=====================================================================================
CAPCOM VS SNK: MILLENIUM FIGHT 2000 -------------------------------------------------
Yamazaki FAQ ------------------------------------------------------------------------
=====================================================================================
______________________________________  ____   ____  ______
\ \  / /   |  \     /  |   \_______  /  |   \  |  | /  /| |
 \ \/ / /| |   \   /   | |\ \     / /   | |\ \ |  |/  / | |
  \  / /_| | |\ \-/ /| | |_\ \   / /    | |_\ \|     |  | |
  / /  ||  | | \   / | |  ||  | / /_____|  ||  |  |\  \ | |
 /_/___||__|_|  \_/  |_|__||__|/________|__||__|__| \__\|_|

Version: 0.6
Last updated: 6/23/01
By: SiLeNT J

_____________________________________________________________________________________
=====================================================================================

This faq is copyright © 2000-2001 SiLeNT J.
By reading this FAQ, you agree to the following :

_____________________________________________________________________________________
=====================================================================================
1) First of all, SNK has copyright to all of its characters,
 and Capcom has copyright to all of its characters, in no
 way have I tried to take credit for any of their creations,
 as my own.

2) I, am not in any way responsible for ANY harm that anybody
 "thinks" came from this FAQ. Examples of this harm include
 physical ones (getting the crap kicked out of you because of
 something found in this FAQ), "emotional scarring", computer
 problems, etc.

3) This faq is free, plain and simple.

4) Give credit. I don't care if you use stuff from this FAQ,
 just please give me, or whoever I may have credited, full
 credit, for whatever you take. Yes I'm talking to you.

5) Last of all, if you are not willing to agree with any or
 even a little bit of the above, click off this FAQ, and read
 another one.
_____________________________________________________________________________________
=====================================================================================
__________________
Version History   \_______________________________________________

3/09/01 - 0.1 - The first appearance of Yamazaki's FAQ.
Includes basic information on Yamazaki, taking the basic
format of, both my other FAQ, and Beta's MvC2 FAQs.

3/16/01 - 0.2 - Fixed typos. Edited strats.

4/21/01 - 0.3 - Corrected a few more typos. Added more
to my strategies, and to the "MISCELLANEOUS" section.

4/30/01 - 0.4 - Corrected even MORE typos (I think that's
all of 'em) .

5/25/01 - 0.5 - Changed Yamakazi, to Yamazaki. Added the
few things that were missing.

6/23/01 - 0.6 - Added Move Motions, Combos (a few anyways),
and my new e-mail address.

__________________
Credits           \_______________________________________________

David da Rosa, aka Beta ([email protected]) -
This entire FAQ combines the format of both my past FAQ,
and his MvC2 FAQs. I've also used, and edited, his, move
rating system, and introduction to fit this FAQ.

CJayC of GameFAQs (www.gamefaqs.com) -
For providing a place to put this FAQ. The latest up-
dates to this FAQ can be found there.

ReCharred Sigh ([email protected]) -
The guy who talks online to me about CvS/MvC2 more than
anyone else! He gave me the idea of Yamazaki being an
"anti-scrub" character, and some information concerning
Yamazaki's strategies, and the EX version. I've also used
one of his throwing tactics in this FAQ.

Ryouga ([email protected]} -
I refered to his FAQ, for Yamazaki's special intros.



=====================================================================================
- TABlE OF CONTENTS -----------------------------------------------------------------
=====================================================================================

Chapter 1  - Introduction

Chapter 2  - Abbreviations

Chapter 3  - Basic Attacks

Chapter 4  - Move Motions

Chapter 5  - Special Moves (Normal)

Chapter 6  - Special Moves (EX)

Chapter 7  - Desperation Attacks

Chapter 8  - Partnering up Yamazaki

Chapter 9  - General Strategy

Chapter 10 - Combos

Chapter 11  - Beating Yamazaki

Chapter 12  - Miscellaneous

Appendix A  - Game Basics

Appendix B  - Notations



=====================================================================================
[1] INTRODUCTION --------------------------------------------------------------------
=====================================================================================

This guide is intended to teach players how to use Yamazaki, at least
effectively, in Capcom Vs SNK. It also includes some miscellaneous in-
formation in it, such as costume colors, win quotes, etc. The basics
of the game are located at the end of the FAQ (for beginners). If you
need more background information of the characters, storylines, stats.,
etc., there are more good quality general FAQs at GameFAQs.
(http://www.gamefaqs.com).

