Codename: Yamato, is one of konoha's ANBU his codename was "Tenzou" he was chosen by Tsunade to be the temporary leader of team Kakashi. He was injected with the 1st hokage's DNA (by Orochimaru) to be able to do wooden jutsus. He relies on his wooden attacks and has a creepy stare.
1. Great items! Bombs cause SB! 2. Good ranged grab but slow. 3. U2 can penetrate force field jutsus. 4. Has short hop attack. 5. U1 causes SB. 6. Can U1 mid-way combo. 7. Can combo into a grab if not air teched. 8. Good at close and mid range. 9. Can tilt/U1/U2 off SB. 10. C. kunai combines with Shikamaru(bal)
Cons:
1. Combos are easy to KNJ. 2. Slow movement. 3. short range projectile with bad tracking. 4. Slow startups. 5. Bad kunai. 6. Generic stats-up awakening. 7. Bad supporter.
*All combos are easy to KNJ *Keep in mind that you can cancel your combos with kunai/c. kunai, U1 or grab.
Neutral- Wooden clone combo, 8 hits, causes SB. Side- Wooden hammer, 6 hits, causes SB. Down- Wooden platform, 7 hits, slams you to the ground, cancel to grab before last hit. Up- Spike roots, six hits, can grab if he/she doesn't air tech. If you hit the ground you will lose chakra. Air- Nails you to the ground losing chakra, fast 4 hits. Medium KNJ difficulty. Use short hop attack when close.
Specials:
U1- Wooden mallets, fairly fast projectile, 5 hits, good against dashers. Causes SB. Won't appear behind you when KNJ'd.
U2- Appears below the opponent, kinda slow. Use against Pain, Hinata, Shino, Neji, Shikamaru, Asuma, Karin, Chiyo and Gaara's U1 As soon as you see the subtitles of their jutsu activation. Lands off SB if you do it ASAP, try the storm combo. It's too obvious and easy to KNJ off SB.
Tilt- Wooden wall, 2 hits, good against dashers, mid range, can connect after c. dash, causes SB. Can SB loop. This is his best melee attack. And the safest move to punish SB.
Grab- Average startup, wooden cage, good range and slow cool down. Can be landed after up combo. Use it against laggy moves, don't grab 1st, easy to KNJ.
Shurikens- Normal 3 hits. Splinters 5 or more hits. It combines with Shikamaru (bal).
^ item- Deffense boost < item- 2 Power down tags. Jump > tag > c. dash > tilt > SB > U2 > item- 2 Ball bombs SB v item- 3 Defense up pills. Use after your awakening runs out, or if they awaken.
He has the generic stats up A-mode @ 50% health and less. Level 1 Terrible. His U1 eats up the guard, try awakening when theirs little time left. Use v-item when you cool down. It lasts around 15 counts. (30 seconds)
As support- Bad supporter. But if you want to use him, don't use him as balance, because his c.kunais are useless compared to others. You can activate his U1 and dash to someone's guard and bounce back, if you time it right, you'll hit them, hard to KNJ. As guard he will protect you when you're charging, and will block when you do. As an attack he will SB and do ground combos when you are.
As main character- He teams up with any one from team Kakashi/7. Look for someone with a long range projectile jutsu (Kakuzu, Dei, Itachi) and shika/gaara as balance. (FOR SB!!!). I also recommend Hidan, if he hits them, you can land a jutsu, if they block, you can grab them. Also, Sakura/Tsunade are good, because if they don't air tech, you could land a U2, but if they tech just air dash and do the air combo, if they block, grab. Hinata is also good, because you can bait your opponent on penetrating ('cause yamato is so slow) and get them caught in her force field jutsu, and then land yamato's U1.
-He counters close ranged characters like Neji, Hinata, Pain, because they will spend the fight trying to penetrate, and you can punish their dash with the U1 or tilt. If they do the U1 you can punish it with your U2. Use the short hop attack to pressure them and if you find the opening to punish them, use the U1,tilt, short hop attack, grab or air combo. If they awaken, use the defense up pill (v item) and turtle. Guard jump, KNJ if they start comboing and then U1, tilt, air dash/combo or ball bomb.
-He also counters Guy because if you block his U1/U2 you can land a U2 (do it fast!) If he awakens, ninja move away from him, vary your directions. If he starts comboing you, KNJ, U1 or tilt.
-He also counters Lars, Jiraya, Karin, Suigetsu, Jugo and Choji if you turtle. Use U1, bombs and tilt to keep them away. They can punish you pretty badly if they SB you, so have at least one balance support and try to air tech and KNJ.
-The key here is to keep them (close ranged characters) away, keep batting them off until your support gauge fills.
-Use small stages like Konoha if you're fighting some1 long-ranged (Dei, Temari, 10-10) eventhough you'll be fighting in disadvantage; dash through their ground kcombos and tilt, bomb, short hop attack or aircombo them. If they attempt to grab, KNJ and U1 or grab them. If they spam air kcombo, ninja move sideways while spamming kunai. Eventually they'll stop.
-And vs close ranged, use a big stage like the site of planetary devastation, so you have space to run, guard jump and turtle lol.
Hopefully the new age of consciousness shall enlight us all, to rule the world with love and not fear.
He's an average character. This is really general, so if you guys have some extra info, I'll appreciate it. Will update anytime necesarry...
Last edited by Ziiko on Fri Apr 22, 2011 1:06 pm; edited 39 times in total
Guest Guest
Subject: Re: Ziiko's How 2 Play guides: Yamato Wed Mar 02, 2011 12:05 pm
I feel like you could have went into greater detail on everything, fleshing out how you tend to you use his moves and what moves you highly suggest not using. What supports do you use to compliment his strengths?
Also, in my experience his grab is something to avoid using because of how easy it is to knj and how open it can leave him.
Oh yeah, and you might wanna fix your picture link lol.
Guest Guest
Subject: Re: Ziiko's How 2 Play guides: Yamato Wed Mar 02, 2011 2:39 pm
I think his grab is deceptive... But slow lol. And his U2 isn't that easy to land on SB. U need to do it asap or u'll be too late. More detail would be nice.
Guest Guest
Subject: Re: Ziiko's How 2 Play guides: Yamato Wed Mar 02, 2011 7:52 pm
I think, with the Storm Combo, it doesn't matter anymore how easy it is?
Guest Guest
Subject: Re: Ziiko's How 2 Play guides: Yamato Thu Mar 03, 2011 12:46 am
LOL what's wrong with the link? I don't like hosting pics XD
I added a bit extra info for the supports. Thanks for the feedback.
Guest Guest
Subject: Re: Ziiko's How 2 Play guides: Yamato Thu Mar 03, 2011 2:30 am
It's kinda pointless to post the picture if it doesn't show up on the post itself.
Guest Guest
Subject: Re: Ziiko's How 2 Play guides: Yamato Thu Mar 03, 2011 2:51 am
You're right, fixed and updated with some matchup info.
Guest Guest
Subject: Re: Ziiko's How 2 Play guides: Yamato Fri Mar 04, 2011 5:38 pm
Yamato's Up item is a greater defense boost IIRC. Idk about the others u not sure about.
Guest Guest
Subject: Re: Ziiko's How 2 Play guides: Yamato Sun Mar 06, 2011 1:08 am
Thanks, updated with more info and details. Counter-picks, some matchups and supports...