Forums - Yamazaki Tactics?/ Sagat or Yamazaki? Show all 41 posts from this thread on one page Forums (http://www.shoryuken.com/forums/index.php) - Strategy & Tactics (http://www.shoryuken.com/forums/forumdisplay.php?forumid=10) -- Yamazaki Tactics?/ Sagat or Yamazaki? (http://www.shoryuken.com/forums/showthread.php?threadid=2927) Posted by MALISS on 01:30:2001 05:00 AM: What are some good Yamazaki tactics? I always find myself using mid serpent slashes against most everything, and using rk's as pokes. As far as jump-ins go, I used j.lk, if I jump in at all. I sometimes throw out reverse dp w/ p on opponents getting up. But I know there are much better strategies. Does he have any good combos,(if any), and what supers should I use? Also who's a better character, Yamazaki or Sagat?(If they can even be compared?) Posted by Chocobo on 01:31:2001 02:26 AM: Do lots and lots and lots and lots of standing roundhouse kicks, and some crouching ones too. The serpent slash is really not that good at all, you should almost never use it. But Yamazaki's standing RH is one of the most incredibly good and damaging moves in the entire game, has a TON of range too. Use low fierce for anti-air, and be sure to use your meter on his grab super anytime you get a chance (roll in and do it if the opponent is trying to keep away from you). His other super (the anti-air grab) is decent, but it only has good priority at level three and doesn't do huge damage... personally I'd save the meter for grab supers. Just stick with 4 moves- stand RH, low RH, low fierce, and grab super, and you're already better than 90% of the CVS players I've ever seen. Learn how to play him skillfully and he can compete with almost anyone. Yamazaki is the only R3 character worth spending 3 ratio points on, IMO. Sagat is not a very good character at all though. He's slow and has no especially overpowering moves, just an uppercut that does 25% damage, not much else. [This message has been edited by Chocobo (edited 01-30-2001).] Posted by Ug the caveman on 01:31:2001 06:42 AM: Sagat is actually a very good character, but he can't be played like his previous incarnations. Tiger Shot is next to useless here, but he has excellent poking moves, particularly his standing forward (HK in CvS, I think). Generally speaking, I'd play him as a defensive poking character, mostly using his kicks to keep them from getting too close. If the opportunity presents itself, combo into a Tiger Uppercut or a super. Yamazaki is still better, though Posted by jchensor on 01:31:2001 12:10 PM: Yama's Slash is good tacked on to the end of "combos" Stand Fierce into Slash is always good, since you can't do anything in between, and you get free block damage. It's his best energy-draining pressure move (in other words, best way to do block damage and keep the enemy feeling a bit pressured). The Throw Super is, indeed, VERY good... Another good anti-air is Jumping Fierce, against high jumpers like Chun. Works also on Medium jumpers if you react fast enough. Otherwise, listen to everyone else. Stand ROundhosue is a GREAT poke, one of his best moves. Crouch Roundhouse is also great, and can also be buffered into the Snake Slash or Serpent Slash or Arm Thingy or whatever it's called. But don't count out Stand FIerce. Learn it's range, and when to poke with it and Buffer it into the Arm Slash. You can catch a lot of people off guard and even land the two-hit combo, rewarding you with a good deal of damage. And I don't agree about Sagat. I don't think he's bad. In fact, I think he's the best Ratio 3 character in the game. Along with Yama, they are the only ones really worth using a Ratio 3 on. Sagat's defense is TOO good, and in Capcom mode, with a fulle Level 3, Jump Fierce, Stand Fierce, Fierce Tiger Uppercut is 50% damage against Ratio 2's. You won't land that combo much, but it's a good indication of Sagat's pure strength with a full Level 3. But poking with Short is KEY for Sagat. Fireballs almost never need be thrown. And his Standing Forward (HK) reaches over halfway across the screen. Sounds crazy, but get a ducking Ryu in the corner, stand Sagat right under the beginning of his energy meter, and watch Ryu block the kick from 55% of