View Full Version : What's your best Yama Combos / setups???
Just wondering what setups people are using with Yama out there..when posting be groove and even if so ratio specific...This fool has so many good moves..combos..supers..and basic traps it's crazy....So post your strats so we all can be better yama players....
-B.:cool:
Alphastorm
02-12-2003, 07:08 PM
I'll start with his basic bread and butter combos:
Any Groove:
l.jabx2, dust kick, serpent slash.
s.fierce, dust kick, serpent slash.
Also one of my favorites is after yama counters someone in the corner(yama facing corner), he can combo right into the super guillotine.
C groove:
Will he do more dmg if you cancel his lvl 2 guillotine super into dust kick, serpent slash? Can someone test this out?
Burghy
02-13-2003, 12:12 AM
Do cr. lp cr. lk sand kick slash instead.
If the cr. lk hits, the sand kick is guaranteed, unlike cr. lp where sometimes you will whiff.
Moe Powell
02-22-2003, 11:36 AM
Standing roundhouse.
Laostyle559
02-23-2003, 02:31 AM
my favorite is running low jump short kick, Drill:cool: i play K Yama
My fav is kick dust build meter...roll do any random move...jump back land...kick dust..HK..random serpent slash...kick dust...anything.....just make it RANDOM...lol:lol: :lol:
-B.:cool:
Laostyle559
03-02-2003, 04:04 PM
I also like c. jab x2, run, stop, Drill:lol:
Laostyle559
03-02-2003, 04:12 PM
Originally posted by Alphastorm
C groove:
Will he do more dmg if you cancel his lvl 2 guillotine super into dust kick, serpent slash? Can someone test this out?
I haven't actually tested this out... but if u were to time it rite before he throws them up in the air... u could do dust kick serpent slash, but that's too risky and u may risk whiffing the dust kick... i think it better to just throw out a SP serpent slash after he throws them up... plus u still have lvl1 for... j. sk, Drill:cool: :lol:
bokchoy
03-03-2003, 02:15 AM
I started C-Yamazaki recently, and I've been trying this ghetto ass trick. It's pretty simple but it works like a charm. (I dunno if it's new to you guys or not)
-Knock the opponent down, and get within throwing distance.
-As he gets up, Roll Cancel a HP Serpent Slash, but keep holding onto HP.
-Tap LK to cancel the Serpent Slash and immediately do his Command Grab super (Preferably Lv2/Lv3).
-If the opponent attacks (he'll most likely poke at you, in an attempt to get you out of his face), his attack will whiff, he'll notice the roll-cancel and will instinctively block, eating the super.
-If the opponent chooses to block, he'll most likely react to the Serpent Slash cancel with a poke. By that time, the invincibility from the Drill kicks in, and he eats the super.
It's not foolproof, of course. The opponent can still wake-up with a throw, and there is still a split second where the opponent can hit you (6 frames). In any case, it works and it's hella slick.
EDIT>> I went 2 for 2 with that tactic today. People usually don't cancel the Serpent Slash so it totally confuses the opponent as to what the hell you're doing. Their mind freezes and BAM. Super.
Hollywood!
03-03-2003, 11:08 AM
Originally posted by Alphastorm
C groove:
Will he do more dmg if you cancel his lvl 2 guillotine super into dust kick, serpent slash? Can someone test this out?
Well, first off...I can't seen to cancel the Guillotine super (AA) until it throws you up in the air after the last hit and even if you could cancel it into the Sand Scattering (while they were being dragged along the ground) I don't think that they would stay grounded for the Serpent Slash to connect. Well, that is unless you can pull a Sai-Rec extended juggle in that situation. Hmmm...I should check that out. Normally, I just cancel it into a (MP) Serpent Slash or if they are close to the corner at the end of the super (MP) Knife Slash which deals more damage.
