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<h2><span class="mw-headline" id="Normal_Moves">Normal Moves</span></h2> | |||
<p><b>Close</b> | |||
</p> | |||
<ul> | |||
<li>cl.A is a cancel-able short gut punch | |||
</li> | |||
<li>cl.B is a cancel-able shin kick that hits low | |||
</li> | |||
<li>cl.C is a cancel-able hook punch that is good to use in combos | |||
</li> | |||
<li>cl.D is a cancel-able high round kick that is good to use in combos and can hit opponents trying to jump out of the corner | |||
</li> | |||
</ul> | |||
<p><b>Standing</b> | |||
</p> | |||
<ul> | |||
<li>Far A is a standing jab that can be used to stop incoming hops | |||
</li> | |||
<li>Far B is a thrust kick that can used a close range poke | |||
</li> | |||
<li>Far C is a wide hook punch that moves Yamazaki forward | |||
</li> | |||
<li>Far D is a very good long ranged horizontal kick that be used as a poke in mid-range | |||
</li> | |||
</ul> | |||
<p><b>Crouching</b> | |||
</p> | |||
<ul> | |||
<li>Crouch A is a cancel-able crouching jab that can be used a mid to close range poke | |||
</li> | |||
<li>Crouch B is a cancel-able crouching low kick that has a good horizontal range | |||
</li> | |||
<li>Crouch C is a cancel-able backhand punch | |||
</li> | |||
<li>Crouch D is a long ranged sweep that is not cancel-able | |||
</li> | |||
</ul> | |||
<p><b>Jumping</b> | |||
</p> | |||
<ul> | |||
<li>Jump A is a downward angle punch that can be used as an instant overhead | |||
</li> | |||
<li>Jump B is a good ranged kick that can be used for air-to-ground approaches or jump aways | |||
</li> | |||
<li>Jump C is a jumping uppercut that can be used from ground-to-air, it might whiff on some crouching opponents | |||
</li> | |||
<li>Jump D is a strange looking downward angle good that can be used as an instant overhead | |||
</li> | |||
<li>Neutral jump B has a steep angle than his jumping B which can be used as an instant overhead | |||
</li> | |||
<li>Neutral jump C is similar to jump A but has more range | |||
</li> | |||
<li>Neutral jump D has a long horizontal range that can be used as an air-to-air | |||
</li> | |||
</ul> | |||
<p><b>Blowback</b> | |||
</p> | |||
<ul> | |||
<li>Standing CD is a long ranged headbutt that is cancel-able | |||
</li> | |||
<li>Jump CD is a swinging double hammer attack that is good to use for air-to-air | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="Throws">Throws</span></h2> | |||
<p><b>Choke Hold</b> - (close, b/f + C) | |||
</p> | |||
<ul> | |||
<li>Yamazaki grabs the opponent by the scruff of their neck and slams them face first into the ground | |||
</li> | |||
<li>causes hard knockdown | |||
</li> | |||
<li>throws the opponent almost full screen away from Yamazaki | |||
</li> | |||
</ul> | |||
<p><b>Whackdown Wallop</b> - (close, b/f + D) | |||
</p> | |||
<ul> | |||
<li>Yamazaki grabs the opponent and flings them face down behind him | |||
</li> | |||
<li>causes hard knockdown | |||
</li> | |||
<li>the throw leaves the opponent pretty close to Yamazaki leaving him to have a variety of options to mixup during okizeme | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="Command_Moves">Command Moves</span></h2> | |||
<p><b>Eviscerator</b> - (f + A) | |||
</p> | |||
<ul> | |||
<li>Yamazaki punches in a downward diagonal angle toward the opponent | |||
</li> | |||
<li>can be comboed into and if comboed into can cancel into a special move (ex: s.C, f+A, qcb+c) | |||
