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-------F A Q------------------------------------------------------------
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|  GAME          | The King of Fighters 2003
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|  SYSTEM        | Arcade
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|  AUTHOR        | Jack Lance
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|  E-MAIL        | [email protected]
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|  VERSION       | 0.1
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|  FAQ           | Ryuji Yamazaki
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© 2003-2004, Jack Lance. All rights reserved.

This document is Copyright 2003-2004, Jack Lance. It is protected by
US Copyright Law, and the Berne Copyright Convention of 1976. This
material may not be used for profitable purposes. Reproduction, partial
or integral, of this document without permission of the author's is
illegal and strictly prohibited.

All infomation contained within this FAQ regarding on how to play a
character within the game is merely personal advice offered by the
author. The author is not responsible for the success and failure of
the readers performance within the game upon using the desired
character.

The King of Fighters 2003 and all moves, characters, fictional story
and universe belong to © 2003, SNK PLAYMORE CORPORATION.
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-------C O N T A C T  I N F O M A T I O N-------------------------------
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Do not try to put me on your MSN contact list. I will only end up
blocking you.

You can email me to contribute infomation relating to the FAQ, feedback
or to discuss confusion with the advice I've offered. My email is
mentioned above at the beginning of the FAQ.

I do not read emails without a subject or ones that don't have either
King of Fighters in them.

Emails which are unrelated to FAQ or the gameplay of The King of
Fighters universe will be deleted.

I only accept emails in english. Use proper english. I do not comprehend
"leet speek" or any other alternative form of english.

Send me an email. That's all. No files, hypertext language or any other.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-------A U T H O R ' S  M E S S A G E-----------------------------------
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This FAQ is incomplete. Infomation displayed may be incorrect and
submitted to change at any time. There is also additional infomation
which has not be displayed as of yet.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-------V E R S I O N  C H A N G E S-------------------------------------
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(Currently Unavailble)
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-------T A B L E  O F  C O N T E N T S----------------------------------
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

       -=[MOVELIST]=-
       THROWS
       COMMAND MOVES
       SPECIAL MOVES
       DESPERATION MOVES
       LEADER DESPERATION MOVE

       -=[NORMAL MOVES]=-
       AGAINST AIR ATTACKS
       KEEP AWAY POKES
       JUMPING IN
       CROSSOVERS

       -=[DESCRIPTION]=-
       GAMEPLAY EXPLANATION
       STRENGTHS
       WEAKNESSES

       -=[GENERAL MATCH SCENARIO]=-
       EXAMPLE
       ADDITIONAL NOTES

       -=[GENERAL TACTICS]=-
       PRACTICAL NORMAL COMBO
       PUNISHING COMBO
       WAYS TO COMBO
       OFFENSIVE TACTICS
       DEFENSIVE TACTICS
       DESPERATION MOVES/LEADER DESPERATION MOVES WITHOUT COMBO

       -=[VERSUS CHARACTERS]=-
       (Currently Unavailble)

       -=[TAG TACTICS]=-
       TAGGING PARTNER IN
       BEING TAGGED IN

       -=[RESOURCES]=-
       LINKS

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

A - Light Punch
B - Light Kick
C - Strong Punch
D - Strong Kick

----- ----- -----
|   | |   | |   |
| 7 | | 8 | | 9 |
|   | |   | |   |
----- ----- -----
----- ----- -----
|   | |   | |   |
| 4 | | 5 | | 6 |
|   | |   | |   |
----- ----- -----
----- ----- -----
|   | |   | |   |
| 1 | | 2 | | 3 |
|   | |   | |   |
----- ----- -----

1/2/3 - Crouch

CD While Attacked - Guard Cancel (Requires one power stock.)
AB - Roll

Start - Taunt (Increases opponent power gauge.)

BC - Tag
236 + CD - Attack and Tag Opponent (Requires one power stock.)

*All commands presented are based on your character facing right. Any
situation presented that places the character on the left should still
be considered as if on the right side.

