 =====================================================================================
 CAPCOM VS SNK: MILLENIUM FIGHT 2000 -------------------------------------------------
 Yamazaki FAQ ------------------------------------------------------------------------
 =====================================================================================
 ______________________________________  ____   ____  ______
 \ \  / /   |  \     /  |   \_______  /  |   \  |  | /  /| |
  \ \/ / /| |   \   /   | |\ \     / /   | |\ \ |  |/  / | |
   \  / /_| | |\ \-/ /| | |_\ \   / /    | |_\ \|     |  | |
   / /  ||  | | \   / | |  ||  | / /_____|  ||  |  |\  \ | |
  /_/___||__|_|  \_/  |_|__||__|/________|__||__|__| \__\|_|

 Version: 0.6
 Last updated: 6/23/01
 By: SiLeNT J

 _____________________________________________________________________________________
 =====================================================================================

 This faq is copyright  2000-2001 SiLeNT J.
 By reading this FAQ, you agree to the following :

 _____________________________________________________________________________________
 =====================================================================================
 1) First of all, SNK has copyright to all of its characters,
  and Capcom has copyright to all of its characters, in no
  way have I tried to take credit for any of their creations,
  as my own.

 2) I, am not in any way responsible for ANY harm that anybody
  "thinks" came from this FAQ. Examples of this harm include
  physical ones (getting the crap kicked out of you because of
  something found in this FAQ), "emotional scarring", computer
  problems, etc.

 3) This faq is free, plain and simple.

 4) Give credit. I don't care if you use stuff from this FAQ,
  just please give me, or whoever I may have credited, full
  credit, for whatever you take. Yes I'm talking to you.

 5) Last of all, if you are not willing to agree with any or
  even a little bit of the above, click off this FAQ, and read
  another one.
 _____________________________________________________________________________________
 =====================================================================================
 __________________
 Version History   \_______________________________________________

 3/09/01 - 0.1 - The first appearance of Yamazaki's FAQ.
 Includes basic information on Yamazaki, taking the basic 
 format of, both my other FAQ, and Beta's MvC2 FAQs.

 3/16/01 - 0.2 - Fixed typos. Edited strats.

 4/21/01 - 0.3 - Corrected a few more typos. Added more
 to my strategies, and to the "MISCELLANEOUS" section. 

 4/30/01 - 0.4 - Corrected even MORE typos (I think that's
 all of 'em) .       

 5/25/01 - 0.5 - Changed Yamakazi, to Yamazaki. Added the
 few things that were missing.

 6/23/01 - 0.6 - Added Move Motions, Combos (a few anyways),
 and my new e-mail address.  

 __________________
 Credits           \_______________________________________________

 David da Rosa, aka Beta (beta@nettaxi.com) -
 This entire FAQ combines the format of both my past FAQ,
 and his MvC2 FAQs. I've also used, and edited, his, move 
 rating system, and introduction to fit this FAQ.
 
 CJayC of GameFAQs (www.gamefaqs.com) - 
 For providing a place to put this FAQ. The latest up-
 dates to this FAQ can be found there.

 ReCharred Sigh (peesigh@hotmail.com) -
 The guy who talks online to me about CvS/MvC2 more than 
 anyone else! He gave me the idea of Yamazaki being an
 "anti-scrub" character, and some information concerning 
 Yamazaki's strategies, and the EX version. I've also used 
 one of his throwing tactics in this FAQ.

 Ryouga (ryouga@videogamers.com} - 
 I refered to his FAQ, for Yamazaki's special intros.  



 =====================================================================================
 - TABlE OF CONTENTS -----------------------------------------------------------------
 =====================================================================================  

 Chapter 1  - Introduction
                   
 Chapter 2  - Abbreviations
  
 Chapter 3  - Basic Attacks
 
 Chapter 4  - Move Motions

 Chapter 5  - Special Moves (Normal)

 Chapter 6  - Special Moves (EX)
   
 Chapter 7  - Desperation Attacks
             
 Chapter 8  - Partnering up Yamazaki
 
 Chapter 9  - General Strategy    

 Chapter 10 - Combos
    
 Chapter 11  - Beating Yamazaki
    
 Chapter 12  - Miscellaneous
   
 Appendix A  - Game Basics 
 
 Appendix B  - Notations



 =====================================================================================
 [1] INTRODUCTION --------------------------------------------------------------------
 =====================================================================================

 This guide is intended to teach players how to use Yamazaki, at least
 effectively, in Capcom Vs SNK. It also includes some miscellaneous in-
 formation in it, such as costume colors, win quotes, etc. The basics
 of the game are located at the end of the FAQ (for beginners). If you
 need more background information of the characters, storylines, stats.,
 etc., there are more good quality general FAQs at GameFAQs.
 (http://www.gamefaqs.com).
 