the screen away. Sagat should never be underestimated. - James Posted by ID on 01:31:2001 01:27 PM: quote: and in Capcom mode, with a fulle Level 3, Jump Fierce, Stand Fierce, Fierce Tiger Uppercut is 50% damage against Ratio 2's silly question..but why does it matter if he has a lv.3 charged? http://members.aol.com/shoxv/diskreet/diskreetsig.jpg Posted by Chocobo on 01:31:2001 01:45 PM: ID: When Capcom characters have a full meter, they get a damage bonus, something like 10% extra damage. I still think Sagat is average at best... he causes pain when he lands hits, but he's just so slow, and doesn't seem to be able to crack a turtle well at all. And not only does he (apparently) die to Nakoruru, since he's R3 you can't have a Nako for yourself. I can't imagine any matchup where you would want to have Sagat instead of Nakoruru or Guile, with a decent R1 tagging along. But you're the guy who places #2 in California, and I'm the guy who places #2 in Virginia, so in all probability, I'm a little behind. Posted by Coy on 01:31:2001 09:05 PM: quote: Originally posted by jchensor: his Standing Forward (HK) reaches over halfway across the screen. Sounds crazy, but get a ducking Ryu in the corner, stand Sagat right under the beginning of his energy meter, and watch Ryu block the kick from 55% of the screen away. Sagat should never be underestimated. - James I agree with you James on everything you said, except in one minor thing: Ryu can throw fast standing jabs and that stops Sagat's st. Roundhouse easily, also he can do a cr/st fierce and that also nulifies Sagat's st.Roundhouse but this last option is risky because it only works if both throw out the attack at the same time, if not due to Ryu's slow Fierce speed Sagat will inmediately hit Ryu before he recovers from his Fierce, Ryu can also jump straight up and throw a fierce on the way down to blow out Sagat's kick. Still Sagat's st. Roundhouse is a great poke no matter what. He also has his st.short and he has a very good jump in (short and fast), and relatively good roll. I think there should be some use for sagat's fireballs, I dunno. Try stoping Guile's short spinkick with a st.jab, I think Guile outpokes everyone with very few exceptions, if you start blocking his kicks he dashes in and grabs you (very difficult to reverse), if you try to find something to trade hits with him he waits a small moment and returns you a kick before you can recover (so be extremly carefull to not throw a kick or punch that doesn't reachs him - especially if he's walking back and forth). Yamazaki is also a real bastard, he's one of the few characters I think Guile has trouble to outpoke. Both his high/low slashes are great weapons, and he also has cr/st Roundhouse, very usefull supers, fast jump in, good roll, etc. The slashes blow out a lot of things the st/cr roundhouse cannot (he can even slash Guile in the face when throwing a SB and recover fast enough to block it, or probably it even wont come out) take out his slashes and Guile and others can outpoke him with ease. Normal Vega in my opinion is a very underrated character cause he has one of the best poking games in the game. Crouching strong is his best weapon (it's fast and has a lot of reach and priority), his RH slide and his Jab rollclaw are also very usefull when poking, his jump is the best in the game (you cant throw fireballs at him even at far distance cause he can Superjump them on reaction and punish you - so Fireballing to avoid his poking game doesn't work), jump straight up and shortkick is a very good thing to do at sweep distance, has great walking speed so he can walk bak and forth a lot (and this is very usefull thing to do with him). The problem that Vegas has is: #1 he has no jabs and shorts to stop rolling, so someone can manage to sneak in and due to the difference between every character rolling speed it becomes very difficult to constantly stop them, #2 Incredibly at it sounds he has no efective antiair for what I've seen, several characters trade hits or totally stop your razorkick antiar and doesn't matter the height you do the razor, his cr fierce the same thing the razor kick, not even st.jabs or j.fierces stops constantly jumping opponents (I have spend lots hours testing this with other people and we couldn't find any effective antiair that works constantly). Combine this two things and you can't stop your opponents sneaking in - not a good thing - but probably if Vega could do this easily he will probably be overpowered, since he seems to outpoke everyone including Yamazaki. I agree with James the best Ratio 3 is Yamazaki, and #2 is Sagat, the others are really not weak at all (and probably someone will a way to play them efectively cause there are always minor things that are always overlooked - Rugal has a fast dash, Geese has a reverse tiger knee motion of the ground air fireball, Bison has great air maneuverablity, etc) but being a Ratio 3 it defenitively has to be worth it. The best Ratio 1 I think is indisputably Dhalsim. In SF is really not a good idea to understimate characters there are always minor things in that people have not noticed that can totally change a characters ranking, unfortunately due to CvS simple system discovering strange stuff won't happen a lot. [This message has been edited by Coy (edited 01-31-2001).] Posted by jchensor on 02:01:2001 11:06 AM: True, Coy, you can Jab Sagat's Stand Forward, but in general, you play with Stand Short a lot more, which doesn't have that much of a problem. And once you are intent on Jabbing that foot, it's like playing a Blanka, where all you do is try to Jab the Roll. Unfortunately, that puts a real hamper into your gameplay of attacking Sagat. Sitting there trying to Jab the Foot all day makes it realy tough to play properly. You'll have to try and approach and attack Sagat eventually, and then you'll fall victim to a few Standing Forwards. If you DO know you can hit it, it does work against Sagat. But I still think he's the best Ratio 3. My friend plays him all the time, and he gives me SO much problem. Sagat, I think, is truly underestimated in the game. Who knoiws, though, maybe I'm overestimating him. ^_^ - James Posted by Coy on 02:01:2001 12:28 PM: st.jab against Sagat's maybe character specific, I haven't tried with a lot of other characters. Still you're right, Sagat's st. roundhouse is a very good move, cause even if I stop it with a jab, you stop my fireball with, so it's like a trade you stop me from throwing fireballs and I stop you from poking me to death with that insanely long kick - and a st.jab is not a very threatening thing to worry much about. I'm amazed how much things a st.jab or a cr.short can stop: st.jabs nulifies EX Balrog dashing punch and st.fierce poking game, cr.shorts nulifies Nako lows dives, and st.jabs nulifies her high dives (this definetively doesn't stops Nakororu being the problem she is). Posted by MALISS on 02:01:2001 06:47 PM: Thanks for all the strats. But what about EX Yama./Sagat? Are they better than normal? I hear that Yamazaki has a really damaging combo in EX. Is it worth it? What about Sagat I don't play with him in EX mode because I don't think the Tiger Cannon is worth loosing Tiger Raid. Posted by Chocobo on 02:01:2001 11:37 PM: Some people prefer EX Yamazaki, he gains a relatively useless combo, but his anti-air super is changed to a double fireball motion which can be done a lot more quickly. However, his grab super is changed to double reverse half circle, which is slower. Basically, it just depends on which super you think is more important. As for Sagat, I prefer EX. Low fierce to tiger cannon does a ton of damage, that's a pretty good super to have around anyway. Regular Sagat's supers are more dangerous to use. Posted by jchensor on 02:01:2001 11:41 PM: EX Sagat is personal preference. It certainly is nice to be able to nail people from far away with a Super Fireball, if you predict their fireball. However,that leaves you with no Supers for wake-ups (not too big a problem, considering he has Tiger Uppercut). But the Raid and Genocide are nice for damaging combos... not that a regular ol' Fierce Tiger Uppercut doesn't already do enough damage. The only other thing is the preference of a Sweep over a Bufferable Low Forward. Regular Sagat has a Bufferable Low Forward at Dfensive Crouch and EX-Only has the Crouch Roundhouse Sweep. Again, it's personal preference. Yamazaki, on the other hand, I think is better in EX. The addition of the Special Throw (HCB, F + Punch) is really nice, especially since is hurts so much. It works well if you use it occasionally, but it's biggest benefit is punishing blocked moves, like Power Dunks and Nakoruru Slides, since it's faster than Normal Throws. Also, the QCFx2 is an easier motion for the anti-air Super. The only part that's by far worse is the motion for the Throw super. 