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

       M O V E  L I S T

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

|==================================|===================================|
| N A M E                          | C O M M A N D                     |
|==================================|===================================|

[THROWS]
|==================================|===================================|
| Shime Age                        | 4 + C/6 + C (Close.)              |
| Bun Nage                         | 4 + D/6 + D (Close.)              |
|==================================|===================================|

[COMMAND MOVES]
|==================================|===================================|
| Bussashi                         | 6 + A                             |
|==================================|===================================|
|======================================================================|
|*Bussashi hits high. Can be comboed off a close strong attack. Can    |
| link to special moves afterwards. When comboed it doesn't act as a   |
| high hitter. When used by itself it cannot link to special moves.    |
|======================================================================|

[SPECIAL MOVES]
|==================================|===================================|
| Hebi Tsukai Joudan               | 214 + A                           |
| Hebi Tsukai Chuudan              | 214 + B                           |
| Hebi Tsukai Gedan                | 214 + C                           |
| Hebi Damashi                     | Any Hebi Tsukai held + D          |
| Sabaki no Aikuchi                | 623 + A/C                         |
| Yakiire                          | 623 + B                           |
| Sunakake                         | 623 + D                           |
| Bai Gaeshi Kyuushuu              | 236 + A                           |
| Bai Gaeshi Dan Hassha            | 236 + C                           |
| Sadomazo                         | 41236 + B/D                       |
| Bakudan Pachiki                  | 632146 + A/C (Close.)             |
|==================================|===================================|
|======================================================================|
|*Hebi Tsukai's can be held.                                           |
|*Hebi Damashi cancels any Hebi Tsukai held.                           |
|*Yakiire hits high.                                                   |
|*Sunakake when comboed from a strong attack can have any special move |
| or DM/LDM comboed after it.                                          |
|*Bai Gaeshi Kyuushuu absorbs only special move projectile attacks and |
| converts it to his power gauge.                                      |
|*Bai Gaeshi Dan Hassha reflects only special projectiles back.        |
|*Both Bai Gaeshi's launch the opponent if used as anti air.           |
|*Sadomazo is a counter move and counters any melee attack that hits   |
| Yamazaki.                                                            |
|*Bakudan Pachiki is a grapple move.                                   |
|======================================================================|

[DESPERATION MOVES]
|==================================|===================================|
| Girochin                         | 236236 + A/C                      |
| Doriru                           | 6321463214 + A/C (Close.)         |
|==================================|===================================|
|*Doriru is a grapple move. The amount of hits you can perform on your |
| opponent during the DM is determined by how many times you press any |
| of the punch buttons.                                                |
|======================================================================|

[LEADER DESPERATION MOVE]
|==================================|===================================|
| Kyouken                          | A + A + 6 + B + C                 |
|==================================|===================================|

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

       N O R M A L  M O V E S

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

---<Against Air Attacks>------------------------------------------------

Aerial C
Crouching C

---<Keep Away Pokes>----------------------------------------------------

Crouching A
Standing D

---<Jumping In>---------------------------------------------------------

Normal Jump B
Short Jump D

---<Crossovers>---------------------------------------------------------

Hyper Jump D

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

       D E S C R I P T I O N

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

---<Gameplay Explanation>-----------------------------------------------

Yamazaki is a punisher character. If the opponent charges head on you
can punish by performing a Hebi Tsukai. If the opponent jumps you can
perform a Bai Gaeshi. If your opponent blocks high you can perform a leg
sweep. If the opponent blocks low you can perform a Yakiire. If the
opponent plays defensive and turtles you can perform a Bakudan Pachiki.
He has moves to handle just about every situation.

With Yamazaki one can play offense, defense, zone, rush or grapple.
However despite his ability to play in these various styles he
specializes in none.

He can rush you down but not as well as Kyo. He can zone and keep you
away, however he is inferior to zoning compared to Billy. He can get
close and grapple, but he is not a grappler.