Now if you were referring to the Drill super (Throw) then yes! That does deal more damage and I use that every time I pull off a level 2 Drill. Just wait until the 8th hit then start doing the motion; the 9th hit will come out when you finally cancel it to the (HK) Sand Scattering xx (HP) Serpent Slash. 11 hits, better damage, good stuff.
But you gotta do it Dr. B style! It fucks people up when they see Yama doing all that craziness! :lol: Yo, B! I'll see you at Showdown3!
-Hollywood!-
One thing I notice when I see other Yama players is that they keep him real "Dry"...What I mean is that he isnt going crazy but playing real predictable and u know what he's going to do.....Keeping it random by kicking dirt..and always ready for jab combos,command grabs,RS,and annoying them with Anti-Air is the best way to go....I dont use his jumping HP that much but time to time I do...anyone use it alot and have any suggestions on good times to use it and the jumping HK??? Please post it up..caUSE you could be helping someone else out too....
-B.:cool:
P.S-Wassup Hollywood!......NWO brother...oooooooohhhhh Yeeeeahhhhh!!!!!!!!!!!! :lol: :lol:
Dasrik
03-03-2003, 04:31 PM
I hate being random. Being predictable doesn't matter as long as they can't do anything about what you're doing. ;)
I still play Yamazaki in N-Groove. I think of switching to C or K, and I try at times, but they need a lot of adjusting on my part. I need roll, run and low jump to play Yama! :lol:
I don't do a lot of serpent slashes right now, but I am thinking of changing that as it's a good move to set the opponent up to do some dumb shit to get around it. In any case, it's great vs. P/K/S anyway.
Probably the moves I use the most are stand roundhouse, crouch fierce, low jab, stand strong, and lowjump short/forward. I've taken to liking his jumping roundhouse as it has a kooky hitbox. (Low)jump fierce is good anti-air vs. not-C-groove.
Headbutt is GREAT! Stick it in at a point where the opponent expects to have to block something. It does too much damage and leaves the opponent in a great position.
Yama's best with super. I try to not break stock too much, as his level 1 grab super is good and it's easy to break stock and immediately guillotine on reaction to a jump.
More later, must get food...
ChRiS g
03-04-2003, 06:40 PM
i play c-groove yama
if you land a lv.2 drill super. count the hits and wait tell it hits 9 then sand kick, serpent slash.(on 10 it hit up and it wount combo).
if you land it by the corner then let it go till it pops em up and then when he comes down do m.p knife. it does more damage.
::amywhere set up::jump in h.k, c.lpx2, and do drill super(wait a split sec for the block stun to end). it works good when your in rush down mode:D
::in the corner set up::jump in h.k, then imediately jumping toward the oppenent h.k goin up into the corner then, land drill super. its very efective aginst those greedy players, who wait for you to land and try to combo.
just some that are very usefull.:D
p.s_cheek my post in the string block thread, on why not to do the serpent slash....:bluu:
Laostyle559
03-05-2003, 12:03 AM
i use RK in these situations...
close range... low jump RK is a good quick overhead...
also close range... jump and immediately RK (going up) is a good surprise attack... but i wouldn't use it unless u are going to kill them with it, because they have all day to counter attack...
ChRiS g
03-05-2003, 10:55 AM
hey....i said that
Laostyle559
03-05-2003, 11:48 PM
Originally posted by ChRiS g
hey....i said that
o my bad... well i guess i added the part about ur opponent having all day to hit u back...