360 + punch as opposed to HCBx2 + Punch. Frankly, if you get good enough at HCBx2 + Punch, it really doesn't make that much a difference, to the point where it's not even a liability anymore. Also, having the Dust Kick into Arm Slash is kinda nice (though I rarely use it) for extra block damage when pressuring the enemy. - James Posted by chunsa on 02:02:2001 01:07 AM: yamazaki is very good IMHO. if you choose SNK mode and your lifebar is flashing his supers come in REALLY handy. my personal favorite, do the anti-air super, if it hits then it's good for u. but if your opponent blocks it you can immeditately go into his grab super, i'd have to say about 90% of the time your opponent will try to either hit you after your anti-air or keep on blocking, so, you're basically guaranteed to land the grab super ^_^ hope that helps ~miko Posted by MALISS on 02:02:2001 05:55 AM: Is Yamazaki's Purply Punch Thing[don't feel like looking for the name] worth loosing for EX? I mean I like it because once I down an opponent I back up a little and then nail them with it when they get up. For some reason they're not expecting me to do it! For some reason it also works as anti-air, when opponents are coming down from a jump it pulls them right out of the sky and onto the ground! Other than that, is it totally useless? [This message has been edited by MALISS (edited 02-01-2001).] Posted by Jonstar! on 02:02:2001 08:15 AM: JChen: When you use Yamazaki, what types of things do you do? The things I do are st.RH and C.RH. Whenever I have the chance to do things like the super, I do it. But the combo I do if i connect is FP into the knife thing. Works pretty good. And the Knife thing I believe is a pretty good poke. Theres block damage too. I think its a sufficient move to do. Are there things missing in my arsenal? Or am I set? Well, I need more experience too though. -Jon 'Star' Posted by jchensor on 02:02:2001 01:12 PM: Jumping Short is another HUGE arsenal in Yamazaki's game. With his fairly poor jump attacks, Short is the best one he's got. But if you do it deep enough, land with a Crouch Short, and then do Stand Fierce into Low Slash. If the enemy even twitches between the Short and Stand Fierce, that's a free two-hit combo for you (beware ofpsychic DPers, though). Jumping Short is also a very good lead in to his Super Grab (much like Vice). Probably the best way to land that Throw Super, IMO. Oh, and that purple punch thing is a GREAT set-up for a Super Throw. But it's hard to get the enemy to block it, since you get hit out of it a lot. Well, at least I do. I think it's not that big of a deal to lose that move. But maybe I've never played with it enough... - James Posted by oldirtygook on 02:02:2001 07:49 PM: Real quick question: Can you link Yamazaki's cr. short into his st. feirce? JChen said something about it but I didn't understand. Posted by Jonstar! on 02:02:2001 08:02 PM: Olddirtygook: I'm pretty sure James wuz referring to the part about the jumping in short connection the fierce punch. Posted by Overdrive on 02:02:2001 08:35 PM: quote: Originally posted by jchensor: Jumping Short is another HUGE arsenal in Yamazaki's game. With his fairly poor jump attacks, Short is the best one he's got. But if you do it deep enough, land with a Crouch Short, and then do Stand Fierce into Low Slash. If the enemy even twitches between the Short and Stand Fierce, that's a free two-hit combo for you (beware ofpsychic DPers, though). Why not just do standing fierce, fierce knife slash? It does more damage (blocked or hit), is completely safe, and pushes forward, leaving Yamazaki at his best range. From there, he can jump in again, standing/low RH, or roll. Posted by jchensor on 02:03:2001 01:50 AM: Okay, for clarification... If you land a