 Yamazaki has a single purpose in this game: reversing and countering,
 or as some like to call it, "Dealing with Scrubs." He is probably the
 best "Anti-Scrub" character in this game, because of the fact that
 using him actually requires some skill. His offense kind of sucks, so
 you should primarily play defensively with him. He can counter
 ANYTHING that is thrown at him (fireballs, physical attacks, etc.),
 so here you have another reason for playing defense. His walking and
 dashing speeds are a bit slow, but his reversal attacks do good damage,
 so be sure to utilize them to your advantage.



 =====================================================================================
 [2] ABBREVIATIONS -------------------------------------------------------------------
 =====================================================================================
 
 Jab       - LP
 Short     - LK
 Fierce    - HP
 Rounhouse - HK

 LP - Light Punch
 LK - Light Kick
 HP - Heavy Punch
 HK - Heavy Kick

 QCF - Quarter Circle Forward
 QCB - Quarter Circle Back
 HCF - Half Circle Forward
 HCB - Half Circle Back
 FCF - Full (360) Circle Forward

 Charge - Hold a button down
 Hold - Hold this button down (obviously) 

 (Dreamcast Version)
 
 LP - X
 LK - A
 HP - Y
 HK - B



 =====================================================================================
 [3] BASIC ATTACKS -------------------------------------------------------------------
 =====================================================================================
 
 Yamazaki really isn't a combo freak, as he was really
 only meant to play defensively. However, some of his
 basic attacks do have some use. 

 _________________
 Standing Attacks \___________________________________________

 Jab - Your standard jab. From about one step
 away, Yamazaki hits the upper body area, by
 punching straight out. Up close, he aims at
 the hip area. An ok poking move, but not as
 good as the standing LK. Can be used to start
 combos.
 [**---]

 Short - A basic front kick. From about one
 step away, the aim is more at the stomach 
 area. Up close, the target is the opponent's
 shin area. This move has really good speed,
 and reach, for all it is. Use this to poke
 at your opponent with, or to start combos.
 [***--]

 Fierce - Yamazaki swings his front arm, per-
 forming a boxing style type body punch. Up
 close, it is an uppercut. The speed of this
 move is kind of slow, but the damage is OK.
 It seems to have good priority, so use it to
 trade hits with your opponent. You can chain
 a Serpent Slash afterwards.
 [**---]

 Roundhouse - As Yamazaki spins around by piv-
 oting his front foot, he swings his back foot
 around, and performs what looks like a com-
 bination between a spining heel kick, and a
 donkey kick. The speed is slightly quicker
 than the standing HP, but still just a tad 
 slow. Up close, it is a two-hit combo, in
 which the first hit, is a knee to the abdomen,
 and the second is a kick to the head. Like 
 the standing HP, it too has decent priority,
 and range, so it can be used either to end
 combos, to poke at your opponent, or to trade
 hits with them.
 [**---] 

 Forward + LP - An overhead hit. Has basically
 the same animation as the standing Fierce. This 
 move comes out too slow, and you will pay if 
 you throw it out at random. However, it can hit 
 opponents in a crouching block. Try rolling 
 before you use this move.
 [*----]
 
 __________________
 Crouching Attacks \__________________________________________
 
 Jab - The crouching version of the standing LP.
 Usually better if used in combos.
 [**---]

 Short - The crouching version of the standing 
 LK, except with  less reach. Usually better if
 used in combos.
 [**---]

 Fierce - Yamazaki stands and performs a backhand
 strike with his front hand. Not very much horiz-
 ontal range at all. The priority is better than
 the animation may suggest, but not THAT good.
 Perhaps your best chance against an ultra-close
 range jump-in.
 [***--]

 Roundhouse - The crouching version of the standing
 HK. This move is a sweep that knocks opponents off
 their feet.
 [***--]