</li> | |||
<li>from close range the move has two hits, from further than about two character distances away it will only hit once | |||
</li> | |||
<li>both hits count as overheads if done raw, it loses that property if comboed into | |||
</li> | |||
<li>on hit or guard the move pushes the opponent back a considerable amount | |||
</li> | |||
<li>the move is negative on block slightly, but the pushback makes it hard for opponents to punish it well | |||
</li> | |||
<li>Can be cancelled in Max Mode | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="Special_Moves">Special Moves</span></h2> | |||
<p><b>Sadomaso</b> - (hcf + K) | |||
</p> | |||
<ul> | |||
<li>Yamazaki leans forward with his tongue out, daring the opponent to strike | |||
</li> | |||
<li>counters mids and highs while the animation is active | |||
</li> | |||
<li>if the counter lands Yamazaki immediately hits with his own upper cut that can be super cancelled | |||
</li> | |||
<li>the move is beat out by most lows in the game, however it is hitbox dependent and some higher angled lows can be caught with it (ex: Seth & Vice's sweeps can be countered, but not Bao's). | |||
</li> | |||
<li>it will counter a hit even from behind on Yamazaki, he will still send his uppercut in the same direction started. | |||
</li> | |||
<li>the uppercut counter causes soft knockdown | |||
</li> | |||
</ul> | |||
<p><b>Serpent Slash</b> (Upper) * - (qcb + A, hold to delay) | |||
</p> | |||
<ul> | |||
<li>Yamazaki's arm hangs limp at his side then strikes out with a whip-like limb | |||
</li> | |||
<li>A version strikes in an upward diagonal arc | |||
</li> | |||
<li>will hit an aerial opponent about 1/3 a screen away, a standing opponent a character length away and will whiff on crouching opponents. | |||
</li> | |||
<li>it will whiff even point blank on standing smaller character like Chin. Bao etc. | |||
</li> | |||
<li>on aerial opponents it will hit for 2 or 1 hits depending on spacing and cause soft knockdown | |||
</li> | |||
<li>great anti-air tool | |||
</li> | |||
<li>very negative on block | |||
</li> | |||
</ul> | |||
<p><b>Serpent Slash</b> (Middle) * - (qcb + B, hold to delay) | |||
</p> | |||
<ul> | |||
<li>B version strikes out in a horizontal area in front of him | |||
</li> | |||
<li>depending on spacing it will land 2 or 1 hits | |||
</li> | |||
<li>hits mid | |||
</li> | |||
<li>good spacing tool | |||
</li> | |||
</ul> | |||
<p><b>Serpent Slash</b> (Lower) * - (qcb + C, hold to delay) | |||
</p> | |||
<ul> | |||
<li>C version strikes out in a downward angle | |||
</li> | |||
<li>depending on spacing hits for 2 or 1 hits | |||
</li> | |||
<li>though it strikes downward it actually hits mid and can be blocked by either standing or crouching opponents | |||
</li> | |||
<li>depending on character specific wake up time this can be used as an OTG follow up (ex: dp+b, qcb+c) | |||
</li> | |||
</ul> | |||
<p><b>Serpent Slash Cancel</b> - (D while holding Serpent Slash) | |||
</p> | |||
<ul> | |||
<li>while charging any version of the Serpent Slash you can press D and cancel it into Yamazaki's neutral stance | |||
</li> | |||
</ul> | |||
<p><b>Screw Blow</b> - (rdp + A/C) | |||
</p> | |||
<ul> | |||
<li>Yamazaki winds up and unleashes a devilish liver punch | |||
</li> | |||
<li>both versions hit mid and cause hard knockdown | |||
</li> | |||