deep Jumping Short, do a Crouch Short. Those two hits DO combo, so they enemy can't DP in between. However, the Crouch Short into Stand Fierce does NOT Link... the two hits are not a combo. But this is GOOD, because they just BARELY miss the Link. In other words, nothing the enemy can do, save an Uppercut or Super and any other invincible type move, can hit you in between Crouch Short and Stand Fierce. So if they touch ANY button for a Normal move, they'll get nailed by the Fierce and, subsequently, the Low Slash. However, as I also said, for those who get too familiar with the pattern, you can easily do a DP in between, so once you figure the enemy gets wise on to your "pattern", start delaying the attacks a bit. If the enemy learns to start just blocking, you can go for a Dash and then Throw (kinda risky) or simply just do the pattern anyhow, do the block damage, and go for breaking their guard a bit. Also, the Stand Fierce into Knife attack (Fierce version) doesn't combo if Fierce connects from fairly far away. So the Knife could possibly leave you open for Counter Attack. If up close, it IS a better move to use, but I prefer to be safe and go for the Low Slash. In any instance where you KNOW you're getting a free combo and are close enough, yeah, the Knife is by FAR better, knocks the enemy over, sets you up for more, and does much more damage than the Low Slash. - James Posted by Jonstar! on 02:03:2001 12:04 PM: James: I was wondering if you had ever used Yamazaki in a tourny or anything? What would be the best character to use as R1 to compliment Yamazaki? I tend to use Dhalsim to jus get some damage off the characters they are using. Btw, how old are you? =O I saw you in some magazine. And You were older than I thought. heh. -Jon 'Star' Posted by jchensor on 02:03:2001 01:46 PM: Never used Yamazaki in a tournament, no. I'm not good enough with him, and I shy away from Ratio 3 characters in general. And the best Level 1 character? Actually, a good Level 1 character would be a good Battery character. Cammy would be an ideal choice: powerful, and never really needs supers. Blanka is another good choice for the same reason. Dhalsim is good, and he probably won't get a chance to really build up a Level 3 before he dies. Dhalsim has no reason to ever USE a super unless it's a Level 3 anti-air. So if you never have it, and he goes first, I guess he'd make a good partner. Sakura, another character who never wants to use Supers, would be a good choice, but she's not a good character overall. Vice is a bad choice. Yamazaki needs meter to be effective, and Vice is a meter eater. She uses it often to win, with her Super Throw. EX-Yuri is a GREAT choice, same reason as Cammy. Really annoying, and never wants to use her meter. King, I actually don't like King as a character much at all, to be honest. I can't really give an unbiased opinion about her. And Beni would be good. He generally doesn't use his super (his level 3 Taikuu Raikoukens do NOTHING for damage), unless you use his Super Throw a lot. In that case, he might not be a good person to use with Yamazaki. And I'm an old, old man. ^_^ I have graduated from college over two years ago anmd am currently a working stiff (but the paychecks are what allow me to buy cool video capture equipment!! ^_^). I'm currently 24, but will be 25, actually, in 8 days. ^_^ - James Posted by Jonstar! on 02:03:2001 05:24 PM: James: Oic. I plan on joining a TEAM CvS tourny with Yamazaki. But I'am starting. Do you think thats a good idea? Or should I use a diff person? Since Yamazaki needs supers. DO you think he needs supers to be effective or his pokes and moves are good enough to win? Heh. I always thought you were younger..