals like 5HK to his 214P Serpent Slashes, which can be angled depending on strength to cover different parts of the screen. He has plenty of ways to poke, anti-air, and punish from far away. His aggressive potential is also quite high, with high damage combos using his 214K Spray Sand, which cancels into Serpent Slashes, or his 236236P Drill combo ending super. Yamazaki also builds a lot of meter because of the aforementioned Spray Sand cancels, and whiffing Spray Sand in general builds notable meter, making Yamazaki an amazing point on C/A-Groove teams. His mixup is surprisingly potent as well, with an overhead command normal and special, and a command grab.
Yamazaki lacks much in the way of knockdowns, and can also struggle hard on defense. He lacks any reversal for escaping pressure, and even with Roll Cancels, none of his specials exactly excel at this. Yamazaki has to keep opponents out and away to win, but he is much more than capable of doing that consistently, and punishing you with big damage as well.
Groove Selection
Best - A/C: A-Yamazaki is a beast of a point character. His meterbuild is stellar, you basically guarantee that your mid character with have a CC ready on entry. Yamazaki's own CC is fairly good as well, though somewhat difficult. He can play around saving the meter, keeping himself safe, and activating when he knows he has the punish for big damage, then building meter for another CC. C-Yamazaki is fairly similar, although he gets a few new tools. The cheaper Alpha Counters gives him a way to escape out of pressure, and again, his meterbuild makes it even more worth considering. He also gets more consistent damage using level 2 Guillotine and cancelling it into Spray Sand xx Serpent Slash or a level 1 Guillotine. Yamazaki has very good RCs.
Useful - S/N/P: S-Yamazaki is a great point character again. He doesn't have much reliance on meter, but thanks to his oppressive zoning, charging is actually fairly safe with him. When in Desperation he can end every combo in a level 1 Guillotine for a knockdown and a mixup, and that mixup can involve his super command grab Drill. N-Yamazaki is, again, a great point character for his meterbuilding potential. He gets to use guard cancels more often, and has guard cancel roll as well. Run and hop give him more mixup options and make his aggression scarier in general. Activating Max Mode gives him a small damage buff as well, which can be helpful. P-Yamazaki gets to parry into low damage but amazing meter gain, and that can be important for a P-Groove team where your mid can come in with a full bar. Even Yamazaki himself can parry into a level 3 Guillotine for solid damage once or twice a round.
Worst - K: K-Yamazaki has a lot less going for him. His amazing meterbuild is gone entirely, and while JD isn't useless, he doesn't get the greatest punishes from it. Yamazaki also prefers to be the one pressing buttons, not trying to interrupt the opponents buttons. When Raged, he does have higher damage, and his mixup is scarier overall. However, it just isn't worth it for such a defensive battery character.
Yamazaki is a neutral powerhouse, focusing on mindgames around his pokes and Serpent Slashes to keep the opponent at bay. When he gets in, he has decent mixup ability, and his meterbuild is some of the best in the game, making him amazing on point. Just be ready to struggle on defense. Yamazaki is best in A-Groove and C-Groove. Difficulty: Pretty Hard (A-Groove), Pretty Easy (Any other Groove)Tier: A+ |
|
Pros | Cons |
|
|
Players to Watch
Name | Country | Groove | Accounts | Notes |
---|---|---|---|---|
MoMo | Japan | C-Groove | Twitter: @MoMo_oMoM | A great C-Groover who perfected C-Yama's neutral game and meter usage. Sample Match |
D44 BAS | Japan | A-Groove | Twitter: @ryo151 Youtube: D44Bas Discord: Bas#4095 |
Widely considered the best CvS2 player in the world as of now. Single handedly inspired tons of Yamazaki players to pick him up from his dominant play style. Sample Match |
GunterJPN | Japan | A-Groove | Twitter: @GunterJPN Youtube: GunterJPN |
Before BAS popularized Yamazaki, Gunter was doing the same thing decades ago. You can find a lot of similarities in their play. Sample Match |
P-Rugal | Japan | P-Groove | Twitter: @oyasuminecalli | The textbook example of using P-Yamazaki on point and efficiently building meter. Has an insane parry game. Sample Match |
Tom23 | Japan | K-Groove | N/A | Very old school player. Made K-Yama look like a rushdown beast instead of a space controlling defensive wall. Sample Match |
Normal Moves
Far Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Standing Normals
clLP
clMP
clHP
clLK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
X
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | None | High | High | - | - | - | - | - | - | - |
Not really useful outside of A-Groove. Yamazaki can use this as a reset during a blockstring or on hit during a custom combo. Without CCs, this normal is rather situational. |