 ________________
 Jumping Attacks \____________________________________________

 Jab - The jumping version of the standing LP, except
 aimed at a downward angle. A decent jump-in move,
 and combo starter.
 [**--]

 Short - When you jump straight up, it is exactly the
 same as the standing version, but aimed almost
 straight down. While jumping up, and holding either
 forward, or backward, Yamazaki simultaneously turns
 his back, and performs a front kick with what used
 to be his back leg (before he turned around). Think
 of it as the kicking version of the jumping LP.
 [**--]

 Fierce - A jumping uppercut with good vertical range,
 but almost no horizontal range. Not very good for
 really anything. It could be used as an anti-air on
 the way up, but it's not reccomended that you do that.
 Don't try fight air to air battles while playing as
 Yamazaki, 'cause you'll almost always lose. You've
 got a ton of defensive attacks, and reversals anyway,
 so there's really no reason to.
 [*----]
 
 Roundhouse - When you jump straight up, Yamazaki will
 perform a jumping side-kick, usually aimed at the head.
 While jumping up, and holding either forward, or back-
 ward, Yamazaki simultaneously turns  his back, and 
 performs a stomp, aimed at a diagonally down-forward
 angle, with what used to be his front leg (before he
 turned around). This is Yamazaki's best bet for jump-
 ing-in. It's quick, aims at the perfect angle, and
 has decent priority. The only weakness of  this move,
 is its lack of horizontal range.
 [**---]

 __________________
 Throws            \__________________________________________
 
 Punch Throw -   
 Motion: Forward, or Backward (Hold), + Punch
 (when close, and grounded)
 Yamazaki grabs the opponent by the head, using his
 front hand, and slams it into the ground. Looks kind
 of nice, and is unblockable, but since it is a throw,
 you must be very close to connect with it. Try get-
 ting under your opponent, and nailing them with it
 as they land.
 [**---] 

 Kick throw -
 Motion: Forward, or Backward (Hold), + Kick
 (when close, and grounded)
 Yamazaki grabs the opponent by the head, using his
 front hand, and hurls them accross the screen. Un-
 blockable, but because it is a throw, you must be
 very close to connect with it. Try nailing your
 opponent with it as they land.
 [**---] 
 


 =====================================================================================
 [4] MOVE MOTIONS --------------------------------------------------------------------
 ===================================================================================== 
 ------------------------------
 THE QUARTER CIRCLE MOTION
 ------------------------------
 This is a move that every shotokan player should know. This motion is easy
 to pop out whenever you need it. For Yamazaki this controls moves like the
 Serpent Slash, and the Double Return. For the D-Pad, to pull this off, you
 must first place your thumb over the Down button, the Down forward di-
 rection, and the Forward button. Now slide your thumb over those three 
 buttons in that order. If you're a newbie start slow, then gradually get 
 faster, but do not get sloppy. You may find it easier to use the analog 
 stick.

 Now for the arcade version. Grab the control stick however you feel most
 comfortable. The best way to do this is probably to keep your index, and
 middle, and ring fingers close together, and on the outside of the joy-
 stick. Now tilt your hand slightly at a diagonal angle, so that the bottom
 of the joystick is in between the ring, and the pinky finger. The thinnest
 part of the joystick should be almost in between your ring and pinky
 finger. You can sort of practice your hand position on the joystick pic-
 tured below. Note: Do not use this position if it is uncomfortable to
 you, or you cannot move accurately. That was just an example, you should
 choose a position that provides comfort, but at the same time allows you
 to accurately move around.
 
      ________
     /        \
    /          \  
   |            |
   |            |        
   |            | 
    \          /
     \        /
      \      /
       \    /
        \  /
        |  |     
        |  |
      __|__|__


 Now to pull of this motion, just slide the joystick in those three 
 diretions, down, down/forward, and Forward. When you press an attack
 button to pull off a special, make sure you press it at the exact same
 time that you push forward. Just remember two things: Don't get sloppy,
 and don't concentrate to hard. Start slow but not too slow, then
 gradually get faster, but not too fast. 