ChRiS g
03-09-2003, 07:11 PM
ok...you know how usally...you do...::blocking::jabx3, s.hp, hp serpent slash
well try this set up...::blocked::jabx3, s.hp, lk sand kick::it misses:: then role, then grsb super.lol
but you got to do it in one smooth motion...it very good during rush:evil:
Sounds Familiar..!!!!! lol:lol: :lol: :lol: :lol:
-B.:cool:
ChRiS g
03-10-2003, 11:24 AM
DR.B: why do you do something like that...i learned that by myself...:lol:
RagingStormX
03-10-2003, 11:50 AM
I thought Eddie showed you that gay ass super set-up, it works though, even though you haven't got that set-up on me:cool: . I've seen Eddie rush with Yama, then do a early j.rh, then super hen he lands.:lame:
ChRiS g
03-10-2003, 06:19 PM
some what...i kind of thuoght of that but, never did it..
dont lie...i gotthat set up on you at the last tourney at hustin::casual::lol...
eddieW
03-10-2003, 09:15 PM
Originally posted by ChRiS g
DR.B: why do you do something like that...i learned that by myself...:lol:
WTF!!!!! :confused:
Storming Flower
03-10-2003, 11:09 PM
first quick question, low jab2x dust, slash works right? but not low short2x dush slash, cuz low short doesn't chain right?
i'm somewhat new to yama, but im making him a permanent part of my team. one of the things im really lacking is making use of the command grab super. the only thing im getting from this thread is low jump short super, or roll super. at what range would the throw connect?
i play C or N groove yama. probably more C though because i like the meter.Does running and short jump add a lot to his game?
my yama is kinda predictable, standing jabs and kick dust when im not doing anything. standing strong for anti air, for some reason crouching fierce never works for me.
of course the standing rh, standing forward. and stand fierce are my pokes, as well as his wicked sweep. i think yama is pretty good when opponent is waking up, a simple sweep/axe kick is annoying. i like to guard damage with standing fierce into fierce knife or fierce slash then start roundhousing, slashing, or rolling, so alot of times i'll start low shorts but instead of dusting into slash i'll just stand fierce into special. well thats all i know how to do with yama, very predictable.
ChRiS g
03-11-2003, 10:47 AM
Originally posted by eddieW
WTF!!!!! :confused:
OPPPS...did i say that...:lol: :confused: :lol:
Ja-Ei-Ken
03-14-2003, 04:28 PM
I have to ask this because I'm never going to work it out myself. How do these B&B combo? When I've tried to do them there always seems to much lag after the dust kick to get a combo. Whats the trick?
l.jabx2, dust kick, serpent slash.
s.fierce, dust kick, serpent slash.
Laostyle559
03-16-2003, 01:01 AM
Originally posted by Ja-Ei-Ken
I have to ask this because I'm never going to work it out myself. How do these B&B combo? When I've tried to do them there always seems to much lag after the dust kick to get a combo. Whats the trick?
l.jabx2, dust kick, serpent slash.
s.fierce, dust kick, serpent slash.
You are probably just waiting too long to do the serpent slash... cnacel out of the dust kick rite after you input it's command...
j. short, (any kind of grab) is good:D
Ja-Ei-Ken
03-17-2003, 11:37 AM
I am so retarded, I still can't get this to combo. Is it lk dust kick or rk dustkick or does it not matter? Am I aiming to finish the input for hp serpent slash as soon as the dust kick animation finishes?
On a side note, doesn't the knife (dp+hp) also combo if you want variation?
A good mix-up is using sweep with HK just to fool them instead of kikc dust combos,RS,or hp into slash....It works nice...
-B.:cool:
SaiYuk
03-24-2003, 05:24 AM
i don't think the knife combos from dust kick, but it sure combos from standing fierce (both close and far too, not too far tho i think). and it does more damage than cr.LP, cr.LK, dust kick, HP slash also. not sure if it does more than st.HP, dust kick, HP slash though. i would think it does because otherwise there really aren't much use for the knife move?
as for jumping HP and jumping HK.. i don't find the jump HP too useful, i mean it's real good as an air to air but how often do you have to air to air with yama? not often for me... but then i don't use yama often either so i wouldn't know i guess..
jumping HK is actually useful.. the angle really sucks but it has mad priority actually.. other ppl have mentioned all the goodness of it.. and i generally use jump HK when i do a close jump in, it's way better than MK or LK if you angle it right. and since yama jumps so low (even for regular jumps, not low jumps), if you do a close jump in HK when opponent is down (since yama doesn't have a crossup anyway), it's pretty hard to counter (have to time it good even for shoryukens), so they either eat it or block it.. and either way gives you some options.