<li>both versions are safe on block | |||
</li> | |||
<li>both versions hit from about a full character distance away | |||
</li> | |||
<li>neither version has invulnerability and Yamazaki can be hit out of it easily | |||
</li> | |||
<li>during the windup, since Yamazaki moves back a little, you might bait a poorly space move and get the hit | |||
</li> | |||
<li>A version has a quicker windup | |||
</li> | |||
<li>A version cause about 1/3 guard damage | |||
</li> | |||
<li>C version has a considerably longer windup | |||
</li> | |||
<li>C version does 100% guard damage and Guard Crashes on block | |||
</li> | |||
</ul> | |||
<p><b>Bombshell Badda-Bing</b> - (close, hcb, f + A/C) | |||
</p> | |||
<ul> | |||
<li>Yamazaki reaches out and grabs the opponent, head-butting them into the ground | |||
</li> | |||
<li>unblockable command grab | |||
</li> | |||
<li>causes hard knockdown | |||
</li> | |||
<li>can be comboed into | |||
</li> | |||
<li>despite the range of the whiff animation you need to be toe-to-toe with the opponent for the grab to land | |||
</li> | |||
</ul> | |||
<p><b>Judgement Dagger</b> - (dp + A/C) | |||
</p> | |||
<ul> | |||
<li>Yamazaki pulls a dagger from his pocket and proceeds to slash forward in fury | |||
</li> | |||
<li>both versions hit mid and cause soft knockdown | |||
</li> | |||
<li>super cancellable | |||
</li> | |||
<li>solid combo filler tool | |||
</li> | |||
<li>A version hits twice and will move Yamazaki about 1/2 the screen | |||
</li> | |||
<li>A version is slightly negative on block | |||
</li> | |||
<li>C version hits four times and moves Yamazaki 2/3 the screen | |||
</li> | |||
<li>C version is pretty negative on block | |||
</li> | |||
</ul> | |||
<p><b>Double Return</b> - (qcf + A/C) | |||
</p> | |||
<ul> | |||
<li>Yamazaki flings his hand up absorbing or reflecting projectiles | |||
</li> | |||
<li>although the move is made for blocking/reflecting projectiles both versions will land two hits on the opponent and can be comboed into | |||
</li> | |||
</ul> | |||
<p><b>Fight of Tempering</b> - (dp + B) | |||
</p> | |||
<ul> | |||
<li>Yamazaki kicks up his leg and crashes it down on the opponent | |||
</li> | |||
<li>the first hit counts as a mid, but the second counts as an overhead | |||
</li> | |||
<li>causes hard knockdown | |||
</li> | |||
<li>can be comboed into | |||
</li> | |||
<li>very negative on block | |||
</li> | |||
<li>the move makes Yamazaki move forward quite a bit and the hitbox for the first hit is deceptively large | |||
</li> | |||
<li>if the second hit lands and Yamazaki knocks down the opponent he can follow up with an OTG qcb+C | |||
</li> | |||
</ul> | |||
<p><b>Spray Sand</b> - (dp + D) | |||
</p> | |||
<ul> | |||
<li>Yamazaki kicks a cloud of sand up in air toward the opponent | |||
</li> | |||
<li>hits mid | |||
</li> | |||
<li>can be comboed into and out of (ex: cl.C, dp+D, qcb+B) | |||
</li> | |||
<li>can be used as a situational anti-air | |||
</li> | |||
<li>negative on block | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="Desperation_Moves">Desperation Moves</span></h2> | |||
<p><b>Insanity From Nightmare</b> - (qcf + A + B + C + D) | |||
</p> | |||
<ul> | |||
<li> Yamazaki runs towards the opponent, stabs them, then stomps them repeatedly then kicks them across the screen. | |||
</li> | |||
</ul> | |||
<ul> | |||
<li> If Yamazaki misses contact with the opponent, Yamazaki stop running and shake his head | |||