Yamazaki has a single purpose in this game: reversing and countering,
or as some like to call it, "Dealing with Scrubs." He is probably the
best "Anti-Scrub" character in this game, because of the fact that
using him actually requires some skill. His offense kind of sucks, so
you should primarily play defensively with him. He can counter
ANYTHING that is thrown at him (fireballs, physical attacks, etc.),
so here you have another reason for playing defense. His walking and
dashing speeds are a bit slow, but his reversal attacks do good damage,
so be sure to utilize them to your advantage.



=====================================================================================
[2] ABBREVIATIONS -------------------------------------------------------------------
=====================================================================================

Jab       - LP
Short     - LK
Fierce    - HP
Rounhouse - HK

LP - Light Punch
LK - Light Kick
HP - Heavy Punch
HK - Heavy Kick

QCF - Quarter Circle Forward
QCB - Quarter Circle Back
HCF - Half Circle Forward
HCB - Half Circle Back
FCF - Full (360) Circle Forward

Charge - Hold a button down
Hold - Hold this button down (obviously)

(Dreamcast Version)

LP - X
LK - A
HP - Y
HK - B



=====================================================================================
[3] BASIC ATTACKS -------------------------------------------------------------------
=====================================================================================

Yamazaki really isn't a combo freak, as he was really
only meant to play defensively. However, some of his
basic attacks do have some use.

_________________
Standing Attacks \___________________________________________

Jab - Your standard jab. From about one step
away, Yamazaki hits the upper body area, by
punching straight out. Up close, he aims at
the hip area. An ok poking move, but not as
good as the standing LK. Can be used to start
combos.
[**---]

Short - A basic front kick. From about one
step away, the aim is more at the stomach
area. Up close, the target is the opponent's
shin area. This move has really good speed,
and reach, for all it is. Use this to poke
at your opponent with, or to start combos.
[***--]

Fierce - Yamazaki swings his front arm, per-
forming a boxing style type body punch. Up
close, it is an uppercut. The speed of this
move is kind of slow, but the damage is OK.
It seems to have good priority, so use it to
trade hits with your opponent. You can chain
a Serpent Slash afterwards.
[**---]

Roundhouse - As Yamazaki spins around by piv-
oting his front foot, he swings his back foot
around, and performs what looks like a com-
bination between a spining heel kick, and a
donkey kick. The speed is slightly quicker
than the standing HP, but still just a tad
slow. Up close, it is a two-hit combo, in
which the first hit, is a knee to the abdomen,
and the second is a kick to the head. Like
the standing HP, it too has decent priority,
and range, so it can be used either to end
combos, to poke at your opponent, or to trade
hits with them.
[**---]

Forward + LP - An overhead hit. Has basically
the same animation as the standing Fierce. This
move comes out too slow, and you will pay if
you throw it out at random. However, it can hit
opponents in a crouching block. Try rolling
before you use this move.
[*----]

__________________
Crouching Attacks \__________________________________________

Jab - The crouching version of the standing LP.
Usually better if used in combos.
[**---]

Short - The crouching version of the standing
LK, except with  less reach. Usually better if
used in combos.
[**---]

Fierce - Yamazaki stands and performs a backhand
strike with his front hand. Not very much horiz-
ontal range at all. The priority is better than
the animation may suggest, but not THAT good.
Perhaps your best chance against an ultra-close
range jump-in.
[***--]

Roundhouse - The crouching version of the standing
HK. This move is a sweep that knocks opponents off
their feet.
[***--]