Dasrik
03-24-2003, 03:29 PM
Jumping HP is a great move for Yamazaki vs. not-C groove. It's a good anti-air to use if you think the opponent is anticipating some form of ground anti-air (think P Groove), especially if you do it in a lowjump. And you can even use it on C-Groove to a certain extent. After they airblock it, you can run up and go for a throw mixup.
AMEnoMURAKUMO
03-27-2003, 01:05 PM
Just recently Yama became my favorite character next to Athena...some things i love about Yama C-Groove...
- j.MK
- j.HK -> lv.2 guillotine xx lv.1 guillotine (OUCH!)
- quick slash to start a round
YamaFan
03-30-2003, 04:58 PM
I am having trouble with the Drill during combos is there a simpler way to do this move?
Laostyle559
03-31-2003, 01:05 AM
well first of all, the Drill cannot be "comboed"... u can tick into it... my favorite is j. short, Drill... if u are talking about the guillotine, the best way to combo into that is c. FK IMO. it would be the same as combing into a shinkuu hadouken from c. FK with Ryu.
Mel37
03-31-2003, 10:53 AM
I agree w/ the stuff about J. HP's air priority. J. MK is good air-to-air, and I use it as a jump in from long rang (occasionally w/ a shadow jump) to combo to Sand Scatter/Serpent Slash combos. Up close you can use J. HP as a jump-in, but J. HK is usually better. I use Yamazaki in N-Groove for the added mobility, and break stocks to psych out opponents. When I have a super ready w/ broken stocks, inexperienced to intermediately skilled players freeze up, and it sometimes gets better opponents off of their game as well. They're usually afraid to jump fof fear of Guillotine, and up close there's the grab Super (the one w/ the Drill at the end). At this point I just combo w/ the broken stock if they don't run away, or S. HK them out of the pokes they do to avoid Drill. I'm not the greatest w/ Yamazaki, but that's a little bit of the strategy that I use.
king scrub
04-02-2003, 01:33 PM
Iam new to yama also, but he is to fun and really good. I like the over head kick (not sure of the name) i cancel it from the headbutt. I the corner you can counter if you are facing corner hit them, the will land on there feet good setups. Killing with the knife from block damg is to funny to. O yeah i play P by the way. Sitting on super messes with ppl the become afraid to move.
DERFFRED
Laostyle559
04-06-2003, 11:39 PM
I think P Yama is more effective than K Yama if you have mad parry skillz. unfortunately i do not have mad parry skillz, so i play K Groove Yama. the extra damage is really helpful when u are in rage... Yama can dish out some major damage in rage with... c. FK, RK dust kick, FP serpent slash or s. FP, FP Shank Move:D .. and j. SK, Drill is too good... and s. SK, Guillotine if ur opponents think they're smart:D
Jeff1
04-13-2003, 02:32 PM
im good at counter strike.
DeAdSpAcE
04-18-2003, 05:57 AM
Anybody here got any interesting Yama custom combos? I saw some vids from Tougeki that happened to be qualifying matches for SBO and bas took on someone who used A groove hibiki, bison, and yamazaki. His ground custom for yamazaki was pretty damn amusing, a couple hits and knives in between but he always fucked it up in the middle so I never got the chance to see what he would end it with. Any ideas?
Laostyle559
04-18-2003, 05:07 PM
corner... activate, s. FP x 3, c. RK, s. RK x 3, c. FP, c. JP (whiff), j. FP x3, j. FP x 3, guillotine
midscreen... activate, c. RK, c. FP, roll, c. FP, roll, c. FP, roll, c. FP, c. JP (whiff), [j. FP x 3]xN, guillotine
and we all kno him throw custom against rolento/dan :D
RevolverHui
04-22-2003, 01:07 AM
Can someone offer some jump in combos for Yama? I found little options for him in this part, especially a jumpin from MK. Thanks.
