Overhead with solid range, can surprise crouching opponents with how far it reaches.This sets your opponent up at optimal B-Serpent Slash range.
Throws your opponent backward half-screen, hard knockdown.
#Ryuji yamazaki kof 97 animated gif full
B is easier to use as a meaty attack without setups. Ideally you combo from cr.B into cr.A or even cl.A, although the cr.A is more consistent. B: Standard low that cannot be canceled into itself. Can be canceled into from cr.B and often has the range to combo successfully. A: Standard punch that cannot be canceled into itself. This move is NOT a standing low despite the animation. However, Yamazaki kicks at the opponent’s ankles meaning it can whiff when attempting to fuzzy guard and miss-timing it. D: Same damage as cl.C and serves as equal combo filler. Serves as general combo filler that can be canceled into command normals successfully. This is because cl.C hits crouching opponents, and can hit hopping opponents that get too close. B: Almost identical to Yamazaki’s cl.A in function yet is a worse anti-hop tool and cannot be canceled into from cr.B. Works well to anti-air against hops even though the hit starts from just above his waist. Use it on its own as a poke to control space (it's a frame slower than B-Snake Arm, but recovery is much faster), or with max activation to whiff punish or just random hit into combo, even at max range. If you plan on using it make sure it connects. st.C has longer recovery than st.D when whiffed making it objectively worse than st.D. C: Slightly faster than his st.D, yet with much less range. B: Slightly more range than his st.A, yet is easy to hop over. A: Great anti-hop tool especially given Yamazaki’s height. Sadomaso - + / (Timed To Your Opponent's Attack) ∟Serpent Slash (Keep) - HOLD ∟Serpent Slash Cancel.