________________
Jumping Attacks \____________________________________________

Jab - The jumping version of the standing LP, except
aimed at a downward angle. A decent jump-in move,
and combo starter.
[**--]

Short - When you jump straight up, it is exactly the
same as the standing version, but aimed almost
straight down. While jumping up, and holding either
forward, or backward, Yamazaki simultaneously turns
his back, and performs a front kick with what used
to be his back leg (before he turned around). Think
of it as the kicking version of the jumping LP.
[**--]

Fierce - A jumping uppercut with good vertical range,
but almost no horizontal range. Not very good for
really anything. It could be used as an anti-air on
the way up, but it's not reccomended that you do that.
Don't try fight air to air battles while playing as
Yamazaki, 'cause you'll almost always lose. You've
got a ton of defensive attacks, and reversals anyway,
so there's really no reason to.
[*----]

Roundhouse - When you jump straight up, Yamazaki will
perform a jumping side-kick, usually aimed at the head.
While jumping up, and holding either forward, or back-
ward, Yamazaki simultaneously turns  his back, and
performs a stomp, aimed at a diagonally down-forward
angle, with what used to be his front leg (before he
turned around). This is Yamazaki's best bet for jump-
ing-in. It's quick, aims at the perfect angle, and
has decent priority. The only weakness of  this move,
is its lack of horizontal range.
[**---]

__________________
Throws            \__________________________________________

Punch Throw -
Motion: Forward, or Backward (Hold), + Punch
(when close, and grounded)
Yamazaki grabs the opponent by the head, using his
front hand, and slams it into the ground. Looks kind
of nice, and is unblockable, but since it is a throw,
you must be very close to connect with it. Try get-
ting under your opponent, and nailing them with it
as they land.
[**---]

Kick throw -
Motion: Forward, or Backward (Hold), + Kick
(when close, and grounded)
Yamazaki grabs the opponent by the head, using his
front hand, and hurls them accross the screen. Un-
blockable, but because it is a throw, you must be
very close to connect with it. Try nailing your
opponent with it as they land.
[**---]



=====================================================================================
[4] MOVE MOTIONS --------------------------------------------------------------------
=====================================================================================
------------------------------
THE QUARTER CIRCLE MOTION
------------------------------
This is a move that every shotokan player should know. This motion is easy
to pop out whenever you need it. For Yamazaki this controls moves like the
Serpent Slash, and the Double Return. For the D-Pad, to pull this off, you
must first place your thumb over the Down button, the Down forward di-
rection, and the Forward button. Now slide your thumb over those three
buttons in that order. If you're a newbie start slow, then gradually get
faster, but do not get sloppy. You may find it easier to use the analog
stick.

Now for the arcade version. Grab the control stick however you feel most
comfortable. The best way to do this is probably to keep your index, and
middle, and ring fingers close together, and on the outside of the joy-
stick. Now tilt your hand slightly at a diagonal angle, so that the bottom
of the joystick is in between the ring, and the pinky finger. The thinnest
part of the joystick should be almost in between your ring and pinky
finger. You can sort of practice your hand position on the joystick pic-
tured below. Note: Do not use this position if it is uncomfortable to
you, or you cannot move accurately. That was just an example, you should
choose a position that provides comfort, but at the same time allows you
to accurately move around.

     ________
    /        \
   /          \
  |            |
  |            |
  |            |
   \          /
    \        /
     \      /
      \    /
       \  /
       |  |
       |  |
     __|__|__


Now to pull of this motion, just slide the joystick in those three
diretions, down, down/forward, and Forward. When you press an attack
button to pull off a special, make sure you press it at the exact same
time that you push forward. Just remember two things: Don't get sloppy,
and don't concentrate to hard. Start slow but not too slow, then
gradually get faster, but not too fast.