Laostyle559
04-22-2003, 11:02 PM
Yama isn't really the best jumper... he's more of a ground guy, but he can combo into his BNB combos from a j. FK (forward kick not Fierce kick:confused: since there is no such thing as fierce kick), but the thing is you have to be pretty close to your opponent... ie. j. FK, c. FK, dust, slash or j. FK, s. FP, FP Knife... be careful tho cuz if you are too far away the dust and the knife may whiff
Alphastorm
04-23-2003, 05:45 AM
jumping forward, s.fierce, serpent slash.
gunjack_fever
04-23-2003, 05:58 PM
In the corner:
when opponent is knocked downed there are two options:
1) whiffed sand bust, knife attack, or overhead kick, then pause a little bit, grab super or command grab.
2) like some one said, command counter if it hits then gullotine super
Anywhere in the screen:
1) opponent jumping in-> c.HP, dash to grab super
2) blocking opponent,->lp, lk, command grab ( too good)
3) OP blcoking low->c.lp, lk, over head kick or hp to serpent slash (depending on how close, can u sand-dust to serpent slash)
that is all i can think of now, getting tired. i play p- groove.
is not much, but that is my strats.
Laostyle559
04-23-2003, 09:32 PM
Good stuff Gunjack, thanks for contributing, some pretty sneaky tricks there hehe
I like the c. FP anti air, dash, Drill. Very sneaky!
Shocky
04-24-2003, 11:30 AM
I had no idea c.Roundhouse could go into his guillotine. What is the most damage a Ratio 2 Yamazaki can deal with the Drill? I can only get 5600 damage.
Laostyle559
04-24-2003, 08:17 PM
Ummm... unless i'm sadly mistaken... u cannot combo c. RK, Guillotine... and to get max damage from the Drill, you need to mash until he takes his hand out of his pocket... i like the one where he stomps on them a bunch of times better tho:D I think it's mash until he's about to pull out his hand and then stop...
gunjack_fever
04-25-2003, 07:30 AM
Originally posted by Shocky
I had no idea c.Roundhouse could go into his guillotine. What is the most damage a Ratio 2 Yamazaki can deal with the Drill? I can only get 5600 damage.
c.roundhouse cannot connect to super.
Shocky
04-25-2003, 04:56 PM
Yeah, sadly I figured that out. I could of swore I saw it somewhere in an earlier post.
Laostyle559
04-27-2003, 12:27 AM
it's not c. RK it's c. FK... forward kick! not Fierce kick! there is no such thing as Fierce kick! thank you:D
RagingStormX
04-28-2003, 05:16 AM
s.fp into guillotine takes off more. Also if you land a counter in the corner you can guillotine them.
Laostyle559
04-28-2003, 10:42 PM
yes the s. FP will do more damage, but i think the extra damage isn't worth the unreliability... i think c. FK is more reliable
Xiggurat
04-29-2003, 06:42 PM
I use Yama in S-Groove of all things. I primarily use P-Groove, but realized that as Yamazaki, I do more attacking than defending.
A good dodge can put you in position for anything, Running helps Yama quite a bit more than dashing, and the fact that you can charge will make people antsy to attack you...leading to mistakes which Yamazaki can easily punish.
Laostyle559
04-29-2003, 11:31 PM
I think S- Yama can be very dangerous...
- dodge combo attack, dust, slash is too good
- dodge, drill is too good
- dodge knockdown attack is too good (lots of range)
- lvl1 drill is too good
- charging is good for Yama too, no need to "kick that dust":D
AMEnoMURAKUMO
04-30-2003, 02:03 PM
quick question...which is more practical to use as an overhead...
F+MP or DP+K?