Yamazaki's playing style comes from your knowledge into how your
opponent will play and your own unpredictability.

---<Strengths>----------------------------------------------------------

*Excellant at mind games.
*Has moves to deal with all situations.
*Very good at punishing opponents mistakes.

---<Weaknesses>---------------------------------------------------------

*Slow and has difficulty defending against fast or small opponents.
*Has trouble playing against characters with longer range then he does.
*Has to rely on players own knowledge in how other characters player.

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

       G E N E R A L  M A T C H  S C E N A R I O

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

---<Example>------------------------------------------------------------

[1] Offense.

The match begins, the two most obvious things the opponent will do is
jump in or roll. You hyper jump forward with a C. You either end up
beating the opponent air to air due to Yamazaki's priority or the
opponent ends up behind you after rolling. Chances are if the opponent
rolls you will be in throwing range when you land and you can throw your
opponent.

If you achieve superiority in the air the opponent should be knocked out
of the air and end up landing on the ground. From here you can perform a
2D or 632146 + A and knock the opponent to the ground.

As the opponent is getting perform 2B, 2A, Short Jump D, 2C, 214 + C.
The crouching pokes keep the opponent grounded, giving time for Yamazaki
to quickly jump in and do a combo. The opponent now wants to attack.

[2] Defense.

You can either repeat what was done earlier or play defensive.

Hold down with the joystick so that Yamazaki is crouching leaving a nice
opening. Keep your finger ready over the C button. The opponent jumps at
you and you counter with your 236236 + C DM or you can rely on your 2C
anti air normal move. If you use the 2c the opponent will be hit and
will end up being knocked from the air. As the opponent lands you can do
a 2D, 632146 + A again or more importantly a 6321463214 + A.

Alternatively if your opponent attempts to roll within range for a throw
wait for the rolling sprite to finish and perform a 2C, 214 + C combo.
If your timing is bad then stick with throwing.

[3] Getting some breathing air.

You will find yourself in a lot of situations where the opponent will be
all over you, preventing you from mounting a proper offense or defense.

Jump back while performing C in the air. The aerial C is protection just
in case your opponent decides to hyper jump immediately to catch you.
Once you have enough room your opponent will chase after you once more.
Stop the opponent in their tracks with a 214 + B or standing D when
once the opponent comes in range. Standing D can be considered safer
due to it's recovery. However 214 + B can be held and properly timed
to attack.

[4] Opponent is on the ground.

This is the part where you can really put pressure on your opponent.

When your opponent is getting up perform a 2D. The opponent will be
knocked down once more and will learn to block low next time. However
instead of hitting a 2D you end up performing a 6 + A, hitting high.
You can either hit high first or low first, as long as you keep your
opponent confused. Altenatively you can use the 623 + B to hit high
however I wouldn't recommend it due to it's recovery when blocked.

---<Additional Notes>---------------------------------------------------

[1] Absolute no no's.

*Never hold your Hebi Tsukai at close range or against projectile
characters.

*Don't stand in one spot performing Hebi Tsukai's. Some players seem to
have this misguided idea that Yamazaki is a wall who uses the three
directions of Hebi Tsukai to counter each attack of up, front and down.

*Do not abuse his Sadamazo. Only use it when you are certain it will
work.

*Do not use Sabaki no Aikuchi by itself, always in a combo. And make
sure your certain it's going to hit.

*Never do a standing D on small characters. It won't hit.

*Never stay too close to your opponent. Yamazaki's pokes are strong and
have range however they falter in recovery. If you miss your attacks at
close range you will leave openings. Make sure you stay at mid range.

[2] What is to be expected.

*Your opponent will always attempt to roll in front of you to avoid any
Hebi Tsukai's.

*Always expect your opponent to jump all over you and rush you down.