^_^ -Jon 'Star' Posted by Jonstar! on 02:03:2001 05:28 PM: Btw, Would Yamazakis arsenal be consisted of just RKs and little pokes? Or would his serpent slashes and other moves by useful? Posted by Shingro on 02:03:2001 11:31 PM: Ah... Yamazaki... I may be of base here not having been to a tourny.. but I'd say that since he is top tier, he can and does do great in tournys.... but the real question is... do you feel you can handle him better then all of the other charecters you use... I personaly think that regardless of the charecter, it's the amount of control you have over him/her that makes things important... http://www.geocities.com/shingro/o_chris-dash.gif Speed is the greatest power Posted by MALISS on 02:04:2001 02:42 AM: Note to self...and all others who listen, SERPENT SLASH IS A HORRIBLE POKE. I went to to the arcade yesterday and found out(the hard-way)just what a terrible poke it was. I thought it would be great because if you catch someone early or late in a jump it works as anti-air, and I also thought people would be afraid and back up if they saw it or even "felt" it coming, but it didn't work out that way at all! Geez. I guess I'll just keep stickin' it on the end of combos Posted by ej_333 on 02:04:2001 04:19 AM: Hey, just curious, what combos does Sagat have? I tried both normal and EX Sagat today, and I couldn't do anything except jab/short/fierce XX Uppercut. Does he have any chain combos, like dwn short, dwn short, uppercut/super? Any combos for either guy would be appreciated, although I kinda like normal Sagat better, for odd some reason. Oh, and I couldn't get EX Sagat's Tiger Crush out, either, with it's Tiger Knee motion. Does EX Sagat even have the Tiger Crush, or was I just failing the motion? I can do Cable's Tiger Knee motion for AHVB just fine, so I was baffled when I couldn't do Tiger Knee motion for Sagat... Posted by Jonstar! on 02:04:2001 07:41 AM: Sagat has a powerful combo. I think it was something like jp.Fierce,St.Fierce into Tiger Genocide was it? Takes off a lot. I forget, but someone posted this combo somewhere! I remember It was something like that. But I rarely use Sagat, so I can't really help you on that. All I know is that his st.HK has mad range. -Jon 'Star' Posted by MALISS on 02:04:2001 09:25 AM: Who are the top tier characters in CvS? And how exactly do you determine which ones are top tier? Posted by Jonstar! on 02:04:2001 11:15 AM: That I'm not sure about. But James would prolly have a good idea about it. I guess the good charcters such as ken/ryu would be top tier. Sakura would probably not be as great. I guess, it all depends on your own opinion. Posted by jchensor on 02:04:2001 02:20 PM: True: Tamazaki's Slashes are TERRIBLE pokes. They set him up for SO many ways to die, especially by rolls. That's why I reserve Slashing for ONLY after a Stand Fierce or Crouch Roundhouse. Making Yamazaki go first may be a bad idea. He does most of his damage through his Throw Super and various pokes. Eitehr way, having a full meter would be good to have. He's not very good at charging meters, either, since he's very picky about when and where to poke. You may want to pick someone else as your first character, unless you are confident that you can kill enemies without meters. Most of your poking will be with Jumping Short, Stand Roundhouse, Stand Fierce, and Crouch Roundhouse. Otherwise, Ymaazaki really has no really good pokes. - James Posted by jchensor on 02:04:2001 02:22 PM: Sagat's best combo, against people who miss Uppercuts and what not, is just Stand Fierce into Fierce Tiger Uppercut. As I mentioned before, with a full level charged, Jumping Roundhouse, Stand Fierce, Fierce Tiger Uppercut is 49.9% damage to a Ratio 2 character. That's really his best combo. You CAN Link a Crouch Jab/Short into Stand Fierce/Roundhouse, but the timing is a bit difficult, especially for in battle, and it does practically no additional damage anyhow. Not worth it. And regular has Tiger Knee motion as DP + kick. EX-Sagat has the original Tiger Knee motion for the Tiger Knee. - James Posted by jchensor on 02:04:2001 02:24 PM: Tiering is really hard to say. It's all bias and based off of local players anyhow. I still can't beleive Guile is top character in Japan. But that's becasue no one I play with normally is that GREAT with him. I mean, he's annoying and good, yeah, but can't see him better than other characters... *shrug* So tiering is kind of a useless thing to do, since most people won't agree anyhow... But I'll give my opinion, if anyone wants to see it. - James Posted by Onikage on 02:04:2001 02:41 PM: Personally, I'd love to see your personal opinion on the tiering system of CvS - I can't think of anyone more