Laostyle559
05-01-2003, 08:48 PM
f+SP is quicker than the axe kick, but i hardly ever use it... i think the axe kick is better just because it's a knockdown... i think i posted the strategyt for using it on an earlier page...
RevolverHui
05-04-2003, 09:24 PM
I'm new to Yama hope to know more abt the damage data of his normal and special moves, so can someone with a PS2 or DC contribute these stuff? Thanks.
From a faq, I know for a R2 Yama:
Guillotine: Lvl 1: 2800 (8 hits)
Lvl 2: 4000 (10 hits)
Lvl 3: 6000 (13 hits)
Drill: Lvl 1: 2700 (8 hits)
Lvl 2: 4200 (11 hits)
Lvl 3: 5100 (14 hits)
For anyone who uses S-Yama..go check out my Doc B. S groove thread in general Strategy....I think there are some tips there that u would like...Peachy stops by and drops knowledge too...Peace....
-B.:p
b00sdr1v0rz
05-18-2003, 08:10 AM
is yamazaki any good in a-groove?
Laostyle559
05-18-2003, 11:05 AM
A Groove definitely isn't his best groove, but he can be pretty good in A-groove. Qith fast lvl1 build up and roll super, he can be pretty scary. and his mid screen and corner customs can do some damage. I think i posted those combos somewhere on this thread already.
Laostyle559
05-25-2003, 12:56 PM
RC Dust kick is too good.
heavenly king
06-04-2003, 04:12 PM
Originally posted by Dr.B
For anyone who uses S-Yama..go check out my Doc B. S groove thread in general Strategy....I think there are some tips there that u would like...Peachy stops by and drops knowledge too...Peace....
-B.:p
yo dr. beast that's a nice team u have in you avater:evil: i guest i'll just have to take them away from u :lol: p.s. i'm a s groove demon to maybe at evo's me and u can get a match :cool:
I look forward to a match....look for me at EvL2k3..I wont be too hard to find...
-B.:cool:
Ookima
07-01-2003, 02:28 AM
After ditching him for a long ass time...decided to try using Yama again...i was just wondering...I thought I remembered his J. MK being able to crossover...was I just dreaming?
Gethy
07-01-2003, 11:46 AM
It's one of his better air to grounds, however, j.mk doesn't cross up.
Laostyle559
07-01-2003, 03:01 PM
I've seen his j. SK and j. RK cross up, but very rarely... Yama is best staying on the ground anyways...
Alphastorm
07-01-2003, 03:21 PM
Has anyone tried j.jab for crossup? Not sure if it can crossup. Can anyone confirm?
Laostyle559
07-01-2003, 11:28 PM
no it doesn't cross up, but it is surprisingly very good and stuffs out many normals/specials...
Sliver
07-04-2003, 03:04 AM
Originally posted by Gethy
It's one of his better air to grounds, however, j.mk doesn't cross up.
are u sure? I'm pretty sure i've done it before...
RagingStormX
07-04-2003, 04:57 AM
Jumping roundhouse actually crosses up quite a bit of characters, I could come with a list later. I know it crosses up all big characters and Kyo and Bison. Jumping Mk can cross-up big characters like Zangief. Crouching mk into mp command grab is real good, or do f+mp, then grab super. Aslo, Yama can do jab x2 into lvl 2 or three anti-air thingy.
bardinfalsegod
10-26-2003, 11:36 PM
here how i annoy my friends run at them rc to kick dust fslash run at them again then rc to mslash hold until they come any where near it hit k roll to taunt and counter. It seems to work every time if you mix it up right yamas good so for rc mind games! like having them on the ropes after a b@b then rolling at them to taunt and counter seeyig that move come out of a roll is as nerve racking as playing against nakoruru! thats right lordchisolm i said your cheap ass nakoruru!
Yama is back and in a major way!!! I have started playing him again in N/S/ and C and he's too good...dont know why i stopped guess i got bored...lol...anyways glad to see peeps are keeping him on the team...