 ------------------------------
 THE HALF CIRCLE MOTION
 ------------------------------
 This type of motion is used mainly for Yamazaki/Geese type characters. 
 This motion is slightly harder to pull off. You definately do not want
 to get too sloppy with this motion. For the D-Pad, place your thumb 
 over the direction that the move command says to do first. For example,
 for Yamazaki's defensive counter the motion is; Half Circle Motion forward.
 So for this move you would place your thumb on the direcion that 
 Yamazaki's back is facing, then carfully slide your fingers accross the
 bottom half of the D-Pad making a half circle. It would be best to master
 this motion AFTER you have mastered quarter circle. Whether you're using
 the D-Pad, or the joystick, you should take your time while doing this 
 motion. If you're new to these types of moves, you definately need start
 slow, then get faster. Carfully do this, and always make sure you press
 every direction required, before finally pressing Forward of Backward, +
 the attack button.


 ------------------------------  
 THE ZIG ZAG MOTION
 ------------------------------
 This motion controls moves like Hydra's Judgement, and Sand Scattering.
 For the D-Pad, first place your thumb on the first button required
 (usually the forward button in this case). Now quickly (or even sort of
 slowly if you're a newbie) slide your thumb from front to down, then si-
 multaneously press down and forward + the attack button. For the Arcade, 
 grab the joystick however you feel most comfortable, then move the joy-
 stick forward, down, then down + forward + the attack button. Carefully
 do this, and you'll soon realize that this motion is not that hard to
 pull off at all.


 ------------------------------
 360's
 ------------------------------
 Perhaps the hardest to execute of all the motions in the game. Whether 
 you're on the Dreamcast, or the Arcade, you should do the following in
 order to find the most success:

 NOTE: DO NOT rest in between these 4 steps, not even for
 a split second!

 1)Quickly, almost simultaneously, slide your thumb, or
 the joystick; Up/Forward, Forward, Down/Forward this will cancel
 the command to jump.
 2) Keep sliding your thumb, or the joystick; Down, Down/Back, Back
 3) Now here comes the tricky part; slide your thumb, or the joystick,
 from the "Back" direction, to the Back/Up direction, to the Up 
 Direction, but try to do this quickly, and try to barely touch the
 Back/Up direction.
 4) At the same time you press up, simultaneously press the attack
 button.


 That is how you do Yamazaki's CvS Drill. But follow the same rules
 when performing any 360 motion. For better luck, try rolling first.


 ------------------------------
 DASHING
 ------------------------------
 Press: Forward, Forward, or Back, Back

 You shouldn't have any difficulty executing this on the dreamcast version, 
 so this is mainly for the arcade version. The hand position suggested in
 the "Quarter Circle", section is great for this. Use your thumb to backdash,
 your middle, ring, and index fingers to dash forward, and the space in be-
 tween your ring and pinky fingers for support.



 =====================================================================================
 [5] SPECIAL ATTACKS (NORMAL VERSION) ------------------------------------------------
 ===================================================================================== 

 The normal version of Yamazaki has moves that the
 EX version does not. A lot of their moves are shared,
 but some of them may have a different button command.
 
 ___________________
 Hydra's Judgement  \______________________________________________
 
 Motion: Forward, Down, Down/Forward + LP, or HP
 (when grounded)
 Yamazaki, pulls a knife, and slashes with it, once for the LP
 version, and twice for the HP version, as he charges forward.
 The start up of this move is slow, and it's not really combo-
 able. Use it only to capitalize on your opponent's recovery.
 [*----] 

 __________________
 Serpent Slash     \_______________________________________________

 Motion: QCB + LP, HP, or LK
 (when grounded)-{can be charged}
 Yamazaki, throws a punch with his free hand and yells, as a
 streak of energy, that looks sort of like lightning, shoots
 in a certain direction. Depending on what button you pressed,
 the attack, will aim at a certain angle. All three versions
 have seemingly poor priority, and will not beat out, but in-
 sted trade hits, with almost any attack in the game. It also 
 counts as a physical attack, and can be reversed by characters
 equipped with reversal attacks (such as Yamazaki, or Geese).