qualified to put together a list like that. Posted by Leviathan on 02:04:2001 04:42 PM: Another Sagat combo is j.HK, s.WK, Tiger Raid. This one is great because you start the first qcb motion and do the s.WK, and it hits twice ,when close, so it's very easy to get in the second qcb + K in that amount of time. I agree with knowing about JChensor's opinion on characters, but not really tier wise, just general strats, pros and cons about many chars....many of the people i see use the same chars so I don't know about many chars ~~ Posted by MALISS on 02:04:2001 09:27 PM: I agree with the fact that you cannot exactly say who is top tier or not, but I would like to see something like it, like whos good for somethings, (like poking for instance). Posted by Jonstar! on 02:05:2001 03:15 AM: Jchen: Well, since you were talking about Guile. I was wondering how you would play against Guile? I'm usually Ken, Ryu, or Yamazaki. I've played some guy using Guile at my local arcade. He is really good at poking and trapping me in the corner. Its really hard to roll out, since he always has me setup for a flash kick. Also, would it be worth if for using lv1 characters in a Pair Match tourny? Who would be good to use(anybody) in a pair match tourny, if my pard needs lvs for his character? Posted by Jonstar! on 02:05:2001 03:17 AM: Jchen: Well, since you were talking about Guile. I was wondering how you would play against Guile? I'm usually Ken, Ryu, or Yamazaki. I've played some guy using Guile at my local arcade. He is really good at poking and trapping me in the corner. Its really hard to roll out, since he always has me setup for a flash kick. Also, would it be worth if for using lv1 characters in a Pair Match tourny? Who would be good to use(anybody) in a pair match tourny, if my pard needs lvs for his character? Posted by jchensor on 02:05:2001 06:42 AM: Strategies vs. Guile? Hmmm.... I haven't played against a lot of really good Guiles. The Guiles I HAVE played against are generally very old-school, and that's not the way to play him. I can give some advice, though: going for Sweeps is dangerous, because his Turn Kick goes over those so well. Characters that fight against Guile need a strong defense. I'll have to play against more Guiles and get back to you. ^_^ And I think Ratio 1 characters would be good in a Pair Match. Their inherent weakness is no longer there. So I think someone like Cammy or Dhalsim would be really effective. - James Posted by Devil Lee on 02:05:2001 08:15 AM: Here's my two cents on Yamazaki. His standing RH is his best standard move and it's really a great move to use to get them to back off. Unlike Rugal's standing RH(which is mainly anti-air) Yamazaki's standing RH is more straight, like Kim's. To counter jump ins you could walk backwards and use his standing RH, but his crouching fierce is best when timed right. As far as the serpant slash goes, it's not an abusable move. Use it from half screen distance when they try to jump. Yamazaki plays a distance game and he is weak once they get up close, so get them to block fierce and forward serpant slashes. Don't throw one out if they aren't doing anything, because they can roll in and punish you. Also use his HCF+K move(?) the reversal. Counters pretty much any mid-high attack except fireballs. It is very useful, plus puts them on the defensive. More to come later...gotta finish homework "The proper business of the warrior is death...His only concern must be to destroy the enemy, or else to die fighting." -House Kurita's Dictum Honorium, "On Proper Behavior of the Warrior" Posted by Jonstar! on 02:06:2001 01:16 AM: Jchen: Oic.. But say you were a shoto. What would you do? Just say the Guile player is turtling. Waiting for you to do things and reacting on them by rolls into Flash Kick. I though Choi uses Guile pretty good? Haven't ya played him? Or do you not live in the same area or something? If dhalsim were a R2, what types of things would you be doing? Just throwing out limbs at safe distances? Should dhalsim ever poke? All times are GMT. The time now is 12:59 AM. Show all 41 posts from this thread on one page Powered by: vBulletin Version 2.2.4 Copyright © Jelsoft Enterprises Limited 2000, 2001.