-B.
:cool:
gunjack_fever
11-20-2003, 05:08 PM
Originally posted by Alphastorm
Has anyone tried j.jab for crossup? Not sure if it can crossup. Can anyone confirm?
i don;t think his jab crosses up, however crouching short then a small jump mk do cross up. i think it works on all characters. U have to be real close though
ShinRyuBen
12-19-2003, 10:27 AM
as for jumpin combos I do.. J.Forward, d.short, short dust, fierce serpent slash.. a good 4 hits and looks cool.. I usually cross up with a deep roundhouse... now what are his best combos into guillotine? I can land the other super pretty good with mixups/mindgames... but I only get the other if they're dumb enough to jump (or random blanka ball/ super blanka ball... such joy guillonineing a super ball....)
----->>BEn
Standing HK that shit!!!!!
Neo Odin
10-20-2004, 03:33 AM
Its gonna be a little hard to find S-groove Yama strats in that huge thread in general disscusion, but ill give it a try.
S-groove: Yuri/Eagle/Geese
Neo Odin
10-20-2004, 03:38 AM
PS: I think Yama does well against blank and sagat.
What do you think Doc?
nonsenx88
10-23-2004, 04:23 AM
Well i have one stupid little trick. It works for me...I like to knock an opponent down with like a sweep or something like that. I play yama in C groove so i need a sweep to get close enough to do this....if you play in a run groove then you just get a knockdown. But after the knock down get close to the opponent and do a standing fierce just alittle inside sweep range. The fierce punch is gonna be the far fierce and that move slides you forward a bit. After you do the fierce punch make sure you hold the button down and then do the command grab or the grab super. Basically what it does is it makes you look like your outta range then you do the fierce and it looks like an attack....natural instinct is to block and the frames for the fierce finish right when the super starts....Kinda strict timing though but if you can get it down its pretty nasty.
Yama is real good against these following characters...Sagat..Blanka...Cammy..Bison...pretty much any bulky characters that can be zoned with his MP and HP slash...Just remember kick the dirt with Lk and HK mainly to build meter and to bait them into your slashes..if u are C/N and sometimes A use roll super!!! lol...Just mix it up with yama and keep them guessing...When Blanka misses a ball attack use standing HK to punish...Yama's standing HK is crazy like cammy's so use that shit!
Hope that helps Neo Odin!!!!
-B.
Spoony
10-30-2004, 02:01 AM
Extreme WTF that the CPU did to me:
Anti-air j.LK, juggle with lvl3 Guillotine (QCFx2+P)
See, most of the time if you had a lvl3 you'd just pop that out, but this was K-Yama and only got the full meter when he traded with me in the air. Unfortunately I haven't got CvS2 on console, so I can't do much to test this out, but I know what I saw!
Shin Ace
10-30-2004, 10:32 AM
Yeah, I've seen in a combo video a nice one where yama is standing and holds his jab slash. Geese does jump-in with air reppuken. The 2 hits trade, then yama does reversal lvl 2(C) guillotine, and it grabs geese.
It might need a reversal for the super, but I believe you.
Yama's best combo is his basic crouching short, dust, slash. But against a blanka, sagat, cammy, or guile(anyone with a fast long range super) with a level 3, it's too risky. Then do close s.hp xx hp kinfe.
Other than that, I pressure with c.lp, c.lk xx dust and LOTS of s.hk.
Spoony
10-30-2004, 03:56 PM
Is there a minimum level needed for the QCF+Px2 super to juggle? e.g. for Raiden to juggle with Fire Breath super, it needs to be lvl3...
RagingStormX
01-31-2005, 11:50 AM
That super can't juggle.