</li> | |||
</ul> | |||
<ul> | |||
<li> An unblockable command throw | |||
</li> | |||
</ul> | |||
<ul> | |||
<li> Hard knockdown | |||
</li> | |||
</ul> | |||
<p><b>Guillotine</b> - (qcf, qcf + A/C) | |||
</p> | |||
<ul> | |||
<li> Yamazaki uppercuts the opponent, grabs them by the face, then drags them across ground to kick them across the screen | |||
</li> | |||
</ul> | |||
<ul> | |||
<li> Can be used as an anti-air or reversal | |||
</li> | |||
</ul> | |||
<ul> | |||
<li> Has a small amount of invincibility at the start | |||
</li> | |||
</ul> | |||
<ul> | |||
<li> Hard knockdown | |||
</li> | |||
</ul> | |||
<p><b>Drill</b> - close, (hcb, hcb + A/C) repeatedly (up to 4 levels) | |||
</p> | |||
<ul> | |||
<li> A command throw that has 4 levels of damage depending on how fast you mash the punch buttons | |||
</li> | |||
</ul> | |||
<ul> | |||
<li> Hard knockdown | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="Super_Desperation">Super Desperation</span></h2> | |||
<p><b>Guillotine</b> - (qcf, qcf + A + C) | |||
</p> | |||
<ul> | |||
<li> A stronger version of his Guillotine DM. Has the same amount of speed at the start | |||
</li> | |||
</ul> | |||
<ul> | |||
<li> Hard knockdown | |||
</li> | |||
</ul> | |||
<p><b>Drill</b> - close (hcb, hcb + A + C) multiple times (up to 4 levels) | |||
</p> | |||
<ul> | |||
<li> A stronger version of his Drill DM | |||
</li> | |||
</ul> | |||
<ul> | |||
<li> Hard knockdown | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="Hidden_Super_Desperation_Move">Hidden Super Desperation Move</span></h2> | |||
<p>...!! - close (hcb, hcb + B + D) | |||
</p> | |||
<ul> | |||
<li> Yamazaki grabs the opponent, slams them to the ground, then slashes them multiple times with his arms. Then he grabs them with his teeth and slams them down behind him | |||
</li> | |||
</ul> | |||
<ul> | |||
<li> an 18F command throw that has invincibility | |||
</li> | |||
</ul> | |||
<ul> | |||
<li> Inflicts 450 damage | |||
</li> | |||
</ul> | |||
<ul> | |||
<li> Hard knockdown | |||
</li> | |||
</ul> | |||
=Combos= | =Combos= |
Revision as of 10:42, 14 April 2017
Introduction
Move list
Normal Throws | ||
---|---|---|
Command Moves | ||
Special Moves | ||
┗ | ||
┗ | ||
Desperation Moves | ||
Max Desperation Moves | ||
Max 2 | ||
Normal Moves
Throws
Choke Hold - close, b/f + C
Whackdown Wallop - close, b/f + D
Command Moves
Eviscerator - f + A
Special Moves
Sadomaso - HCF + K
Serpent Slash (Upper) * - qcb + A (delayable)
Serpent Slash (Middle) * - qcb + B (delayable)
Serpent Slash (Lower) * - qcb + C (delayable)
Serpent Slash Cancel - D while holding Serpent Slash
Screw Blow - rdp + A/C
Bombshell Badda-Bing - close, hcb, f + A/C
Judgement Dagger - dp + A/C
Double Return - qcf + A/C
Fight of Tempering - dp + B
Spray Sand - dp + D
Desperation Moves
Insanity From Nightmare - qcf + A + B + C + D
Guillotine - qcf, qcf + A/C
Drill - close, hcb, hcb + A/C repeatedly (up to 4 levels)
Super Desperation
Guillotine - qcf, qcf + A + C
Drill - close hcb, hcb + A + C multiple times (up to 4 levels)
Hidden Super Desperation Move
...!! - close hcb, hcb + B + D
Normal Moves
Close
- cl.A is a cancel-able short gut punch
- cl.B is a cancel-able shin kick that hits low
- cl.C is a cancel-able hook punch that is good to use in combos
- cl.D is a cancel-able high round kick that is good to use in combos and can hit opponents trying to jump out of the corner
