hey i notice u guys were talking about yamazaki and i know some pretty good shit with him but ive notice he is really good in K groove and all you have to do is small jump hk.
you must know his basic 3 hitters by now.
so how to conect supers:p …>_<
you can trip ure opponent then qcb,qcb,hp
know this its kind of hard to get a really good arcade player
soo try practicing it on a scrub most likely he would try to
upper cut or some shit soo then you mash like crazzyyy:lol:
lp,lpl,lp then qcf,qcf hp will olso conect .
mp,qcf,qcf hp will as well connect.:lol: :lol: :lol:
but use his hk just as if it was sagats hp.
make sure you trap him on the corner then small
jump hk… but you should try him out in K …
Thanks for the input Trance…We as Yama players need to always stick together and share good tactics to make one of our favorites stay on the Top tier list…And nothing beats C or N groove RC kick dust and just kicking hella dust period lol…Madd meter building…
Thx Trance…I know Gunter Personally and know wassup with Namonaki…I dont really use A too much…Im starting to more now…If the Yama custom is consistant I’ll fuck with it…
tRANCEADDICT: i Play against alot of good players like Anthony Phillip,John Choi,Tragic,Cole,Nelson,Mikey,etc…
Yeah I went to EvL…I won against Darksyde,Fubarduck,Pip Stuart,Kim Haun,KSK of Japan.,and a couple others…I lost to my fellow division player Buktooth…It was a great match…And yeah I saw Juicy G’s match against Chikyuu…Were u there?? Who did u play? My Yama match against KSK was on the big screen kickin up hella dust lol…And roll supering like a maddman!!!
dude it sucked becouse i couldnt go to evo why?becouse
my mom doesnt trust me and shit but i had the money
i was all making plans with george,mad buu face,rashad and player unkown,well the day i was going to buy the tickets
my mom told me i couldnt go why?becouse she thought
i was going to go to raves and all that other fun shit
soo basically her theory was me alone in east los with friends
was a no no…:mad: soo i was fucking pissed of…i was all practicing ,but oh well maybe next time… …++
if you want i’ll sent you the matches my friends recorded…
did yourecord youre matches??? you think you could send me
some of the matches???.
today was the ford city tourny and im pissed of i lost to robertos
crazy ass yama,player unkown was roll canceling some of my fire-balls >< but i’ve got 5th place…
Yo, I just juggled a Drill (Edit: GUILLOTINE, not Drill. I smoke crack, thank you please drive through) super off of the Counter. Haha, probably common knowledge, but in case anyone didn’t know “Yes, it works. Yes, it will make your opponent afraid to move.”
drill super is the grab, guillotine super is the jumping super…
and asuming your taking about the jumping super, does it combo in mid screen or only near the corner???
also, level 1 super?? level 2 super?? or level 3/max super?? does it combo with any level super?? or just with max/level 3??
Gah, not the Drill, the Guillotine. Only near the corner, they get knocked too far otherwise. You can juggle anything that’s fast enough so long as you can catch them, but the most damage I could stack was off of a super. Haha, sorry, I was just passing by and posted all quick-like.
Tranceaddict: Yeah I recorded my matches and hella other good matches…And if u wanna send me the matches ur friends played in I would dig that…I can send u mine too…Just holla back and or PM me…Peace…
Alright, so I’ve been mainly working with a C-groove R2 Yama/Terry/Sakura team.
My Yama is definitely the strongest character, and even growing stronger thanks to the general input I’ve found here added with the fact that I’m getting a much better feel for his pocket pool stylings.
I’ve just a few questions for you guys:
-s.mp seems to be great anti-air, but really slow to extend fully… yet it seems to work best at full extension. should it be abused or just put in your arsenal?
what kind of situations is taunt&counter used in? it can easily be empty jumped, shoryukened, etc. and even the lk version just doesn’t come out very fast and recover is not so horrible like rh, but it can be easily punished… so is it ever fast enough to, say, punish a short jumping happy person? i tend to use it once in a blue moon for aa if they’re at full extension
aaand, i’d love to see some vids with yama in action against just about anyone. i always love seeing someone with a killer yama.