Neo Odin
02-20-2005, 01:51 PM
Yama is real good against these following characters...Sagat..Blanka...Cammy..Bison...pretty much any bulky characters that can be zoned with his MP and HP slash...Just remember kick the dirt with Lk and HK mainly to build meter and to bait them into your slashes..if u are C/N and sometimes A use roll super!!! lol...Just mix it up with yama and keep them guessing...When Blanka misses a ball attack use standing HK to punish...Yama's standing HK is crazy like cammy's so use that shit!
Hope that helps Neo Odin!!!!
-B.
Well my team is yuri/ryu/yama(R2)in S. So doing the sand kicks trick to gain meter isnt gonna work for me. If yama is good agaisnt cammy then im happy, so basically I have yama in there to say fuck sagat. Anyway is there any specific S groove strats for Yama, besides dodge knock down Fk charge up. Do I turtle? Sorry fella's this is probally the wrong thread for this, so I apologize in advance.
Shin Ace
02-21-2005, 09:19 AM
That super can't juggle.
Watch the reversal combo exhibition video from (sonic-hurricane?). At 53 seconds, it's the Yama vs Geese combo I was talking about.
I've still to test out whether he can juggle a super off a j.lk though.
edit: I remembered that if you get a counter drill(hcf+k) near the corner, you can juggle from that too.
ph!Lop!a
03-26-2005, 01:19 PM
i havent read the full thread, but here is a small question:
does yama's DP kick OTG after a lvl 2 drill? ive been messing around with it and it looks like its hitting the opponent on the ground or it just connecting really really low?. i use the lk DP, btw.
dash > grab super is bomb.
Shin Ace
03-26-2005, 04:09 PM
Yeah, it works, just strict timing. Watch the number of hits carefully when you do it, that'll tell you whether or not it's connecting.
RagingStormX
03-27-2005, 05:33 PM
i havent read the full thread, but here is a small question:
does yama's DP kick OTG after a lvl 2 drill? ive been messing around with it and it looks like its hitting the opponent on the ground or it just connecting really really low?. i use the lk DP, btw.
dash > grab super is bomb.
His best C-groove cancel from his grab is mash to where he slams you into the ground multiple times, before the pink punch juggle with hk dust xx mp slash. But you do get style points for the overhead cancel.
"Yamazaki vs Geese combo
Probably the most straightforward combo in the entire video, the only advanced thing here is that Yamazaki is backed into a corner and trades hits with a projectile attack, so neither characters gets pushed back from Geese's half of the setup. Yamazaki has just enough time to follow up the trade with a Reversal lvl2 Guillotine (QCF, QCF + P), which connects because the diving hit of that super has some juggle potential. Of course, this requires Yamazaki to cancel the lvl2 Guillotine into a lvl1 Guillotine midscreen, but that's simply a matter of precise timing. " -from sonichurricane.com
Ah, the diving down part has juggle potential, but not the initial hit.
ph!Lop!a
03-28-2005, 12:35 AM
thanks ragingstorm. i made a mistake, i was refering to his guillotine super (qcf x 2 + P)
i didnt know about that, but i have some dash > grab super set ups so ill try that out.
heres something i found. it might be a small yama bug...not really helpful or anything, but interesting.
if you hit an opponent with the guillotine super as soon as they stand up, it doesnt drag. it just knocks them back. so a C groove set up would be: FK throw, pause, lvl 2 super (opponent gets up into it) XX lp knife. instead of a drag you get a knock back.
Southtown'King
10-03-2005, 11:20 AM
im looking 4 yama a groove i have an?idea but not sure? help!
Markudea
01-07-2006, 03:05 AM
Try activating your CC and doing the following: s. HP(x3)xxLP knife slash in a pattern until you reach close to the end of the CC then do a lvl. 1 Yondan Drill to finish it off.
Here's an anti-air CC I've also seen: When the opponent jumps at you from the corner use the LP Serpent Slash. While they're falling back a little activate the CC and do few s. HK to keep them in the air then proceed with constant MP Serpent Slashes then finish it off with a lvl. 1 Guillotine. In order to pull this one off just make sure you're no further than mid-screen.
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