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

       G E N E R A L  T A C T I C S

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

All the playing tactics listed below are general tactics which are
applied to all characters in The King of Fighters 2003. "Character
Specific" tactics are moves which are applied to the character's
specific play. However other characters can adopt a simular concept with
a different configuration. They should be used as individual references
rather then material to cram for knowledge. Play the game and if you
don't know how to counter a certain tactic used by your opponent, view
it here, try out the advice offered.

---<Practical Normal Combos>--------------------------------------------

[A] 2C, 214 + C

---<Punishing Damage Combo>---------------------------------------------

C, 6 + A, 623 + D, 623 + C

---<Ways To Combo>------------------------------------------------------

[Jump Anticipate]

Hyperjump C (You anticipate opponent jumping or opponent jumps. You
immediately jump up and attack opponent air to air. You end up knocking
opponent away and both land in front of each other.), [A]

[Not Close To Combo]

2B, 2A (You try to combo but you are not close enough. You try to get
close. You poke opponent so opponent stays in one spot blocking.), Jump
In/Dash, [A]

[As Opponent Is Getting Up]

Hyperjump D (Opponent is knocked down and is getting up. You anticipate
opponent doing an anti air move while getting up. You jump over the
move and are behind opponent.) [A]

---<Offensive Tactics>--------------------------------------------------

[Bread And Butter Attack String]

2B, 2A, 2D/D (The delay between light and strong attack causes the
opponent to think there is an opening. You trip or hit the opponent. The
standing D is great on large characters however it will not work on
smaller ones.)

[Turtle Attack Punisher]

2B, 2A, 66/AB, 632146 + A (Since Yamazaki just so happens to have a
grapple move he can make additional damage from the situation.)

---<Defensive Tactics>--------------------------------------------------

[Turtling Trap]

2B, 2A (You poke your opponent until there is some distance between the
both of you. Your opponent jumps at you.),
2C (When opponent jumps you use your anti air.)

[Draw In Trap]

Back Jump C, (You do an air to air normal move in case the opponent
jumps after you.), 214 + B (As you land opponent the opponent will
rush in after you with either a dash or a jump in. You perform a special
move to keep range.)

---<DESPERATION MOVES/LEADER DESPERATION MOVES WITHOUT COMBO>-----------

[Turtling Trap]

2B, 2A (Leave an opening and wait for opponent to roll.) 6321463214 + A

[Draw In Trap]

Back Jump C, (You jump back and force the opponent to chase after you.
You do an air to air normal move in case the opponent jumps after
you prematurely.), 236 + C (As the opponent jumps you use an anti air
and launch the opponent.), 236236 + A (Opponent is juggled and you can
do an anti air DM.)

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

       V E R S U S  C H A R A C T E R S

------------------------------------------------------------------------
(Currently Unavailble)
------------------------------------------------------------------------

       T A G  T A C T I C S

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

---<Tagging Partner In>-------------------------------------------------

C, 623 + D (Stuns opponent.), 236 + CD (Tag in partner. To take
advantage of opening.)

236 + C (Your opponent is stuck in the corner and attempts to jump
out. This can only be done in corner.), 236 + C (You use an anti air to
launch.), A (Opponent is launched, you continue by juggling with a
standing light attack. Opponent is juggled once more.), 236 + CD (You
tag in your partner and as well as juggle again.)

---<Being Tagged In>----------------------------------------------------

236 + CD (Your partner in game launches the opponent and tags Yamazaki
in.), 236 + C (Opponent falls and you launch again.), 236236 + A (You
finish off with an anti air DM.)

236 + CD (Your partner in game attacks the opponent and tags Yamazaki
in, however opponent is blocking.), 6321463214 + A (You use an
unblockable DM.)

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-------R E S O U R C E S------------------------------------------------
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

---<Links>--------------------------------------------------------------

http://www.interq.or.jp/aquamarine/scarlet/kof2003/yamazaki.html
http://www.forumplanet.com/PlanetDreamcast/orochinagi/forum.asp?fid=6980