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    Yamazaki by Julian Blake

    Version: 1.1 | Updated: 01/29/04 | Search Guide | Bookmark Guide

    King Of Fighters '98-Yamazaki FAQ
    V. 1.1 last updated 1/29/2004
    By Julian Blake (conczepts@yahoo.com)
    Sections Covered:
    -Why was this FAQ created?
    -Move Legend
    -What are Yamazaki's strengths?
    -What are Yamazaki's weaknesses?
    -Strategies and Tactics
    -Revision history
    -Contact Info
    Welcome to the KOF '98 Yamazaki FAQ.  This FAQ is best viewed in Notepad
    maximized.  I'm an avid KOF player and even though KOF '98 is over four years
    old now I'm still playing the game and learning everytime I play.  The purpose
    of this FAQ is to explain Yamazaki to players new to using him, and to
    (hopefully) teach a player who's been using him for a while something new.  I
    will include full moveslist and combos, but you will find that all of my FAQs
    will have more emphasis on strategy and tactics than many other fighting game
    character FAQs out there.  If you know any strategies, combos, or any other
    Yamazaki-related material I missed, please contact me (info at the end of FAQ)
    to help me make the most complete FAQ possible.  Thanks!
    -Why was this FAQ created?
    The biggest reason is because Gamefaqs didn't have a FAQ for Yamazaki in KOF
    '98.  He's one of my favorite characters in KOF '98, and I was surprised that
    no one else had devoted a FAQ to him in the four years that KOF '98 has been
    out.  Not a heck of a lot of people use Yama, and even fewer know how to use
    him WELL. So in a way this FAQ is to fill a void in KOF info available online. 
    Another reason is because I think that while Yamazaki does have some rough
    matchups, he is underrated and can be extremely powerfull and damaging if used
    correctly.  So, mostly for informational purposes.
    -Move Legend
    (For a full explanation of the KOF '98 basic gameplay engine, please check
    KaoMegura's KOF '98 FAQ, this FAQ assumes you know the basics of KOF '98
    I will make up my own move legend to explain what the inputs on the movelist
    and combo sections mean.  It will be as simple as possible so that you don't
    have to stumble over archaic jargon to understand what a motion should be.  If
    you can read other KOF and SF FAQs with no problem you can skip this section
    because I don't make up any terms here.
    All things directions, and motions with the joystick will be done in undercase
    letters, and all buttons will be in upper case letters.  So f+A means press the
    joystick forward, and press the A button at the same time.  Button notation is
    in neo geo format since this FAQ is for the arcade/neo geo version of the game
    only, but you can translate A,B,C and D into Weak Punch, Weak Kick, Strong
    Punch, and Strong Kick if trying to use this FAQ with console ports of KOF '98.
    d: Down
    u: Up
    f: Forward towards the opponent
    b: Back away from the opponent
    /: Used for diagonal directions, for example diagonal down towards the opponent
    would be d/f
    +: Means two inputs are done at the same time, like
    st: While you're standing
    cr: While you're crouching
    qcf: Short for Quarter Circle Forward, done by pressing down, down/Forward, f
    hcf: Short for Half Circle forward, done by pressing b,b/d,d,d/f,f
    hcb: hcf with directions reversed
    dp: Dragon Punch motion, press f, d,d/f
    rdp:Dragon punch motion with directions revered.
    XX: A move cancelled into another move, the second move being done before the
    first move is completed.
    Movelist is divided into three sections:  Normal moves, Special Moves, and
    Super moves.  For quick reference after each move in parenthesis will be a
    rating out of five points in terms of usefullness.  A (1/5) means that the move
    is rarely, if ever usefull, there's absolutely no reason to use this move
    because there's always a better option.  A (5/5) rating means that the move is
    exceptionally good, very safe to use and should be one of your main weapons
    with Yamazaki.
    Command attacks:
    f+A(2/5)-The second hit is an overhead unless you cancel into it, decent
    against crouching opponents but use sparingly.
    hcb,f+P(4/5)-Yamazaki command throw.  Does more damage than a normal throw and
    out-prioritizes more attacks.  Obviously you have to be in throw range to pull
    it off or else Yamazaki will do a "whiff" animation and will take a few frames
    to recover.
    Close standing A(1/5)- A very slow gut punch.  Can combo into stuff but I don't
    really see why you would use it often.
    Far standing A(2.5/5)- A decent speed jab, not spectacular.