------------------------------
THE HALF CIRCLE MOTION
------------------------------
This type of motion is used mainly for Yamazaki/Geese type characters.
This motion is slightly harder to pull off. You definately do not want
to get too sloppy with this motion. For the D-Pad, place your thumb
over the direction that the move command says to do first. For example,
for Yamazaki's defensive counter the motion is; Half Circle Motion forward.
So for this move you would place your thumb on the direcion that
Yamazaki's back is facing, then carfully slide your fingers accross the
bottom half of the D-Pad making a half circle. It would be best to master
this motion AFTER you have mastered quarter circle. Whether you're using
the D-Pad, or the joystick, you should take your time while doing this
motion. If you're new to these types of moves, you definately need start
slow, then get faster. Carfully do this, and always make sure you press
every direction required, before finally pressing Forward of Backward, +
the attack button.


------------------------------
THE ZIG ZAG MOTION
------------------------------
This motion controls moves like Hydra's Judgement, and Sand Scattering.
For the D-Pad, first place your thumb on the first button required
(usually the forward button in this case). Now quickly (or even sort of
slowly if you're a newbie) slide your thumb from front to down, then si-
multaneously press down and forward + the attack button. For the Arcade,
grab the joystick however you feel most comfortable, then move the joy-
stick forward, down, then down + forward + the attack button. Carefully
do this, and you'll soon realize that this motion is not that hard to
pull off at all.


------------------------------
360's
------------------------------
Perhaps the hardest to execute of all the motions in the game. Whether
you're on the Dreamcast, or the Arcade, you should do the following in
order to find the most success:

NOTE: DO NOT rest in between these 4 steps, not even for
a split second!

1)Quickly, almost simultaneously, slide your thumb, or
the joystick; Up/Forward, Forward, Down/Forward this will cancel
the command to jump.
2) Keep sliding your thumb, or the joystick; Down, Down/Back, Back
3) Now here comes the tricky part; slide your thumb, or the joystick,
from the "Back" direction, to the Back/Up direction, to the Up
Direction, but try to do this quickly, and try to barely touch the
Back/Up direction.
4) At the same time you press up, simultaneously press the attack
button.


That is how you do Yamazaki's CvS Drill. But follow the same rules
when performing any 360 motion. For better luck, try rolling first.


------------------------------
DASHING
------------------------------
Press: Forward, Forward, or Back, Back

You shouldn't have any difficulty executing this on the dreamcast version,
so this is mainly for the arcade version. The hand position suggested in
the "Quarter Circle", section is great for this. Use your thumb to backdash,
your middle, ring, and index fingers to dash forward, and the space in be-
tween your ring and pinky fingers for support.



=====================================================================================
[5] SPECIAL ATTACKS (NORMAL VERSION) ------------------------------------------------
=====================================================================================

The normal version of Yamazaki has moves that the
EX version does not. A lot of their moves are shared,
but some of them may have a different button command.

___________________
Hydra's Judgement  \______________________________________________

Motion: Forward, Down, Down/Forward + LP, or HP
(when grounded)
Yamazaki, pulls a knife, and slashes with it, once for the LP
version, and twice for the HP version, as he charges forward.
The start up of this move is slow, and it's not really combo-
able. Use it only to capitalize on your opponent's recovery.
[*----]

__________________
Serpent Slash     \_______________________________________________

Motion: QCB + LP, HP, or LK
(when grounded)-{can be charged}
Yamazaki, throws a punch with his free hand and yells, as a
streak of energy, that looks sort of like lightning, shoots
in a certain direction. Depending on what button you pressed,
the attack, will aim at a certain angle. All three versions
have seemingly poor priority, and will not beat out, but in-
sted trade hits, with almost any attack in the game. It also
counts as a physical attack, and can be reversed by characters
equipped with reversal attacks (such as Yamazaki, or Geese).