Standing
- Far A is a standing jab that can be used to stop incoming hops
- Far B is a thrust kick that can used a close range poke
- Far C is a wide hook punch that moves Yamazaki forward
- Far D is a very good long ranged horizontal kick that be used as a poke in mid-range
Crouching
- Crouch A is a cancel-able crouching jab that can be used a mid to close range poke
- Crouch B is a cancel-able crouching low kick that has a good horizontal range
- Crouch C is a cancel-able backhand punch
- Crouch D is a long ranged sweep that is not cancel-able
Jumping
- Jump A is a downward angle punch that can be used as an instant overhead
- Jump B is a good ranged kick that can be used for air-to-ground approaches or jump aways
- Jump C is a jumping uppercut that can be used from ground-to-air, it might whiff on some crouching opponents
- Jump D is a strange looking downward angle good that can be used as an instant overhead
- Neutral jump B has a steep angle than his jumping B which can be used as an instant overhead
- Neutral jump C is similar to jump A but has more range
- Neutral jump D has a long horizontal range that can be used as an air-to-air
Blowback
- Standing CD is a long ranged headbutt that is cancel-able
- Jump CD is a swinging double hammer attack that is good to use for air-to-air
Throws
Choke Hold - (close, b/f + C)
- Yamazaki grabs the opponent by the scruff of their neck and slams them face first into the ground
- causes hard knockdown
- throws the opponent almost full screen away from Yamazaki
Whackdown Wallop - (close, b/f + D)
- Yamazaki grabs the opponent and flings them face down behind him
- causes hard knockdown
- the throw leaves the opponent pretty close to Yamazaki leaving him to have a variety of options to mixup during okizeme
Command Moves
Eviscerator - (f + A)
- Yamazaki punches in a downward diagonal angle toward the opponent
- can be comboed into and if comboed into can cancel into a special move (ex: s.C, f+A, qcb+c)
- from close range the move has two hits, from further than about two character distances away it will only hit once
- both hits count as overheads if done raw, it loses that property if comboed into
- on hit or guard the move pushes the opponent back a considerable amount
- the move is negative on block slightly, but the pushback makes it hard for opponents to punish it well
- Can be cancelled in Max Mode
Special Moves
Sadomaso - (hcf + K)
- Yamazaki leans forward with his tongue out, daring the opponent to strike
- counters mids and highs while the animation is active
- if the counter lands Yamazaki immediately hits with his own upper cut that can be super cancelled
- the move is beat out by most lows in the game, however it is hitbox dependent and some higher angled lows can be caught with it (ex: Seth & Vice's sweeps can be countered, but not Bao's).
- it will counter a hit even from behind on Yamazaki, he will still send his uppercut in the same direction started.
- the uppercut counter causes soft knockdown
Serpent Slash (Upper) * - (qcb + A, hold to delay)
- Yamazaki's arm hangs limp at his side then strikes out with a whip-like limb
- A version strikes in an upward diagonal arc
- will hit an aerial opponent about 1/3 a screen away, a standing opponent a character length away and will whiff on crouching opponents.
- it will whiff even point blank on standing smaller character like Chin. Bao etc.