 -The LP version is a poorly prioritzed anti-air
  counter. It shoots up almost vertically, with
  almost no horizontal range. An OK anti-air, but
  there are better ways to take  care of jump-in
  attempts.
  [**---] 

 -The HP version is a poorly prioritized special
  move poke, that goes about 1/2 of the way accross
  the screen, and shoots out horizontally, in an
  almost straght line. Good for poking, or for
  tempting your opponent to attack you. Does good
  damage, if it connects. Best used at medium range.
  [*****]

 -The LK version seems to have better priority
  than the other two. This version shoots at a 
  perfect diagonally down angle. Use against char-
  acters that like to perform low attacks, just
  try to keep some space in between the two of you.
  [***--]  
 
 ___________________
 Taunt and Counter  \______________________________________________
 
 Motion: HCF + LK, or HK 
 (when grounded)
 Yamazaki leans forward, and sticks out his tounge. If he is 
 hit with an upper body attack, during this time, he automat-
 ically performs a counter attack. This doesn't counter low
 attacks, but it is excellent as an anti-air counter! There's
 really no difference between the LK, and HK versions.
 [****-] 
 
 __________________
 Double Return     \_______________________________________________
 
 Motion: QCF + LP, or HP
 (when grounded)
 Yamazaki takes his back hand out of his pocket, and swings
 it in an uppercut motion, while this purple energy forms on
 it. This move can reflect projectiles! Try to time it to where
 Yamazaki's hand hits your opponents projectile. If done cor-
 rectly, Yamazaki will absorb the projectile, and shoot an ex-
 tremely quick purple projectile back at the opponent. If
 you're close enough when he does so, you may even get a phy-
 sical hit out of it. Don't try this on any kind of desparation, 
 or physical attack.
 [***--]

 ___________________
 Poision Tentacles  \______________________________________________
 
 Motion: Back, Down, Back/Down, + LP, or HP
 (when grounded)-{can be charged}
 Your basic charging attack. Yamazaki brings his back hand out
 of his pocket, rears it back, as some kind of purple energy
 forms on it, and lunges forward. Can be charged to increase
 damage, but the start up is slow, even if not charged. Like
 the Hydra's Judgement, should only be used to capitalize on
 your opponent's recovery.
 [*----]

 _____________________
 Flight of Tempering  \____________________________________________
 
 Motion: Forward, Down, Down/Forward + LK, or HK
 (when grounded)
 A devestating over-head attack is performed, as Yamazaki brings
 his foot up, and slams it into the ground. Best used to hit
 opponents in a crouching block. Could also be used as an anti-
 air, but not reccomended.
 [**---]



 =====================================================================================
 [6] SPECIAL ATTACKS (EX VERSION) ----------------------------------------------------
 ===================================================================================== 

     The EX version of Yamazaki has moves that the
 normal version does not. A lot of their moves are
 shared, but some of them may have a different button
 command. EX Yamazaki has a couple of moves that are
 different from the other version. His moves in gen-
 eral, have easier move commands. He has all of the
 moves of normal Yamazaki, but with the following ex-
 ceptions:

 ___________________
 Bomb Bopper        \_____________________________________________
 
 Motion: HCB, Forward, + LP, or HP
 (when grounded)
 For EX Yamazaki this takes the place of "Poision Tentacles".
 This is an unblockable throw. If it connects, Yamazaki grabs his
 opponent by the head, and gives them an explosive headbutt. Does
 good damage, and kind of easy to connect, considering it can't
 be blocked.
 [****-]
 
 ___________________
 Sand Scattering    \_____________________________________________
 
 Motion: Forward, Down, Down/Forward + LK, or HK
 (when grounded)
 For EX Yamazaki this takes the place of "Flight of Tempering". 
 Yamazaki performs sort of a front kick with his back leg, while
 laughing insanely, as some sand shoots up from the ground, and
 at his opponent. This move is quick, and can be comboed after 
 a light attack, preferably an LK of some sort.
 [**---]



 =====================================================================================
 [7] DESPARATION ATTACKS -------------------------------------------------------------
 =====================================================================================
 _____________
 Guillotine   \__________________________________________________
 
 Normal version -
 Motion: Forward, Back, Down/Back, Down, Down/Forward + LP, or HP
 (when grounded) requires 1 energy level
 
 EX version -
 Motion: QCF, QCF + LP, or HP
 (when grounded) requires 1 energy level
 
 Yamazaki leaps through the air with a jumping attack. If it
 connects, he slams his fist in to the opponent's skull, brings
 them down, drags them, and finishes his "combo" with a double
 return. This is mainly an anti-air counter. The start up is 
 very slow, so it probably won't connect, on the ground, unless
 you are trying to capitalize on your opponent's recovery, or
 the move stun from one of your other moves. 
 [**---] 

