Yamazaki Moveset and Attributes

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Frame Data:
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Notation:
For projectiles, * indicates when a projectile is released. Note, sometimes i got lazy, listed projectiles as something like 14/26, assume projectile released on frame 15 in this case.
x/x/o refers to cancellability of a move, is it rapid fire move/special cancellable/super cancellable?
Moves with damage 1100, 1000 indicate damage varies according to when the move hits, like 1100 up close, 1000 far.
x,x/o,x/o,o refers to cancellability of moves, e.g. can cancel into special only on close hit, but cancels into super fine on either close or far hit.

Moves 1000+400, have a first hit of 1000, and 2nd hit of 400.
Cancellability written in the form: x+x/o+x/o+o, where the first symbol indicates cancellability of the 1st hit, and the second symbol indicates the cancellability of the second hit.
So the described move is not rapid fire on either hit, cancels into specials on only the first hit, and cancels into a super on either hit.

Note’s on /'s and +'s and :'s
/'s indicate a change from startup/recovery to a hit, a + indicates more recovery, or in the case of hits, another hit becoming active immediately after the previous hit.
[edit] :'s now used for super startup, to match Buktooth’s way of listing.
:'s separate the startup frames before and after the super flash freeze for supers.

Note, sometimes use your judgement when reading a move. Some moves that clearly don’t hit, like athena’s teleport, obviously don’t hit. 17/12/14 refers to 17 frames of startup, 12 frames of teleporting, and 14 frames of recovery. Until I can get around to revising all my work and including full notes to all the moves that need’em, well use your own judgement.
Counters tend to be listed in the form 14/25 or 3/14/25
14/25 generally means the counter is active from frame 0, stays out for 14, has 25 frames of recovery.
3/14/25 counter has 3 frames of startup, counter active for 14, 25 frames of recovery if whiffed.

Examples:
for supers, 4:5/13/11 means 4 frames of startup before flash, 5 startup after flash, 13 active hit frames, 11 recovery.
4/5+3+3/13, means 4 frames startup, 5 active hit frames, followed immediately by next hit for 3 frames, followed immediately by next hit for 3 frames, then 13 frames of recovery.

Some air moves, stay active or keep recovering until they land. This is indicated writing land in a slot where there would be a number.
Example:
14/land/13.
Move has 14 frames of startup, hits till landing, 13 frames of recovery while landing.
14/5/land+13
Move has 14 frames of startup, 5 active hit frames, then is recovering till lands, then needs 13 more frames to recover.

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Normals:

Close Standing:
LP: 400 +7/+7 o/o/o
2/4/6
MP: 900 -6/-6 x/o/o
5/3/23
HP: 1300 -4/-4 x/o/o
7/10/20
LK: 500 +5/+5 x/o/o
4/4/5
MK: 1000 +0/+0 x/x/x
8/9/13
RH: 600+800 +2/+2 x+x/x+x/o+x
5/3+8/16

Far standing:
LP: 300 +6/+6 o/o/o
3/4/7
MP: 1000 -2/-2 x/x/o
6/7/17
HP: 1100 +1/+1 x/o/o
7/4/19
LK: 500 +3/+3 x/x/o
7/4/8
MK: 1000 +0/+0 x/x/x
8/9/13
RH: 1300 +2/+2 x/x/x
9/7/17

Crouching:
LP: 300 +4/+4 o/o/o
3/4/7
MP: 1000 -3/-3 x/x/x
8/4/19
HP: 1200,900,700 -12/-12 x,x,x/o,x,x/o,o,x
4/8/28
LK: 400 +4/+4 x/o/o
3/4/7
MK: 800 +3/+3 x/o/o
4/6/11
RH: 1300 down/-5 x/x/x
7/6/23

Jumping:
LP: 600 5/22
MP: 900 4/12
HP: 1300 4/7
LK(vertical): 600 5/22
LK(fwd/back): 500 6/22
MK: 800 5/12
RH: 1200 7/5

Command Move:
Bussashi:
f+MP: 1000 +0/+0 overhead parry high x/x/x
23/5/20

Throws:
HP: 1900 52 pixels 3/1/13
RH: 2100 52 pixels 5/1/13

Dodge Attacks:
HP: 900 -6/-6 x/o/o
5/3/23
animation: close st. MP

RH: 1300 down/-2 x/x/x
9/7/17
animation: far st. RH

Alpha Counter:
600 down/-2 4/4/22
4 frames of full body invincibility. Animation is dust kick.

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Special Moves:

Sabaki no Aikuchi: DP+P
AKA the Knife attack
All versions: -2/-2 block mid parry high not airblockable.
LP: 1300 20/4/22
MP: 1400 25/4/22
HP: 500+1100 20/4/24/4/22

Sado Maso: HCF + K
AKA the counter
All versions: down/-2 block mid parry high/low not airblockable
LK: 1200 8/48/16 counter active from 9-48
MK: 1300 8/64/16 counter active 9-64
RH: 1400 8/80/16 counter active 9-80
Counterattack: 22/4/22
Can’t read note about 16 frames…

Baikaeshi: QCF + P
AKA the reflector
All versions: hit with reflector = 600, -30/-30, parry high, not air blockable
12/4/41
Absorbs fireballs from frame 9-16.
LP: Does not return fireball. Absorbs it into meter.
MP: 1100 damage on return fireball.
Return animation frame data both MP and HP: 25/26
HP: 1200 damage on return fireball.