    Crouching A(3/5)- A decent poke that can combo into certain moves, fairly good.
    Jumping A(2.5/5)- Can out-prioritize a heavy jump attack if it has startup
    time, but there are better options.
    Close standing B(3.5/5)-Pretty good move.  A low shin kick, the animation is
    subtle and can be missed in the heat of battle, comboable and good priority, a
    good attack.
    Far standing B(2=1.5/5)-Kind of slow, doesn't combo, no real use.
    Crouching B(3/5)-Pretty fast for Yama being such a big guy, a good close range
    Jumping B(2.5/5)-You have to press B late in the jump against grounded
    opponents and you have to press it as late as possible if you want to combo
    after it.  Mediocre.
    Close standing C(4/5)-Great move!  Can combo into everything, quick, good
    Far standing C(1.5/5)-Uh, slow and doesn't combo into anything, I don't see the
    Crouching C(3.5/5)-Yama rises up and backhands the opponent.  Can combo into
    snakearm, the knife move (DP+P) and the QCF+P afterwards.  Seems to snuff a
    decent amount of attacks including jump-ins.  It's a bit too slow to rate any
    higher than 3.5.
    Jumping C (3.0/5)-Yama jumps and does an uppercut with his hand.  The hit box
    for this move is weird, it's his whole arm including the armpit, not just the
    fist.  You can use it as a jump-in to combo after.  It's a better air-to-air
    attack than jumping D is, but against standing opponents you have to be closer
    to land it.
    Close standing D(4.5/5)- Ryuji does a real leg roundhouse kick for two hits.
    This move is cancellable, you can do any of his specials, or his throw DM
    before the second hit of the roundhouse kick hits, and it will combo.  Since
    Yamazaki has very long legs, unlike other close attacks, you don't have to be
    in throw-range to execute this move, you can actually be two steps distance
    from the opponent, and Close standing D will still come out instead of far
    standing D.
    Far Standing D(4/5)-  Yamzaki turns and back kicks the opponent.  This is good
    as a poke because of it's incredible reach, you can land a few of these in a
    match because of the reach it has, and the damage will add up.  A bit slow
    startup and recovery though.
    Crouching D(2.5/5)- Has very long range, but is extremely punishable unlike
    some other characters with quick trips (Terry etc).  Do as a change up to your
    high low game, and when your opponent makes a big mistake that you can get a
    free trip in.  Very punishable!
    Jumping D(1.5/5)-  Yamazaki in case you haven't noticed, has really crappy
    Jump-ins.  This kick has a downward angle on it, and this move trades with most
    attacks, uh, don't use it much.
    CD attacks:
    Standing- Yama rears back, then does a headbutt move.  Will knock the opponent
    down, but has a few frames of startup, not sure which moves this beats. If you
    need a standing attack, use st. D instead for better priority, range, and
    recovery time.
    Jumping- He jumps in the air and locks both fists together and punches with
    them, if you time it properly you can use it as an air-to-air, you have to make
    sure his startup time is over by the time he meets the opponent in the air.
    -Special Moves
    The Snakearm (qcb+A,B, or C)-Actually is three seperate moves with different
    uses. On all snakearms, the button can be held down and the move will be
    executed when the button is released.  Yamazaki can charge a snakearm by
    holding down the button used to execute for 6 seconds before he automatically
    goes back to his neutral stance.
    A Button(3.5/5)-Yamazaki snaps his arm upwards quickly.  Decent anti-air from
    it's small startup time, but it trades hits with the opponent too often.
    B Button(4/5)-Yamazaki whips his arm horizontally.  Great move because of it's
    great speed, and good reach.  Use it to interrupt the opponent in the middle of
    moves.  Has small recovery time afterwards.
    C Button(3/5)-Yamazaki whips his arm downwards.  Seems about the same as B
    version with less horzontal range... not sure exactly what it's more usefull
    than B version snakearm.  Interestingly, it pushes you back slightly less than
    the B version does, so against a cornered opponent C version might be usefull
    to keep the pressure on.