 _____________
 Drill        \__________________________________________________
 
 Normal version -
 Motion: FCF + LP, or HP - then press LP, or HP rapidly
 (when grounded) requires 1 energy level

 EX version -
 Motion: HCB, HCB + LP, or HP - then press LP, or HP rapidly
 (when grounded) requires 1 energy level

 This is a Desperation Throw. If it connects, the opponent is
 picked up by the head, and thrown into the air, when they hit
 the ground, they lay there for a moment, and are then hit with
 a combo. The damage is pretty, good, but it has ultra-short
 range. Since this is a throw, you must be close when you use
 it. It is unblockable, and has invincible start up, so use it
 to counter grounded, physical attacks.
 [**---] 
  


 =====================================================================================
 [8] PARTNERING UP YAMAZAKI ----------------------------------------------------------
 =====================================================================================
 ___________________
 Yamazaki's Ratio   \______________________________________________

 CvS is a game full of characters of different ratios. In CvS, a
 player is allowed 4 raitos per team. Each character is a different
 ratio. The ratios for each character vary from 1 - 4. Teams may
 not always be even. For example, a team can have as many as 4
 ratio 1 characters, or as few as 1 ratio 4 character. Yamazaki
 is a ratio 3 character, meaning he can only be paired with 1
 ratio 1 character. Characters of a ratio higher than 1, can not
 be paired with him in this game. 

 __________________
 How He Pairs Up   \_______________________________________________

 Pairing up Yamazaki, all depends on your "style". If you like
 playing offense, use a good offensive character. Offensive char-
 actres, when paired with Yamazaki, add lots of balance to the
 team. If you really like to play defensively, choose a good def-
 ensive charcter as your partner. Either make Yamazaki start, to
 weaken the opponent's team for your ratio 1, or have him go sec-
 ond to finish what your ratio 1 starts. Also, try to balance out
 members on your team, to the members on your opponent's team,
 whenever you select your team's order.

 ____________________
 Ratio 1 Characters  \_____________________________________________

 You can pair any one of these characters with Yamazaki. These
 characters usually have low vitality, and weak attacks, but they
 are the only ones able to partner up with Yamazaki in CvS. Try
 to balance out your "buddy" with Yamazaki.
 
 +-------------+
 |  BENIMARU   | 
 +-------------+
 |  BLANKA     |     
 +-------------+
 |  CAMMY      |
 +-------------+
 |  DHALSIM    |
 +-------------+
 |  KING       | 
 +-------------+ 
 |  SAKURA     |  
 +-------------+
 |  VICE       |   
 +-------------+
 |  YURI       |
 +-------------+ 



 =====================================================================================
 [9] GENERAL STRATEGIES --------------------------------------------------------------
 =====================================================================================
 
 Whenever you use anybody in CvS, you should mainly "play along"
 with your opponent's strategy. Do so when using Yamazaki. Watch
 your opponent, and use one, or both of these two strategies,
 depending on what they do.

 __________________________
 General Offense Strategy  \_________________________________________
 
 Yamazaki seems to be very weak on offense. If you are playing
 him correctly, offense really won't be very a big part of your
 strategy. The only time you will ever go on offense, is if time
 is running out, and you're losing, or if you are trying to knock
 back your opponent with some of Yamazaki's close range poking
 attacks. On offense, try using lost of pokes. If one breaks
 through, then hit your opponent with a simple two, or three
 hit combo. Try to pressure your opponents, by inching your way 
 closer to them, and stalking them with the Serpent Slash. Also,
 use the roll to get through your opponent's projectiles, and/or
 their basic attacks. Most opponents tend to crack under pressure,
 and will attack you, so be ready to per form a counter of some 
 sort. Here's some tips:

 - Roll ALOT. Yamazaki is very slow, compared to most
   of the other characters in the game, and this will
   help you open up your opponent to a combo/throw.

 - Yamazaki's Ground HK attacks have VERY GOOD range.
   Almost as much as Vega's HP attacks. The priority
   is good also. Even better than his Serpent Slashes!
   Use them for poking. Just be careful, the start up
   and recovery are just a tad slow.

 - Yamazaki doesn't need long lengthy combos to win.
   When you pull of a combo with him, you will notice
   that the count is unusually low, but the damage is
   actually pretty decent.
    
