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发表于 2009-11-19 16:41
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-Move Legend
--------------------------------------
(For a full explanation of the KOF '98 basic gameplay engine, please check
KaoMegura's KOF '98 FAQ, this FAQ assumes you know the basics of KOF '98
gameplay.)
I will make up my own move legend to explain what the inputs on the movelist
and combo sections mean. It will be as simple as possible so that you don't
have to stumble over archaic jargon to understand what a motion should be. If
you can read other KOF and SF FAQs with no problem you can skip this section
because I don't make up any terms here.
All things directions, and motions with the joystick will be done in undercase
letters, and all buttons will be in upper case letters. So f+A means press the
joystick forward, and press the A button at the same time. Button notation is
in neo geo format since this FAQ is for the arcade/neo geo version of the game
only, but you can translate A,B,C and D into Weak Punch, Weak Kick, Strong
Punch, and Strong Kick if trying to use this FAQ with console ports of KOF '98.
d: Down
u: Up
f: Forward towards the opponent
b: Back away from the opponent
/: Used for diagonal directions, for example diagonal down towards the opponent
would be d/f
+: Means two inputs are done at the same time, like
st: While you're standing
cr: While you're crouching
qcf: Short for Quarter Circle Forward, done by pressing down, down/Forward, f
hcf: Short for Half Circle forward, done by pressing b,b/d,d,d/f,f
hcb: hcf with directions reversed
dp: Dragon Punch motion, press f, d,d/f
rdp:Dragon punch motion with directions revered.
XX: A move cancelled into another move, the second move being done before the
first move is completed.
-Movelist
--------------------------------------
Movelist is divided into three sections: Normal moves, Special Moves, and
Super moves. For quick reference after each move in parenthesis will be a
rating out of five points in terms of usefullness. A (1/5) means that the move
is rarely, if ever usefull, there's absolutely no reason to use this move
because there's always a better option. A (5/5) rating means that the move is
exceptionally good, very safe to use and should be one of your main weapons
with Yamazaki.
-Normals:
Command attacks:
f+A(2/5)-The second hit is an overhead unless you cancel into it, decent
against crouching opponents but use sparingly.
hcb,f+P(4/5)-Yamazaki command throw. Does more damage than a normal throw and
out-prioritizes more attacks. Obviously you have to be in throw range to pull
it off or else Yamazaki will do a "whiff" animation and will take a few frames
to recover.
-
A-Button
Close standing A(1/5)- A very slow gut punch. Can combo into stuff but I don't
really see why you would use it often.
Far standing A(2.5/5)- A decent speed jab, not spectacular.
Crouching A(3/5)- A decent poke that can combo into certain moves, fairly good.
Jumping A(2.5/5)- Can out-prioritize a heavy jump attack if it has startup
time, but there are better options.
-
B-Button
Close standing B(3.5/5)-Pretty good move. A low shin kick, the animation is
subtle and can be missed in the heat of battle, comboable and good priority, a
good attack.
Far standing B(2=1.5/5)-Kind of slow, doesn't combo, no real use.
Crouching B(3/5)-Pretty fast for Yama being such a big guy, a good close range
poke.
Jumping B(2.5/5)-You have to press B late in the jump against grounded
opponents and you have to press it as late as possible if you want to combo
after it. Mediocre.
-
C-Button
Close standing C(4/5)-Great move! Can combo into everything, quick, good
damage.
Far standing C(1.5/5)-Uh, slow and doesn't combo into anything, I don't see the
point.
Crouching C(3.5/5)-Yama rises up and backhands the opponent. Can combo into
snakearm, the knife move (DP+P) and the QCF+P afterwards. Seems to snuff a
decent amount of attacks including jump-ins. It's a bit too slow to rate any
higher than 3.5.
Jumping C (3.0/5)-Yama jumps and does an uppercut with his hand. The hit box
for this move is weird, it's his whole arm including the armpit, not just the
fist. You can use it as a jump-in to combo after. It's a better air-to-air
attack than jumping D is, but against standing opponents you have to be closer
to land it.
-
D-Button
Close standing D(4.5/5)- Ryuji does a real leg roundhouse kick for two hits.
This move is cancellable, you can do any of his specials, or his throw DM
before the second hit of the roundhouse kick hits, and it will combo. Since
Yamazaki has very long legs, unlike other close attacks, you don't have to be
in throw-range to execute this move, you can actually be two steps distance
from the opponent, and Close standing D will still come out instead of far
standing D.
Far Standing D(4/5)- Yamzaki turns and back kicks the opponent. This is good
as a poke because of it's incredible reach, you can land a few of these in a
match because of the reach it has, and the damage will add up. A bit slow
startup and recovery though.
Crouching D(2.5/5)- Has very long range, but is extremely punishable unlike
some other characters with quick trips (Terry etc). Do as a change up to your
high low game, and when your opponent makes a big mistake that you can get a
free trip in. Very punishable!
Jumping D(1.5/5)- Yamazaki in case you haven't noticed, has really crappy
Jump-ins. This kick has a downward angle on it, and this move trades with most
attacks, uh, don't use it much.
-
CD attacks:
Standing- Yama rears back, then does a headbutt move. Will knock the opponent
down, but has a few frames of startup, not sure which moves this beats. If you
need a standing attack, use st. D instead for better priority, range, and
recovery time.
Jumping- He jumps in the air and locks both fists together and punches with
them, if you time it properly you can use it as an air-to-air, you have to make
sure his startup time is over by the time he meets the opponent in the air. |
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