CV Special all night long. The trick is to roll and super once you have level 2. Oh shit B, I gave your secret away.
well now i know what to expect:D
U guys can know it’s coming and still get caught slippin’…lol and if u think thats all I use it’s gonna be an easy win…
-Dr.B:D
we’ll see brandon we’ll see:p
It’s all in good fun…I heard Ouroborus is playing Yama now…When u read this Ouro post ur strats u came up with…Anyone else got some cool Yama stuff to add in???
-Dr.B:cool:
if use jumping medium kick from it’s maximum range it has high priority anyone have any strats against balrog (boxer)
against balrog…
use jumping mk at max range…
use counter more often because most of his hits hit above ankle…
don’t slash wen he has a level 3…
don’t try to outpoke balrog, just carefully do it…
roll cancel sandkick when balrog invades ur space:evil: …
rush it down and don’t let balrog have time to think…
that it
Ouroborus?? He was asking me for strats. :lol:
Eddie: Still playing Yama?
yea i still use him… since u don’t use him nomore, i’m to top yama playa now boy!!:evil: I play him more solid now, not that wild yama like i use too lol… shaaaaaaaaaaa!!!
VigoROUS: yeah Ouro asked me for strats too…but none of us are too good to listen to other’s ideas no matter how new they are to playing a char…someone can always help u with something new…Even though I have been playing him for a long time…Look forward to meeting u too…
-Dr.B:cool:
I got some tight Yamazaki tricks up my sleeve and I do NOT mean by roll super.
Ah damnit Ouro! I was saving that trick for N-cubed. Now I’m fresh out!
flips a table
I’m a pretty big Yama scrub, and I had no idea until i read a FAQ that you can cancel his snake hands with kick. Seeing as i can’t play SF for a while (busted forearm bones), i was wondering just how fast is the cancel? Like, seeing as he can be punished after a blocked BnB if you do the snake hands after the sand kick, could you do something like blocked bnb, snake hand, cancel snake hand, walk up throw/bomb bopper? And then next time say walk up, dodge to anything?
Here are the results for CVS2. (NOTE: this was not a sanctioned APEX tournament…these would have been the rankings and points awarded if it was)
1st - Brandon Chaney [Dr.B] +2100 pts
2nd - Anthony Phillip [Senor Payaso] +1050 pts
3rd - Larry Smith [Lar-ry$] +700 pts
4th - Gerard Camerino +525 pts
5th - Michael Rasphone +420 pts
5th - D-Side +420 pts
7th - Dan Thompson +300 pts
7th - James Camerino +300 pts
9th - Jhamarr Jayme [iMPULSZE] +233 pts
9th - Ray DelaCruz +233 pts
9th - Kris Patterson +233 pts
9th - Michael Celentano +233 pts
UNTIL NEXT TIME!!!
Thanks to all who came out there were alot of good players from
the Sac,Stockton,707,Castro Valley,and everywhere else…Damn good P-Groove players and my boy Jon-X and I had to bust out a little S-Groove…lol…Again without good comp like u guys I wouldnt be the player I am today…and whew there were some close calls…Thx again and I’ll see ya at the next one…Madd props to Anthony aka Senor aka Juhachi for good matches in the finals…Madd props goes to Larry and Jon-X for good matches too…Yushiro is tha man for being such a good host and kickin it with Taunt…Impulze…Spiderdan…Mikey…SEbastard…and Zekmek were ku too…and to all I didnt mention…I’m out holla at ya lata…
-Dr.B:cool: aka Brandon
YAMA owns!!!