 - EX Yamazaki seems to be better than the normal
   version. 5 Bomb Boppers can kill a ratio 2! 

 - If you gotta have combos, use only simple 2-4 hit
   ones. I'm not gonna list 'em, but just try comboing
   stuff like Hydra's Judgement, and Sand Scattering, 
   after weak attacks.

 ___________________________
 General Defense Strategy   \_________________________________________

 This is where Yamazaki shines. To play defense with him, simply
 stay back, and wait for your opponent. If they throw a projectile
 at you, knock it back at them. Aggresive players can easily be
 taken care of, with a Taunt & counter, or a Serpent Slash.
 However, if they get too close to you, you may not have time to
 perform a special. If this happens, use a block and counter strat-
 egy. This basically means, blocking your opponent's attacks, and
 striking them, with a basic attack, and/or a 2-3 hit combo. If a
 super is used against you, either jump it, roll it, or block it.
 Here's a few defensive tips:

 - To counter low attacks, your best bet is either
   ducking HK's, or Sand Scattering if you have the
   EX version. Low Serpent Slashes should only be
   used from a couple of steps away.

 - Yamazaki's attacks have decent priority and range.
   This means he is pretty good at poking. Keep that
   in mind when fighting grounded close range battles.

 - The recovery of the Taunt and Counter is absolutely
   horrid. If you miss, Yamakazi spends a long time in
   recovery, and is left open to stuff like, low
   attacks, and projectile type supers. Pop it out
   when the opponent least expects it.

 - Use the Serpent Slash to lure your opponent towards
   you, then punish them with a throw of some sort, or
   Taunt and Counter. Just don't get too predictable,
   or you will be punished with a roll-attack counter. 

 - The best way to counter long/medium range anti-airs,
   is by using the Guillotine. That's pretty much its
   only use. It does very good damage when used at
   level 3.

 - Choose SNK groove. For Defensive characters like
   Yamazaki, this allows easy supers.
 
 - Master the Tech. Hit. If you ever get thrown this
   will help you.



 =====================================================================================
 [10] COMBOS -------------------------------------------------------------------------
 =====================================================================================
 ________________
 Normal Version  \_______________________________
 
 [03] hit 

 j.HK/ s.HP - HP Serpent Slash

 [04] hit

 j.HK/ s.HP - HP Hydra's Judgement
 
 ________________
 EX Version      \_______________________________

 [Both of the above combos will work for the EX
 version as well]

 [?] Hit (Haven't tested it lately)

 j.HK/ c. HK - Guillotine

  

 =====================================================================================
 [11] BEATING YAMAZAKI ---------------------------------------------------------------
 =====================================================================================
 ______________________
 Vs Yamazaki Strategy  \_____________________________________________

 As you probably already know, Yamazaki can real pain if correctly
 used. Since he can counter just about anything that is thrown at
 him, you mainly want to capitalize on his recovery on his
 special/heavy attacks. Most of his moves will leave him open, so
 look for a chance to attack. Try to force him to go on offense,
 and always be looking for something to counter. The Serpent Slash
 does not have very good priority, and will neither beat out or
 lose out to most basic attacks, so trade hits with it, if you're
 feeling bold. When, or if, you play aggresively, mix up your
 game well. At ultra-close range, use low attacks, Yamazaki cannot
 counter these, so his only  choice, is to block, or roll. Speak-
 ing of rolling, try rolling alot to get him crossed up, and/or
 opened up to an attack.



 =====================================================================================
 [12] MISCELLANEOUS ------------------------------------------------------------------
 =====================================================================================
 ____________________
 Costume Colors      \___________________________________________________

 The costumes chosen with two buttons, must be unlocked. Beat
 the game once with Yamazaki, to get them available in the
 "Secret Shop". They are in slot 22, and cost 200 vs. points.
 