    All snakearms can be cancelled instantly by pressing D while while charging
    them.  This is extremely usefull because when you are charging a snakearm you
    aren't committed to executing it.  If you do a snakearm and cancel it quickly
    over and over again, you can build a quite a but of super meter relatively
    safely.  This is only suggested for when you're winning by a good margin, and
    need meter however.
    dp+P(4/5)-Yamazaki rushes forward and makes multiple knife slashes.  The A
    version does 2 slashes, the C version does 4.  I usually use the C version only
    because they're both punishable if blocked, so I might as well get the chip
    damage in that the C version does.  A very good move.  It does good damage,
    does good chip damage, and keeps pressure on.  Also usefull for getting the
    opponent in the corner with it's horizontal movement.  Use sparingly unless you
    combo into it from standing C or a cancelled close standing D because they're
    punishable if blocked.
    dp+B(4.5/5)-Yamazaki does an axe kick from above for two hits.  The second hit
    has to be blocked high, if it hits a crouching opponent they will be knocked
    down.  If they block the first hit (which can be blocked either high or low
    successfully) they can start blocking high inbetween hits to avoid a knockdown
    however.  VERY usefull because of most player's habit of crouch blocking when
    they stand up after a knockdown.  The first hit also seems to have decent
    anti-air properties.  More uses for this move in the strategies section.
    dp+D (4/5)- Yamazaki kicks upwards, spraying dirt in the opponent's eye.  On
    it's own it is punishable if blocked, but you can follow it up with a B version
    snakearm, which will push you out of the way of punishment if they block it.
    You can also combo it into a snakearm if it isn't blocked, a very usefull
    attack but harder to land than the DP+B.
    qcf+A (3.5/5) Yamazaki does an uppercut, can be used as an anti-air.  Also if
    an opponent throws a fireball, you can absorb the FB with this move, and
    Yamazaki will take no damage and you will gain some meter.  You have to time it
    well to use it against fireballs or else Yamazaki will take damage.
    qcf+C (4/5) Yamazaki does the same motion as above, with the same startup and
    recovery time.  However instead of absorbing a fireball, if one hits yamazaki
    during certain frames of the move he will absorb it, then turn it into his own
    fireball (a red one that looks like blood) and reflect it back at the opponent!
     This is a GREAT move.  The fireball that Yama sends back at the opponent is
    extremely fast, if not the fastest fireball in the game.  Also the reflected
    fireball will go through any other non-DM fireballs.  You have to time it
    correctly when you see the opponent do a fireball, but they will be surprised
    by the speed of this fireball quite a bit.  His QCF+P moves both make it so
    that fireballs have very little effect on Yamazaki, in fact fireballing HELPS
    Yamazaki if you time it correctly.  I use the C version more than the A
    version, the timing is the same on both.
    hcf+K(4/5) one of the better reversals in the game.  Yamazaki goes into a
    taunting stance, and if hit (by certain attacks) he will counter the opponent
    with a dashing uppercut.  What is so usefull about this move is that it can
    counter almost anything.  Any standing or jumping attack, it will counter. It
    counters multi-hit dashing DMs such as Ryo's Ryuku Ranbuu.  It can't counter
    fireballs (DM or normal FBs) or trips, and you can also be thrown out of it.
    One of Yamazaki's best anti-airs but you have to use as little as possible,
    otherwise a smart opponent will jump at you and not attack, and you will be
    taunting until the opponent throws or trips you.  Note that the counter hits
    the opponent even if they attack you from behind!
    -Desperation Moves (DMs)
    qcfx2+P (4/5): Yamazaki rises into the air with an uppercut. If the opponent
    gets hit by the uppercut, then Yamazaki will grab then on the way down and drag
    them on the ground, ending with a kick for more damage.  If you miss the
    upwards punch, while you're comming down if you touch them and they're not
    blocking you can still drag them on the ground for the second part of the DM
    (usefull for when an opponent is half a screen away from you and misses a DM).
    Unfortunately for some reason the super can hit someone on the way up and
    occasionally he won't catch them on the way down to drag them for more
    damage... sometimes the upward punch seems to knock the opponent too high for
    Yama to catch them.  You seem to have better chances of success with it if you
    catch the opponent when they jump in deep, and when they're not high in a jump.
     Not the most reliable, but when you have meter it's Yamazaki's best anti-air
    attack.  The SDM version of this move adds more kicks after you drag them on
    the ground for more damage.
    In close, hcb, hcb+P then press P rapidly(4/5):  This is a DM throw, meaning
    you have to be in throw range to hit the opponent
    with it.  Yamazaki grabs the opponent, then punches them up.  While the
    opponent is in the air, Yama will hit the opponent a different number of times
    depending on how rapidly you pressed P while he is charging.  The more times
    you press P after you grab the opponent, the more damage and hits you will do.