S.Strong is, IMO, one of Yama’s best moves because of its range and angle and its ability to set the opponent up (LOL, Yamazaki is just one big walking set-up, isn’t he?). You have to know the character you’re facing to try it, though. Against someone with a slide like Blanka or Vega, you might want to take it easy with that move.
I use S.Strong by standing just outside of sweep range and tapping it a few times, usually after pressing S.RH a few times before. If they jump, yay, they get hit on the way up. If they try to run in, they’ll probably get hit too. If they close distance then you know what to do… push them off with a sand kick slash combo and get them back into good range again.
Oh, another thing, if you manage to hit someone out of the air with S.Strong from fairly close, then you can run up to them and go for a grab as they land.
allright then i’ll send you what we have for cvs2 evo wich is pretty much 30 mins of fighting shit,… if you want i’ll record
some casual matches in ford city and send them to you??
i’ll post my adress later i have seem to forgoten it…
for n groovers… a lot of people will jump at u if u are not maxed out, because the lvl1 guillotine is not a very effective anti air. but, if u have 2 stocks, u can activate while they are airborne and still be able to hit them with the lvl3 guillotine… that’ll show em!
well if youre opponent small jumps at you and mp isnt doing its job,you should qcf hk maybe that i’ll stop him ??
but like i’ve said before abuse his hk in small jumps and in
the ground :lol: or just playing in k-groove…
some guy in fc is been giving me allot of trouble with
yama and all that he does is small jump hk and mp…
Blah. Yamazaki doesn’t have much of an answer to small jumps. You can s.fierce or s.rh at times in anticipation of one, and you can try to sweep or command grab them as they fall out, though you still risk getting supered. If they’re well into the small jump, you pretty much have to just block.
Basically Yamazaki must be played some what offensively with a defensive approach. This means he should be the one attacking, but not all out. With his Serpent Slashes, Yamazaki can control most oponents at a range. If Yamazaki needs to finish a fight, and has energy to spare, it can go through projectiles to hit the opponent (it will connect faster with the opponent than the opponent’s projectile ccan onnect with Yamzaki, especially if it is a ground projectile). If he is under pressure, do not try to use them to defend. They lack speed and priority for a full defensive game. He can trade hits better than any character but unless it is to keep a player conrner don’t waste health. If a opponent is trying to get Yamazaki as he delays the Serpent Slash, quickly cancel. Yamazaki has a better chance to block the attack after the taunt, which follows the cancel, then trying to trade hits. The best way to attack under pressure is with his standing and crouching HK. The range and speed usually surprise opponents. Priority is better due to the speed, but remember to mix them up with the Serpent Slashes. Yamazaki best anti air in a pinch is his stand MP. Both speed and range make this better than the Light Punch Serpent Slash. If facing air dominant opponents like Bison, use his Taunt and Counter. Usually Bison players jump in to fast leaving themselves open for the counter. Don’t abuse this at close distance since players are more likely to throw, trip of toss a projectile to counter the counter attack. Double Return should be use more to build the super bar than to counter with a projectile. Due to it’s lose in speed, unless the opponent is inside a half screen distance, the follow up projectile can be easily avoided. Up close, use the Sand Scatter kick to quickly create small damaging combos. It has very little recovery time, so abuse is not going to leave Yamazaki open. The Hydras Judgement is one attack that shouldn’t be abused. It lacks speed when it comes out so make sure he is at the right range. Since it doesn’t knock down, it should be followed by a standing HK, for safety reasons. Use Hydras Judgement to hit opponents as they get out of a roll or to do good guard damage. For overhead attacks, use the Flight of Tempering to attack turtles. It is better than his F + MP overhead since it is faster and hits much harder. It can also be used to keep players from getting to their feet. Most of the time if Yamazaki is standing over a downed opponent, they will try to attack when they get up. The Flight of Tempering keeps them down due to it’d decent priority. Use the Bomber Bop (Exploding Headbutt) if the opponent loves to block. These include turtles like Blanka and Guile and larger characters like Sagat and Rugal. Also it is the best way to counter attack after blocking an attack. Supers, Yamazaki should use his Guillotine more than the Drill. This is because it can do more damage, especially when comboed, than the Drill can do. The Drill should only be used when facing an opponent who blocks to much.