-The LP version is a poorly prioritzed anti-air
 counter. It shoots up almost vertically, with
 almost no horizontal range. An OK anti-air, but
 there are better ways to take  care of jump-in
 attempts.
 [**---]

-The HP version is a poorly prioritized special
 move poke, that goes about 1/2 of the way accross
 the screen, and shoots out horizontally, in an
 almost straght line. Good for poking, or for
 tempting your opponent to attack you. Does good
 damage, if it connects. Best used at medium range.
 [*****]

-The LK version seems to have better priority
 than the other two. This version shoots at a
 perfect diagonally down angle. Use against char-
 acters that like to perform low attacks, just
 try to keep some space in between the two of you.
 [***--]

___________________
Taunt and Counter  \______________________________________________

Motion: HCF + LK, or HK
(when grounded)
Yamazaki leans forward, and sticks out his tounge. If he is
hit with an upper body attack, during this time, he automat-
ically performs a counter attack. This doesn't counter low
attacks, but it is excellent as an anti-air counter! There's
really no difference between the LK, and HK versions.
[****-]

__________________
Double Return     \_______________________________________________

Motion: QCF + LP, or HP
(when grounded)
Yamazaki takes his back hand out of his pocket, and swings
it in an uppercut motion, while this purple energy forms on
it. This move can reflect projectiles! Try to time it to where
Yamazaki's hand hits your opponents projectile. If done cor-
rectly, Yamazaki will absorb the projectile, and shoot an ex-
tremely quick purple projectile back at the opponent. If
you're close enough when he does so, you may even get a phy-
sical hit out of it. Don't try this on any kind of desparation,
or physical attack.
[***--]

___________________
Poision Tentacles  \______________________________________________

Motion: Back, Down, Back/Down, + LP, or HP
(when grounded)-{can be charged}
Your basic charging attack. Yamazaki brings his back hand out
of his pocket, rears it back, as some kind of purple energy
forms on it, and lunges forward. Can be charged to increase
damage, but the start up is slow, even if not charged. Like
the Hydra's Judgement, should only be used to capitalize on
your opponent's recovery.
[*----]

_____________________
Flight of Tempering  \____________________________________________

Motion: Forward, Down, Down/Forward + LK, or HK
(when grounded)
A devestating over-head attack is performed, as Yamazaki brings
his foot up, and slams it into the ground. Best used to hit
opponents in a crouching block. Could also be used as an anti-
air, but not reccomended.
[**---]



=====================================================================================
[6] SPECIAL ATTACKS (EX VERSION) ----------------------------------------------------
=====================================================================================

    The EX version of Yamazaki has moves that the
normal version does not. A lot of their moves are
shared, but some of them may have a different button
command. EX Yamazaki has a couple of moves that are
different from the other version. His moves in gen-
eral, have easier move commands. He has all of the
moves of normal Yamazaki, but with the following ex-
ceptions:

___________________
Bomb Bopper        \_____________________________________________

Motion: HCB, Forward, + LP, or HP
(when grounded)
For EX Yamazaki this takes the place of "Poision Tentacles".
This is an unblockable throw. If it connects, Yamazaki grabs his
opponent by the head, and gives them an explosive headbutt. Does
good damage, and kind of easy to connect, considering it can't
be blocked.
[****-]

___________________
Sand Scattering    \_____________________________________________

Motion: Forward, Down, Down/Forward + LK, or HK
(when grounded)
For EX Yamazaki this takes the place of "Flight of Tempering".
Yamazaki performs sort of a front kick with his back leg, while
laughing insanely, as some sand shoots up from the ground, and
at his opponent. This move is quick, and can be comboed after
a light attack, preferably an LK of some sort.
[**---]



=====================================================================================
[7] DESPARATION ATTACKS -------------------------------------------------------------
=====================================================================================
_____________
Guillotine   \__________________________________________________

Normal version -
Motion: Forward, Back, Down/Back, Down, Down/Forward + LP, or HP
(when grounded) requires 1 energy level

EX version -
Motion: QCF, QCF + LP, or HP
(when grounded) requires 1 energy level

Yamazaki leaps through the air with a jumping attack. If it
connects, he slams his fist in to the opponent's skull, brings
them down, drags them, and finishes his "combo" with a double
return. This is mainly an anti-air counter. The start up is
very slow, so it probably won't connect, on the ground, unless
you are trying to capitalize on your opponent's recovery, or
the move stun from one of your other moves.
[**---]