    The SDM version works the same way but does more hits and damage.
    Here is a chart listing first the number of times you pressed the P buttons,
    then the number of hits that will result from the DM and SDM. (Credit for the
    chart goes to KMegura's excellent KOF '98 FAQ/Movelist)
    Button presses/hits
    Yamazaki has quite a few combos in KOF '98, but some of them definately have
    few or no advantages over his main bread and butter combos.  Most of these
    combos can be done after a jump in, that means that though no jump in is
    listed, you can add one to the beginning of the combo and the whole thing will
    chain together.
    st. B> st. B> st. B
    st. A> qcb+B or C
    st. A> Command throw
    st. C> dp+C
    st. C> qcb+B or qcb+ C
    st. C> dp+D
    st. C> dp+D>qcb+B or C
    st. C> Command throw
    st. D XX dp+D
    st. D XX qcb+B
    Combos into DM/SDM:
    St. D XX hcbx2+P
    St. C> hcbx2+P
    -What are Yamazaki's strengths?
    Yamazaki has quite a few strengths.  One of them is that he has extremely good
    mind-games.  A properly played Yamazaki will always make the opponent guess
    whether to block high or low, whether to throw a fireball or not, whether to
    attack with a jump in, or if they should roll towards him.  Another of his
    strengths is his excellent zoning ability.  Yamazaki at the right distances can
    keep hitting a standing opponent while they cannot hit him back.  Also Yama
    always has the opportunity to get an incredible amount of meter by canceling
    snakearms if the opponent gives him space at fullscreen. He also does quite a
    lot of damage. He is easy to combo with, and has tons of options which allow
    you to innovate on the fly.  He is one of the most versatile characters in the
    game.  He's not constantly trying to throw you like Clark (but he can), he's
    not trying to constantly chip you to death (but he can).  His versatility
    allows him to have 3 distinct playstyles: be a surprisingly good pixie
    character with aggressive rushdown to get into the opponent's face after a
    knockdown to try to combo into another knockdown, or to trap into a command
    throw or DM- or he can also play a very nice passive, defensive character who
    tries to keep his distance from opponents.  During this style he is constantly
    building meter, and prepares to attack the opponent if they get too close.
    Another playstyle that Yamazaki has is the one I think he is strongest in:  A
    combination of pixie and Turtle that I call midscreen play.  Yamazaki's
    snakearms, standing D's and his 3 counter moves all allow him to be at his
    ideal range (zoning), slightly less than half a screen's distance, which allows
    him to attack the opponent but not be at a lot of danger himself.  He can play
    all three of those character architypes fairly well, when most characters are
    forced to play rushdown, or try to use a few small tricks over and over.
    -What are Yamazaki's weaknesses?
    One of Yamazaki's weaknesses is his speed. Yamazaki is pretty damn slow.  His
    running speed is slower than most, and his walking speed is INCREDIBLY slow.
    If you want to cover some distance with Yama, you're going to have to run
    there, unlike other characters that can walk at a decent speed, you have to run
    with Yama to cover any distance before the time runs out!  Also he doesn't have
    a reliable anti-air.  Kyo and Iori have much more reliable anti-airs for when
    an opponent jumps in.  His best Anti-air being his qcfx2+P DM/SDM is not even
    guaranteed, and of course it requiring meter doesn't help it much.  The very
    way Yamazaki is designed, you have to be paying about 10x more attention than
    your opponent does.  His counter is an excellent move, but you can be tricked
    into using it if the opponent falls for it by jump-kicking you.  Often times if
    this happens in a match, you can expect the opponent to jump at you, not
    attack, and then try to throw, command throw, trip, or DM you.  This means that
    when the opponent jumps, you have to actually watch if they attack with a
    counterable move, and do the motion for the counter BEFORE the opponent can
    attack you with the jump in all in the space of a fraction of a second.  This
    is much harder to do than Kyo players who see a jump in and just DP it.