Sunakake: QCB + K
AKA the dirt kick
All versions: -2/-2 block mid, parry high or low not airblockable
(doesn’t hit off the ground though). Can be cancelled into Hebi
Tsukai (serpent slash).
LK: 800 10/4/22
MK: 900 11/4/22
RH: 1000 12/4/22

Yaki Ire: DP + K
AKA the overhead kick no one talks about
All versions: Overhead, parry high, not airblockable
LK: 1100 down/-1 29/4/21
MK: 1200 down/+2 30/4/18
RH: 1300 down/+3 31/4/17

Hebi Tsukai: QCB + P
AKA the serpent slash
All versions: 1100 -6/-6 not airblockable
8+1+8/4/26
On frame 9, hold down P to delay slash, up to 480 frames.
Slash after release has 8 frames of startup. Press K to cancel
while holding punch button.
LP: Block mid, parry high
MP: Block mid, parry high
HP: Block low, parry low
K cancel: 32 frames of recovery.

Bakudan Pachiki: HCB, F + P
AKA the command grab, Headbutt, etc.
All versions:
6/1/35
LP: 2000 75 pixels
MP: 2100 72 pixels
HP: 2200 69 pixels

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Supers:

Guillotine: QCF x 2 + P
All versions:
down/-15, block mid, parry high, not airblockable
5+4/2/5/4/16/11/19. Airborne from 10-47.
Lvl 1: 2800 9 frames of full body invincibility
Lvl 2: 4000 15 frames of full body invincibility
Lvl 3: 6000 23 frames of full body invincibility.

Drill: HCB x 2 + P, mash punches.
All versions: 78 pixel reach.
4+4/1/45

Lvl 1: 8 frames of full body invincibility.
Sublvl 1: 2100
Sublvl 2: 2300
Sublvl 3: 2500
Sublvl 4: 2700

Lvl 2: 14 frames of fullbody invicibility.
Sublvl 1: 3000
Sublvl 2: 3400
Sublvl 3: 4000
Sublvl 4: 4200

Lvl 3: 22 frames of fullbody invincibility.
Sublvl 1: 4000
Sublvl 2: 4500
Sublvl 3: 5000
Sublvl 4: 5100

In 2/4/6 the two is the number of frames the move comes out in, right?

So what does 5+4/ mean(in reference to his guillotine super)?

s.MK can not only be used as a meaty attack to set up heavy frame advantage, and still be in range to tick a level 2 super grab after, but when used by itself, it counters almost all low pokes in the entire game. Most notably Guile’s d.MK and Athena’s d.HP.

Yamazaki doesn’t even have to be within range to use this move. As long as the opponent sticks out a limb, his s.MK will almost always get a clean hit.

Yeah, very easily. As long as you didn’t attack, you can jump away. Same goes for Maki’s lvl 1 I belive.

I probably should have written this somewhere in the guide, but jumps are unthrowable on the first frame. Dude doesn’t even have to be off the ground. If the game gives you time to input a jump (such as Yamazaki’s/Maki’s level 1 grabs) then holding up will make you unthrowable.

I didn’t know that. Good shit.

huh… what are his bad/good matchups?

http://game41.web.infoseek.co.jp/movie/game41-20050904cvs2_3.wmv

Watch him beast.

That was the worst yamazaki I have ever seen.

Isn’t his dust kick, shaa pretty good? not very sure…

I think I found a little tidbit but haven’t tested it out. If his reflector arm physically hits a jumping opponent, they fall to the ground. Only problem is that it’s slow and doesn’t have a lot of priority. But I think if you RC it, it will have enough invincibility to hit people clean out of the air, even akuma and his air fireball :slight_smile:

i just use rc kick sand. or just c.hp…

he’s right. yama’s AA game isn’t NEARLY as weak as people think. crouching hp, standing mp, jumping mp/fierce, RC reflector, and other moves make for a pretty solid AA game. everyone is just so used to hearing “yama dies to far jump ins” and other crap that they write off his potential and accept everyone’s excuses. and yama suposedly dies to cammy, which is all kinds of bullshit. actually play the character and you’ll be surprised.

yama>eagle

congratulations.

Well, I actually tested my theory, and it’s extremely hard to use the reflector as AA. Maybe it’s b/c I was using the RC’d jab version, but I don’t know. The timing on actually physically landing the hand is strict and weird. And I don’t know how you use RC kicksand as AA hail and kill, but that crap doesn’t work for me.

what is yama’s best groove i use him in K-groove

It’s the same way Geese’d use his RC Double Reppukens.

Well, since I’prefer N groove for all the characters I use, I’d say N yama. Even then, a lot of players will tell you that that’s yama’s best groove, if not C groove which I don’t use…

But in any case, have you had any success with K yama as of late?

i dont see whats the point of using n groove yama, i use c groove.

the only diffrence with chosing him n gove is small jump. but yama already jumps low enough in normal groove.

plus c groove is less trouble, feels more natural, i find n groove annoying