_____________
Drill        \__________________________________________________

Normal version -
Motion: FCF + LP, or HP - then press LP, or HP rapidly
(when grounded) requires 1 energy level

EX version -
Motion: HCB, HCB + LP, or HP - then press LP, or HP rapidly
(when grounded) requires 1 energy level

This is a Desperation Throw. If it connects, the opponent is
picked up by the head, and thrown into the air, when they hit
the ground, they lay there for a moment, and are then hit with
a combo. The damage is pretty, good, but it has ultra-short
range. Since this is a throw, you must be close when you use
it. It is unblockable, and has invincible start up, so use it
to counter grounded, physical attacks.
[**---]



=====================================================================================
[8] PARTNERING UP YAMAZAKI ----------------------------------------------------------
=====================================================================================
___________________
Yamazaki's Ratio   \______________________________________________

CvS is a game full of characters of different ratios. In CvS, a
player is allowed 4 raitos per team. Each character is a different
ratio. The ratios for each character vary from 1 - 4. Teams may
not always be even. For example, a team can have as many as 4
ratio 1 characters, or as few as 1 ratio 4 character. Yamazaki
is a ratio 3 character, meaning he can only be paired with 1
ratio 1 character. Characters of a ratio higher than 1, can not
be paired with him in this game.

__________________
How He Pairs Up   \_______________________________________________

Pairing up Yamazaki, all depends on your "style". If you like
playing offense, use a good offensive character. Offensive char-
actres, when paired with Yamazaki, add lots of balance to the
team. If you really like to play defensively, choose a good def-
ensive charcter as your partner. Either make Yamazaki start, to
weaken the opponent's team for your ratio 1, or have him go sec-
ond to finish what your ratio 1 starts. Also, try to balance out
members on your team, to the members on your opponent's team,
whenever you select your team's order.

____________________
Ratio 1 Characters  \_____________________________________________

You can pair any one of these characters with Yamazaki. These
characters usually have low vitality, and weak attacks, but they
are the only ones able to partner up with Yamazaki in CvS. Try
to balance out your "buddy" with Yamazaki.

+-------------+
|  BENIMARU   |
+-------------+
|  BLANKA     |
+-------------+
|  CAMMY      |
+-------------+
|  DHALSIM    |
+-------------+
|  KING       |
+-------------+
|  SAKURA     |
+-------------+
|  VICE       |
+-------------+
|  YURI       |
+-------------+



=====================================================================================
[9] GENERAL STRATEGIES --------------------------------------------------------------
=====================================================================================

Whenever you use anybody in CvS, you should mainly "play along"
with your opponent's strategy. Do so when using Yamazaki. Watch
your opponent, and use one, or both of these two strategies,
depending on what they do.

__________________________
General Offense Strategy  \_________________________________________

Yamazaki seems to be very weak on offense. If you are playing
him correctly, offense really won't be very a big part of your
strategy. The only time you will ever go on offense, is if time
is running out, and you're losing, or if you are trying to knock
back your opponent with some of Yamazaki's close range poking
attacks. On offense, try using lost of pokes. If one breaks
through, then hit your opponent with a simple two, or three
hit combo. Try to pressure your opponents, by inching your way
closer to them, and stalking them with the Serpent Slash. Also,
use the roll to get through your opponent's projectiles, and/or
their basic attacks. Most opponents tend to crack under pressure,
and will attack you, so be ready to per form a counter of some
sort. Here's some tips:

- Roll ALOT. Yamazaki is very slow, compared to most
  of the other characters in the game, and this will
  help you open up your opponent to a combo/throw.

- Yamazaki's Ground HK attacks have VERY GOOD range.
  Almost as much as Vega's HP attacks. The priority
  is good also. Even better than his Serpent Slashes!
  Use them for poking. Just be careful, the start up
  and recovery are just a tad slow.

- Yamazaki doesn't need long lengthy combos to win.
  When you pull of a combo with him, you will notice
  that the count is unusually low, but the damage is
  actually pretty decent.

