gridman
1467
Lol his run sucks. His dash is absolutley terrible. C just gives him chicken block, level 2 cancels, AC, and stored meter. I prefer K sagat but I see C groove perks
his run is still more useful than dash, especially trying to get in on certain characters.
running crouching fierce or running c.mk into super are pretty strong.
gridman
1469
Oh i know. His run is infinitley better than his dash. I meant it as like yeah his run sucks 
Abhi
1470
So whats the diff between a level 3 tiger raid and a level 2 one with a cancel tiger uppercut, damage wise
i have never heard of a level 3 tiger CRUSH before, stop making things up
FSgamer
1473
lvl 2 w/ tiger uppercut in the end --> more damage, more stun, uses less meter than a lvl 3 super, tiger uppercut builds meter
Abhi
1474
holy shit never knew that, I just thought it looked flashy, stupid me
so I guess the only good thing with thosr chars in K groove is the perks of K groove i.e more power when bar is full, JD etc
while C groove can actually add more to your arsenal
Thank you for that info
Nick_T
1475
Lvl 2 raid xx strong dp = More damage less stun
Lvl 2 raid xx fierce dp = more stun less damage
FSgamer
1476
In K-groove you’ll have access to lvl 3 supers more often than in C (considering you play your cards right, you’re good w/ JD, etc). Plus, low jumps & run are good tools if you’re an offensive player.
However, in C you don’t have time limitations like in K, you can hold on to your meter as long as needed which helps you control the pace of the match.
In the end it all comes down to which character you’re using. I think Sagat can do well in either C or K but if you’re going w/ Ryu, Ken, R2 Sagat you’d be better off in C (look for match videos of Dan).
Of course, you still have the option of using that team in N.
Abhi
1477
EDIT
well I will have to come up with a diff team then, thanks
i think yamazaki should be in the high tiers. thoughts?
it’s too difficult to land a super with yama. that’s his only real weakness imo. if he could short, short into super, he’d be a god.
Viscant says Yama is completely countered by Sagat, and loses alot of his strength by not being a R2.
http://forums.shoryuken.com/showthread.php?p=1516775&#post1516775
(second to last paragraph)
i don’t think yama gets completely countered by sagat, but it’s pretty bad. it depends on which groove you’re using.
on that note, what’s the best yama? i want to say c groove but n yama with run, short hop and counter roll really helps him out in some of his bad match ups. opinions?
I play N Yama, and have played him in C and K. I think those are his 3 best grooves: C, N, K.
Overall I think Yama gains more from run than roll, so my vote is between N and K for best. I’ve had some problems when pressured in the corner, so roll, counter movement, and alpha counter are helpful. But not having to activate and then blow a stock to air super is nice.
Guess I’d say N, K, C. Don’t have any ideas about the other grooves.
i think he should be in the high tiers.
but yeah he has tons of trouble vs sagat. sagats j.hk and standing lps owns him almost for free. his c.lp/c.lk also gets owned up by sagats c.lks. for some reason his standing hk doesnt work as well as sakuras vs sagats c. fierce.
also he has some bad matches vs rolento, vega and mai.
and yeah, its too hard to land supers with yama aside from roll super or jump in 50/50, which doesn’t even work too well vs A groove.
imo, best grooves are C or N. you can turtle really well with C, but in N, running helps a lot and you have crazy kamikaze 50/50 setups after a knockdown.
k yama is fun but he’s too random. he doesn’t get much from k. i actually think p yama is better than k. 1 parry and he can cause decent damage off his bread and butters, plus it stops the old cross up problem pretty well. and yama and stored super is the greatest thing going for him. no more jumping at him.
When I use Yamazaki’s air super I try to catch people either as they are starting their jump, deep when they are about to land on me, or to cath someone after a whiffed move that putts they in the air (whiffed uppercut). The third way is my favorite, as there is nothing they can do, and it reminds me of Hugo’s air super (caught a guy out of a standard overhead mp+mk once, and a Ken out of the end of his tornado kick once).
You can super through fireballs, but the timing is tricky, and you can land open right in front of them if you mistime and they block.
Also Yama’s lvl 3 grab doesn’t do good damage. His lvl 2 grab is always better to use, especially if you can cancel it into any other move. LVL 2 + cancel = LVL3 damage, it’ that bad.
Oh, and if someone is jumping in and you think they will activate through the super, you are probably better off doing a lk taunt-counter or a jump attack, than the air super.
I think I like K for him more, because it give him some help with his tougher matchups. Being able to JD Vega’s rolling attack or any of Sagat’s attacks is very helpful.
So I guess I like K more because it gives him more defense, where as what you’re saying with P gives him more offense. Both are great, but I think it’s Yama’s defense that get’s him killed. Just my opinion.