jumping forward, s.fierce, serpent slash.
In the corner:
when opponent is knocked downed there are two options:
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whiffed sand bust, knife attack, or overhead kick, then pause a little bit, grab super or command grab.
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like some one said, command counter if it hits then gullotine super
Anywhere in the screen:
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opponent jumping in-> c.HP, dash to grab super
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blocking opponent,->lp, lk, command grab ( too good)
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OP blcoking low->c.lp, lk, over head kick or hp to serpent slash (depending on how close, can u sand-dust to serpent slash)
that is all i can think of now, getting tired. i play p- groove.
is not much, but that is my strats.
Good stuff Gunjack, thanks for contributing, some pretty sneaky tricks there hehe
I like the c. FP anti air, dash, Drill. Very sneaky!
I had no idea c.Roundhouse could go into his guillotine. What is the most damage a Ratio 2 Yamazaki can deal with the Drill? I can only get 5600 damage.
Ummm… unless i’m sadly mistaken… u cannot combo c. RK, Guillotine… and to get max damage from the Drill, you need to mash until he takes his hand out of his pocket… i like the one where he stomps on them a bunch of times better tho:D I think it’s mash until he’s about to pull out his hand and then stop…
c.roundhouse cannot connect to super.
Yeah, sadly I figured that out. I could of swore I saw it somewhere in an earlier post.
it’s not c. RK it’s c. FK… forward kick! not Fierce kick! there is no such thing as Fierce kick! thank you:D
s.fp into guillotine takes off more. Also if you land a counter in the corner you can guillotine them.
yes the s. FP will do more damage, but i think the extra damage isn’t worth the unreliability… i think c. FK is more reliable
I use Yama in S-Groove of all things. I primarily use P-Groove, but realized that as Yamazaki, I do more attacking than defending.
A good dodge can put you in position for anything, Running helps Yama quite a bit more than dashing, and the fact that you can charge will make people antsy to attack you…leading to mistakes which Yamazaki can easily punish.
I think S- Yama can be very dangerous…
- dodge combo attack, dust, slash is too good
- dodge, drill is too good
- dodge knockdown attack is too good (lots of range)
- lvl1 drill is too good
- charging is good for Yama too, no need to “kick that dust”
quick question…which is more practical to use as an overhead…
F+MP or DP+K?
f+SP is quicker than the axe kick, but i hardly ever use it… i think the axe kick is better just because it’s a knockdown… i think i posted the strategyt for using it on an earlier page…
I’m new to Yama hope to know more abt the damage data of his normal and special moves, so can someone with a PS2 or DC contribute these stuff? Thanks.
From a faq, I know for a R2 Yama:
Guillotine: Lvl 1: 2800 (8 hits)
Lvl 2: 4000 (10 hits)
Lvl 3: 6000 (13 hits)
Drill: Lvl 1: 2700 (8 hits)
Lvl 2: 4200 (11 hits)
Lvl 3: 5100 (14 hits)
For anyone who uses S-Yama…go check out my Doc B. S groove thread in general Strategy…I think there are some tips there that u would like…Peachy stops by and drops knowledge too…Peace…
-B.:p
is yamazaki any good in a-groove?
A Groove definitely isn’t his best groove, but he can be pretty good in A-groove. Qith fast lvl1 build up and roll super, he can be pretty scary. and his mid screen and corner customs can do some damage. I think i posted those combos somewhere on this thread already.
RC Dust kick is too good.
yo dr. beast that’s a nice team u have in you avater:evil: i guest i’ll just have to take them away from u :lol: p.s. i’m a s groove demon to maybe at evo’s me and u can get a match