- EX Yamazaki seems to be better than the normal
  version. 5 Bomb Boppers can kill a ratio 2!

- If you gotta have combos, use only simple 2-4 hit
  ones. I'm not gonna list 'em, but just try comboing
  stuff like Hydra's Judgement, and Sand Scattering,
  after weak attacks.

___________________________
General Defense Strategy   \_________________________________________

This is where Yamazaki shines. To play defense with him, simply
stay back, and wait for your opponent. If they throw a projectile
at you, knock it back at them. Aggresive players can easily be
taken care of, with a Taunt & counter, or a Serpent Slash.
However, if they get too close to you, you may not have time to
perform a special. If this happens, use a block and counter strat-
egy. This basically means, blocking your opponent's attacks, and
striking them, with a basic attack, and/or a 2-3 hit combo. If a
super is used against you, either jump it, roll it, or block it.
Here's a few defensive tips:

- To counter low attacks, your best bet is either
  ducking HK's, or Sand Scattering if you have the
  EX version. Low Serpent Slashes should only be
  used from a couple of steps away.

- Yamazaki's attacks have decent priority and range.
  This means he is pretty good at poking. Keep that
  in mind when fighting grounded close range battles.

- The recovery of the Taunt and Counter is absolutely
  horrid. If you miss, Yamakazi spends a long time in
  recovery, and is left open to stuff like, low
  attacks, and projectile type supers. Pop it out
  when the opponent least expects it.

- Use the Serpent Slash to lure your opponent towards
  you, then punish them with a throw of some sort, or
  Taunt and Counter. Just don't get too predictable,
  or you will be punished with a roll-attack counter.

- The best way to counter long/medium range anti-airs,
  is by using the Guillotine. That's pretty much its
  only use. It does very good damage when used at
  level 3.

- Choose SNK groove. For Defensive characters like
  Yamazaki, this allows easy supers.

- Master the Tech. Hit. If you ever get thrown this
  will help you.



=====================================================================================
[10] COMBOS -------------------------------------------------------------------------
=====================================================================================
________________
Normal Version  \_______________________________

[03] hit

j.HK/ s.HP - HP Serpent Slash

[04] hit

j.HK/ s.HP - HP Hydra's Judgement

________________
EX Version      \_______________________________

[Both of the above combos will work for the EX
version as well]

[?] Hit (Haven't tested it lately)

j.HK/ c. HK - Guillotine



=====================================================================================
[11] BEATING YAMAZAKI ---------------------------------------------------------------
=====================================================================================
______________________
Vs Yamazaki Strategy  \_____________________________________________

As you probably already know, Yamazaki can real pain if correctly
used. Since he can counter just about anything that is thrown at
him, you mainly want to capitalize on his recovery on his
special/heavy attacks. Most of his moves will leave him open, so
look for a chance to attack. Try to force him to go on offense,
and always be looking for something to counter. The Serpent Slash
does not have very good priority, and will neither beat out or
lose out to most basic attacks, so trade hits with it, if you're
feeling bold. When, or if, you play aggresively, mix up your
game well. At ultra-close range, use low attacks, Yamazaki cannot
counter these, so his only  choice, is to block, or roll. Speak-
ing of rolling, try rolling alot to get him crossed up, and/or
opened up to an attack.



=====================================================================================
[12] MISCELLANEOUS ------------------------------------------------------------------
=====================================================================================
____________________
Costume Colors      \___________________________________________________

The costumes chosen with two buttons, must be unlocked. Beat
the game once with Yamazaki, to get them available in the
"Secret Shop". They are in slot 22, and cost 200 vs. points.