    	The timing for his fireball counters is somewhat picky, so you have to learn
    to time
    it so that the fireball hits Yama at the frames of the move where Yama will
    counter it.  The opponent can change the timing of his fireballs from fast to
    slow and sit there chilling out hoping one will hit your or it will do block
    damage, while you're having to calculate the timing of the fireball and when
    you need to start the counter motion.  If the fireball hits you because you
    messed up the timing, you can not only take damage, but you will take COUNTER
    DAMAGE for the fireball, which is more than a regular fireball.  So the
    opponent is risking very little and not stressing his brain, while the Yama
    player is risking quite a bit and having to do complex timing.  Also, Yamazaki
    does not have good crossup ability, and isn't strong in the air, so
    jumping with Yamazaki isn't a great idea most of the time.  Mobility is
    Yama's biggest weakness, because you can't keep the threat of a jump in, or a
    crossup on your opponent.  Because of bad mobility, Yamazaki is succeptible to
    grapplers.  While Yamazaki does have quite a few weaknesses, proper,
    thoughtfull play can more than make up for most of them, particularly when
    you've got pressure on the opponent.
    -Strategies and Tactics
    -His walk is so slow that you need to use run more often than with other
    characters to cover distance.
    -At fullscreen, you can repeatedly cancel snakearms by pressing D to increase
    your meter quickly.  This is a good idea at the start of a game to get a small
    advantage, or when you are far ahead in life.  Just remember that having meter
    can't win a round for you.
    -Yamazaki benefits more than other characters from POWing up in terms of how
    much damage he causes.  Unless you have a guaranteed SDM, stick with just using
    the POW for extra damage on combos because the difference between DM and SDM
    damage isn't incredibly obvious and you can do more with comboing than just one
    SDM after a POW.
    -Yama's dp+B is integral to his mindgames.  You will find on many
    opponents that after you knock them down, they will crouch block as they rise.
    If they crouch block, try a dp+B to go for another knockdown.  You can also
    time it while they are comming up (by dp+B'ing early) so that only the second
    hit (the overhead hit) will hit them, so that they can't crouchblock the first
    hit, then stand-block the second to avoid a knockdown.
    -After a corner knockdown Yamazaki has a ton of options to keep the opponent
    Time a meaty standing C so that if it lands you can combo into anything-(if
    you can just quickly do dp+D>qcb+C for safe chip damage that can't be
    punished), Command throw them as they get up, do
    his throw DM, do his counter, trip, normal throw, Overhead with F+A, Overhead
    with dp+B, Jump in into DM, or low poke with cr. A and Cr. B.  That is a wide
    variety of attacks which all have to be avoided in different ways, by crouch
    blocking, block while standing, tech the throw, roll forward, or jump to avoid
    the command throw.  Since you're the one starting the guessing game, it should
    be to your advantage, and you should do it in a way that it's not punishable or
    -You can catch many rolls backwards with a qcfx2+P DM, you will miss the rising
    punch, but as you come down they will be in recovery period from the roll and
    you can catch them.  You have to do the DM as soon as you see them rear rolling
    otherwise it will be too late and they can block it.
    -The most important thing to remember with Yama is not to be predictable.  He
    can be punished for any of his tricks missing, but if you're constantly
    changing what you're trying to make the opponent do, then they will
    accidentally play into your hands.  For example, if you counter a jump in with
    hcf+P, they will likely try to trick you into doing it again when they jump in,
    this time without attacking.  Try doing a qcfx2+P DM, an A-button Snakearm, or
    doing the motion for the command throw so that when they land in front of you
    they will get thrown.  Vary everything you do and don't over-use any of your
    Yasakani- For hosting the KOF tournaments which made me start to play
    Dreike-Helped me with general Yamazaki stuff.
    Josh the FunkDOC-Always my fighting game think-tank.
    And all the oldskool Kaillera players who have actual skills that make the
    online KOF community as close-knit as it is.  Hopefully one day in the U.S.
    gamers will realize that KOF is also a high-quality game and we can have some
    American nationals, or at least more local tournies and KOF support in American
    arcades.  Until then, talented U.S. KOFers will have to make do with Netplay
    and console.
    -Revision History
    (v.1.0): 8/22/02-Finally decided to finish this FAQ up and send it to gamefaqs
    instead of having it sit on my HD.
    (v.1.1): 1/29/04-Made some tweaks.
    You can use this FAQ as long as you don't sell it and you give credit to me.
    If you're going to use it, please contact me first.  This document Copyright
    2002 Julian Blake
    -Contact Info
    If you have any comments on the FAQ, suggestions on how to make it better, or
    something I missed to contribute, please contact me!
    email: conczepts@yahoo.com
    AOL IM SN: Airthrow
    ICQ UIN: 333591706

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