I guess I’ll reveal some of my strats.
standing lks: repeated standing lks are pretty good for poking as it is pretty damn fast and good range. I guess its even better with a run groove but I use C groove.
c. mk: almost as good as bisons. it can stuff most of cammys pokes up close and its a great move to play footsie with. mix it up with c.lks and repeated c.lps
repeated crouching, standing lps: good to throw out when up close and personal and even stuffs or trades with some jump ins. good to mix it up with c.mks or c. hk
standing mp: your basic anti air but it doesnt stuff deep jump ins. c.hp is better against crossups, but this one is faster
standing hk (AKA yama kick): this probably the reason why most people play him. its good for zoning and stopping people from running, but i wouldnt use it up close and personal as the low hitting moves beats it
c. hk: great move as it is fast, long ranged and good priority. just walking up and sweep works well
j. mk: his best jump in. its beats most anti air moves and most other air to air moves excluding those that can jump higher than him. also the range on it is good as it can hit an opponent two steps away.
j. hk: a deep jump in that beats anti air moves which the j. mk cant beat.
j. hp: great air to air move against characters that can jump higher than you. very useful against rolento.
snake arms: sorta useful for zoning, hp snake arms hits low so its pretty good to use after a blocked standing hp.
knife slash: IMO, this is probably his best special. after hitting a standing hp, (close or far), hp knife slash afterwards. if they get hit, it combos, if they block it, they take great block damage and a chunk of guard damage. But the best part is afterwards, its unretaliatable (at least I havent got hit by this after the blocked knife slash). So after that, you can follow it up with a yama kick if you think they are gonna attack, sweep them, block, blah blah blah. it sets up good mind games. However, you can get hit out of the knife slash in between the slashed especially if you do the far standing hp, but the window is fairly small. btw, dont use the mp knife slash. It doesnt combo, so you are better off using lp knife slash.
sand kick: meter builder, and combo filler
rolling start
you CAN do that, but it’d only work a couple times. the cancel animation is not real slow, but it’s slow enough for someone to register and try and nail you before you get into throw range.
hmmm some good stuff ouro, thanks for the tips about that knife slash, never used it, but i think i will now.
here’s one strategy i use to catch people with the drill…
i use this combo a lot… c. jp, c. jp, s. hp, hp serpent slash
well… it’s not really a combo, it’s meant to be blocked and it does a lot of guard damage. i use it when im being pressured, but i use it all around as well.
the trick is that generally people will start to expect me to always do that combo. so i just do this… c. jp, c. jp, roll/run/dash, The Drill
catches many people… what also works is c. jp, c. jp, roll/run/dash, bomb bopper (command grab).
very useful is used in the rite times… not to abuse…
besides dats only one way to do it…
Question for those who know;
In my area there is a Yama player who uses RC’d sand kick just to gain meter from a distance, it’s pretty safe and he doesn’t do it stupidly. He also uses RC’d sand kick in close and then combo’s into snake arms, which is annoying since it makes rushing him much harder than before (basically functions as a dodge)…
So the questions are;
How good of a strat is this really… I can’t see many flaws, he get’s meter safe and fast, and it shut’s down rushdown pretty well.
Is there a good way to rush him down on the ground? As far as I can see there isn’t, RC’d sand kick stops jab rush down, then you get pushed, and all he get’s is meter… you have to jump allot more.
Who has attacks that cleanly beat Yama’s AA options consistently to stop this (I know some just wanting to know who I missed) ?
Finally has anyone else out there encountered this?:fury:
muhahaahahaahaaa!!!:evil:
I don’t know wat to tell ya buddy!! I’m a yama playa myself and I know how sick he is. Escpecially wit rc sandkick:evil: Wen a C groove yama has at least a level 2 in stock wit rc sandkicks down. Wat can u dooo???:eek: Muhahahaha!!!
Well the weakness of rc sandkick is that the dust only hits up to the waist. So jumpin attacks can catch him if he does it mindlessly. “but wat if he has a lvl2 AA in stock?” Then ur fucked because the dustkicks recovery time is too short… MUhahahahahahhahahaha!!!
So true…Yama owns!!! Kick that dust baby!!!
-Dr.B:cool:
by the way I’m the kick dust master!!! lol