KOF 2002 UM - 台灣-阿澤.Aze (Yamazaki Best Rounds)
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 Published On Nov 17, 2018

- Yamazaki generally has two modes of play: Using his far reaching normal and specials to keep opponents out with his strong neutral game, and using his strong high/low/command throw mix-ups to relentlessly open up an opponent's defense. To be played optimally, he requires a good sense of zoning and spacing as well as having keen reaction times to punish certain approaches and attacks that one sets up with Yamazaki. Many players seem to exhibit a general game around Yamazaki's far Standing A as it's hard to get around as its reach is pretty long. Characters with short sweeps have a hard time getting around this move because once it whiffs and the opponent commits to a jump/hop or pushing a button outside of Yamazaki's close range, the opponent is susceptible to being hit by Hebi Tsukai (Joudan & Chuudan) (qcb + A/B respectively), a very far reaching sweep, Crouching C which is made safe by whiff canceling into a Hebi Tsukai move then feint canceled, another Standing A, an anti-air super called Guillotine (qcf qcf + P), or far reaching air-to-air attacks such as Jumping B, Jumping C, and Jumping CD. If an opponent recklessly tries to roll into Yamazaki's inner-space, the opponent will become susceptible to not only throws, command throws, and command throw supers that can't be Recovery Rolled but by full blown combos as well.


- Normal Moves

Close
cl.A is a cancel-able short gut punch
cl.B is a cancel-able shin kick that hits low
cl.C is a cancel-able hook punch that is good to use in combos
cl.D is a cancel-able high round kick that is good to use in combos and can hit opponents trying to jump out of the corner
Standing

Far A is a standing jab that can be used to stop incoming hops
Far B is a thrust kick that can used a close range poke
Far C is a wide hook punch that moves Yamazaki forward
Far D is a very good long ranged horizontal kick that be used as a poke in mid-range
Crouching

Crouch A is a cancel-able crouching jab that can be used a mid to close range poke
Crouch B is a cancel-able crouching low kick that has a good horizontal range
Crouch C is a cancel-able backhand punch
Crouch D is a long ranged sweep that is not cancel-able
Jumping

Jump A is a downward angle punch that can be used as an instant overhead
Jump B is a good ranged kick that can be used for air-to-ground approaches or jump aways
Jump C is a jumping uppercut that can be used from ground-to-air, it might whiff on some crouching opponents
Jump D is a strange looking downward angle good that can be used as an instant overhead
Neutral jump B has a steep angle than his jumping B which can be used as an instant overhead
Neutral jump C is similar to jump A but has more range
Neutral jump D has a long horizontal range that can be used as an air-to-air
Blowback

Standing CD is a long ranged headbutt that is cancel-able
Jump CD is a swinging double hammer attack that is good to use for air-to-air

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- KOF 2002UM - 台灣-阿澤.Aze (Yamazaki Best Rounds)
KOF 2002 Unlimited Match
Combos Yamazaki kof 2002 UM


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■ The king of fighters 2002 UM is the 2nd title in the UM Series and a fully upgraded ver. of KOF 2002, a masterpiece of the KOF Series deserving its place of honor alongside KOF ’98. Based on THE NESTS CHRONICLES, 2002 UM includes the most characters of any title in the KOF Series, and fighting game history as well

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