++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -------F A Q------------------------------------------------------------ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ------------------ | GAME | The King of Fighters 2003 ------------------ | SYSTEM | Arcade ------------------ | AUTHOR | Jack Lance ------------------ | E-MAIL | semperfry@hotmail.com ------------------ | VERSION | 0.1 ------------------ | FAQ | Ryuji Yamazaki ------------------ ------------------------------------------------------------------------ © 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. ------------------------------------------------------------------------ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -------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------------------------------------- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ (Currently Unavailble) ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -------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 ------------------------------------------------------------------------ --------------------------------------------------- Aerial C Crouching C ------------------------------------------------------- Crouching A Standing D ------------------------------------------------------------ Normal Jump B Short Jump D ------------------------------------------------------------ Hyper Jump D ------------------------------------------------------------------------ D E S C R I P T I O N ------------------------------------------------------------------------ -------------------------------------------------- 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. ------------------------------------------------------------- *Excellant at mind games. *Has moves to deal with all situations. *Very good at punishing opponents mistakes. ------------------------------------------------------------ *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 ------------------------------------------------------------------------ --------------------------------------------------------------- [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. ------------------------------------------------------ [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. ----------------------------------------------- [A] 2C, 214 + C ------------------------------------------------ C, 6 + A, 623 + D, 623 + C --------------------------------------------------------- [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] ----------------------------------------------------- [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.) ----------------------------------------------------- [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.) -------------- [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 ------------------------------------------------------------------------ ---------------------------------------------------- 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.) ------------------------------------------------------- 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------------------------------------------------ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------- http://www.interq.or.jp/aquamarine/scarlet/kof2003/yamazaki.html http://www.forumplanet.com/PlanetDreamcast/orochinagi/forum.asp?fid=6980