- on aerial opponents it will hit for 2 or 1 hits depending on spacing and cause soft knockdown
- great anti-air tool
- very negative on block
Serpent Slash (Middle) * - (qcb + B, hold to delay)
- B version strikes out in a horizontal area in front of him
- depending on spacing it will land 2 or 1 hits
- hits mid
- good spacing tool
Serpent Slash (Lower) * - (qcb + C, hold to delay)
- C version strikes out in a downward angle
- depending on spacing hits for 2 or 1 hits
- though it strikes downward it actually hits mid and can be blocked by either standing or crouching opponents
- depending on character specific wake up time this can be used as an OTG follow up (ex: dp+b, qcb+c)
Serpent Slash Cancel - (D while holding Serpent Slash)
- while charging any version of the Serpent Slash you can press D and cancel it into Yamazaki's neutral stance
Screw Blow - (rdp + A/C)
- Yamazaki winds up and unleashes a devilish liver punch
- both versions hit mid and cause hard knockdown
- both versions are safe on block
- both versions hit from about a full character distance away
- neither version has invulnerability and Yamazaki can be hit out of it easily
- during the windup, since Yamazaki moves back a little, you might bait a poorly space move and get the hit
- A version has a quicker windup
- A version cause about 1/3 guard damage
- C version has a considerably longer windup
- C version does 100% guard damage and Guard Crashes on block
Bombshell Badda-Bing - (close, hcb, f + A/C)
- Yamazaki reaches out and grabs the opponent, head-butting them into the ground
- unblockable command grab
- causes hard knockdown
- can be comboed into
- despite the range of the whiff animation you need to be toe-to-toe with the opponent for the grab to land
Judgement Dagger - (dp + A/C)
- Yamazaki pulls a dagger from his pocket and proceeds to slash forward in fury
- both versions hit mid and cause soft knockdown
- super cancellable
- solid combo filler tool
- A version hits twice and will move Yamazaki about 1/2 the screen
- A version is slightly negative on block
- C version hits four times and moves Yamazaki 2/3 the screen
- C version is pretty negative on block
Double Return - (qcf + A/C)
- Yamazaki flings his hand up absorbing or reflecting projectiles
- although the move is made for blocking/reflecting projectiles both versions will land two hits on the opponent and can be comboed into
Fight of Tempering - (dp + B)
- Yamazaki kicks up his leg and crashes it down on the opponent
- the first hit counts as a mid, but the second counts as an overhead
- causes hard knockdown
- can be comboed into
- very negative on block
- the move makes Yamazaki move forward quite a bit and the hitbox for the first hit is deceptively large
- if the second hit lands and Yamazaki knocks down the opponent he can follow up with an OTG qcb+C
Spray Sand - (dp + D)
- Yamazaki kicks a cloud of sand up in air toward the opponent
- hits mid
- can be comboed into and out of (ex: cl.C, dp+D, qcb+B)
- can be used as a situational anti-air
- negative on block
Desperation Moves
Insanity From Nightmare - (qcf + A + B + C + D)
- Yamazaki runs towards the opponent, stabs them, then stomps them repeatedly then kicks them across the screen.
- If Yamazaki misses contact with the opponent, Yamazaki stop running and shake his head
- An unblockable command throw
- Hard knockdown
Guillotine - (qcf, qcf + A/C)
- Yamazaki uppercuts the opponent, grabs them by the face, then drags them across ground to kick them across the screen
- Can be used as an anti-air or reversal
- Has a small amount of invincibility at the start
- Hard knockdown
Drill - close, (hcb, hcb + A/C) repeatedly (up to 4 levels)
- A command throw that has 4 levels of damage depending on how fast you mash the punch buttons
- Hard knockdown
Super Desperation
Guillotine - (qcf, qcf + A + C)
- A stronger version of his Guillotine DM. Has the same amount of speed at the start
- Hard knockdown
Drill - close (hcb, hcb + A + C) multiple times (up to 4 levels)
- A stronger version of his Drill DM
- Hard knockdown
Hidden Super Desperation Move
...!! - close (hcb, hcb + B + D)
- Yamazaki grabs the opponent, slams them to the ground, then slashes them multiple times with his arms. Then he grabs them with his teeth and slams them down behind him
- an 18F command throw that has invincibility
- Inflicts 450 damage
- Hard knockdown
Combos
- cl.C, f+A, qcb+B/C,
- cl.C, dp+D, qcb+A/B/C~D, qcb+B/C
- j.D, cl.C, dp+C/dp+B~qcb+C
- cr.B/Far B/cl.B×1~2, cr.A, qcb+B
- cl.B×1~2, hcb f+P
- cr.B/cl.B, cr.A, qcfx2+P
Max mode:
cl. C, BC(Max mode) , dash, cl. C, dp+B (1 hit), dp+D, dp+B (1hit), dp+D, dp+C
Max Mode plus 1 stock:
cl. C, BC(Max mode) , dash, cl. C, dp+B (1 hit), dp+D, dp+B (1hit), dp+D, dp+C (2 hits), hcb x2+ AC