X = Light Punch
Y = Heavy Punch
A = Light Kick
B = Heavy Kick


+----------+----------------------+------------+--------+-----------+
| BUTTON(S)| OUTFIT/GLOVES/HAIR 1 | SHOES/BELT | HAIR 2 | SKIN      |
+----------+----------------------+------------+--------+-----------+
|    X     | Dark Grey            | Brown      | Yellow | White     |
+----------+----------------------+------------+--------+-----------+
|    Y     | Greenish/Black       | Brown      | White  | White     |
+----------+----------------------+------------+--------+-----------+
|    A     | Purple               | Brown      | Pink   | White     |
+----------+----------------------+------------+--------+-----------|
|    B     | Yellow               | Brown      | White  | White     |
+----------+----------------------+------------+--------+-----------+
|   X+Y    | Light Grey           | Brown      | Yellow | Light Tan |
+----------+----------------------+------------+--------+-----------+
|   A+X    | Royal Blue           | Brown      | Yellow | White     |
+----------+----------------------+------------+--------+-----------+
|   B+Y    | Brown                | Brown      | White  | White     |
+----------+----------------------+------------+--------+-----------+
|   A+B    | Bright Red           | Brown      | White  | White     |
+----------+----------------------+------------+--------+-----------+

__________________
Win Quotes        \_____________________________________________________

After the match, the winning character will say one
of their win quotes. Every character has some. These
are Yamazaki's:

- "What? What makes you believe I will forgive you if you apologize?"
- "Ha, ha, ha! You look better now, than you did before!"
- "You had better apologize to me for being so weak! Or else!!"
- "You won't understand how stupid you are until I beat it into you!"
- "Hey wait! You can't quit yet!! I still have more for you!"
- "What? Was I fighting unfairly? Do you think I really care about
   that!"
- "Look at my shoes! They got dirty! Lick them! I said lick my shoes
   clean!!"
- "Heck! Did I frighten you too much or what?"

__________________
Animations        \_____________________________________________________

Win Poses:
- Yamazaki kicks dirt on the opponent, using his back leg.
- Yamazaki turns his back. He then takes his back hand out
  of his pocket, and clutches his shoulder.
- Yamazaki quickly reaches out with his front hand, grabs
  the opponent by the head, and raises them into the air.
  He then smiles, and says something in Japanese, while
  holding them there.

Taunt:
- Yamazaki simultaneously puts both hands in his pockets,
  looks at you, shrugs his shoulders, and says something
  in Japanese.

Special Intros:
- Yamazaki VS Chun-Li:
  Hon-Fu (from Fatal Fury 3) jumps in to protect Chun-Li,
  but Yamazaki strikes him with a Serpent Slash and he runs
  off while holding his rear.

- Yamazaki VS Terry:
  Yamazaki tosses Terry a knife, who shatters it with a
  punch. Yamazaki shakes a clutched hand at him.


_________________
EX Differences   \_____________________________________________________

Beat the game twice with Yamazaki (SNK groove) to gain access
to EX Yamazaki.  He is in slot 55 of the "Secrets Shop", and costs
4,000 vs points.

You should have read about some of them earlier on in this
FAQ, so I won't go on about them. However I will say this:

EX Yamazaki has better comboability than Normal Yamazaki.
He can even chain a Guillotine after a sweep!



=====================================================================================
[Apndx. A] NOTATIONS ----------------------------------------------------------------
=====================================================================================

Usefulness Chart:
* means 1 grade. 1 being the lowest, and
5 being the highest.

[*----] - This move is useless. Avoid.
[**---] - An OK move. You may have to use it in combos anyway.
[***--] - A decent move. Should be used a bit more often.
[****-] - A useful move. Use it whenever situation allows.
[*****] - This move rocks! Use it and abuse it, but don't get
          predictable.



=====================================================================================
[Apndx. B] GAME BASICS --------------------------------------------------------------
=====================================================================================

Dash         - Forward, Forward
Back Dash    - Back, Back
Super Jump   - Tap: Down, Up
Fake Stun    - While down, hold LP + HP.
Evasive Roll - X + A, goes through ALL projectiles, and most attacks
Taunt        - Start (or LK + Start for DC)
Tech Hit     - Forward or Back + any button when being thrown
Charge energy meter (SNK groove) - Press and hold HP + HK.



-------------------------------------------------------------------------------------

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FAQ (c) 2001 by SiLeNT J