 X = Light Punch
 Y = Heavy Punch
 A = Light Kick
 B = Heavy Kick


 +----------+----------------------+------------+--------+-----------+   
 | BUTTON(S)| OUTFIT/GLOVES/HAIR 1 | SHOES/BELT | HAIR 2 | SKIN      |           
 +----------+----------------------+------------+--------+-----------+
 |    X     | Dark Grey            | Brown      | Yellow | White     |
 +----------+----------------------+------------+--------+-----------+
 |    Y     | Greenish/Black       | Brown      | White  | White     |
 +----------+----------------------+------------+--------+-----------+
 |    A     | Purple               | Brown      | Pink   | White     |
 +----------+----------------------+------------+--------+-----------|
 |    B     | Yellow               | Brown      | White  | White     |
 +----------+----------------------+------------+--------+-----------+
 |   X+Y    | Light Grey           | Brown      | Yellow | Light Tan |
 +----------+----------------------+------------+--------+-----------+
 |   A+X    | Royal Blue           | Brown      | Yellow | White     |
 +----------+----------------------+------------+--------+-----------+
 |   B+Y    | Brown                | Brown      | White  | White     |
 +----------+----------------------+------------+--------+-----------+
 |   A+B    | Bright Red           | Brown      | White  | White     |
 +----------+----------------------+------------+--------+-----------+

 __________________
 Win Quotes        \_____________________________________________________

 After the match, the winning character will say one
 of their win quotes. Every character has some. These
 are Yamazaki's: 

 - "What? What makes you believe I will forgive you if you apologize?"
 - "Ha, ha, ha! You look better now, than you did before!"
 - "You had better apologize to me for being so weak! Or else!!"
 - "You won't understand how stupid you are until I beat it into you!"
 - "Hey wait! You can't quit yet!! I still have more for you!" 
 - "What? Was I fighting unfairly? Do you think I really care about
    that!"
 - "Look at my shoes! They got dirty! Lick them! I said lick my shoes
    clean!!"
 - "Heck! Did I frighten you too much or what?"

 __________________
 Animations        \_____________________________________________________

 Win Poses:
 - Yamazaki kicks dirt on the opponent, using his back leg.
 - Yamazaki turns his back. He then takes his back hand out
   of his pocket, and clutches his shoulder.
 - Yamazaki quickly reaches out with his front hand, grabs
   the opponent by the head, and raises them into the air.
   He then smiles, and says something in Japanese, while
   holding them there.

 Taunt:
 - Yamazaki simultaneously puts both hands in his pockets,
   looks at you, shrugs his shoulders, and says something
   in Japanese.

 Special Intros:
 - Yamazaki VS Chun-Li:
   Hon-Fu (from Fatal Fury 3) jumps in to protect Chun-Li, 
   but Yamazaki strikes him with a Serpent Slash and he runs
   off while holding his rear.
 
 - Yamazaki VS Terry:
   Yamazaki tosses Terry a knife, who shatters it with a 
   punch. Yamazaki shakes a clutched hand at him.


 _________________
 EX Differences   \_____________________________________________________

 Beat the game twice with Yamazaki (SNK groove) to gain access
 to EX Yamazaki.  He is in slot 55 of the "Secrets Shop", and costs
 4,000 vs points. 

 You should have read about some of them earlier on in this
 FAQ, so I won't go on about them. However I will say this:
 
 EX Yamazaki has better comboability than Normal Yamazaki.
 He can even chain a Guillotine after a sweep!



 =====================================================================================
 [Apndx. A] NOTATIONS ----------------------------------------------------------------
 =====================================================================================
 
 Usefulness Chart:
 * means 1 grade. 1 being the lowest, and
 5 being the highest.
 
 [*----] - This move is useless. Avoid.
 [**---] - An OK move. You may have to use it in combos anyway.
 [***--] - A decent move. Should be used a bit more often.
 [****-] - A useful move. Use it whenever situation allows.
 [*****] - This move rocks! Use it and abuse it, but don't get
           predictable.



 =====================================================================================
 [Apndx. B] GAME BASICS --------------------------------------------------------------
 =====================================================================================
 
 Dash         - Forward, Forward
 Back Dash    - Back, Back
 Super Jump   - Tap: Down, Up
 Fake Stun    - While down, hold LP + HP.  
 Evasive Roll - X + A, goes through ALL projectiles, and most attacks
 Taunt        - Start (or LK + Start for DC)
 Tech Hit     - Forward or Back + any button when being thrown
 Charge energy meter (SNK groove) - Press and hold HP + HK.



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

 If you have any questions, comments, or suggestions, feel free to
 to e-mail me at: sariento_j@hotmail.com 

 I love e-mail. 


 FAQ (c) 2001 by SiLeNT J
 