Yoshimitsu - Tekken Moves

MarkMan

SDTEKKEN.COM / 8WR MOD TEAM
Taken from Masakun's post at CF:


Soulcalibur News Blog said:
It seems that the secret behind Yoshimitsu's Tekken moves (4A+K) lies in the time remaining in the round.

The following Tekken moves will come out depending on the units digit of the remaining time:

1:Taunt, slap (additional A for a second hit)
2:Drunken walk (auto evade)
3:Kazuya / Devil Jin's spinning unblockable | Jin's b+1+2 (auto GI)
4:Kunimitsu's unblockable
5:Fake somersault (second hit with 8A+K)
6:Shadow feet (Heihachi's running away move)
7:Super knuckle bomb (unblockable King / Armor King move)
8:Taunt | Paul's low launcher
9:Spin in place | Blazing kick (Lee's kick launcher)
0:Leg lariat (King's high kick)

This tactic could become quite useful, especially for some of the fast unblockable moves like Kunimitsu's unblockable (u+1+2, in Tekken notation).

http://sc4news.blogspot.com/

Interesting eh?
 
Dude, I think this may open up some more combo potiential for our friend Yoshimitsu. Now that the tekken moves are more controlled.
 
Now is this controlled by the first or second digit? And what about infinite time?
 
Second digit... Infinite time will result in Xiaoyu's taunt (I think?)
 
Keep in mind that you have to hit them first before you initiate Tekken Moves.
If you don't, he will just taunt.
 
Keep in mind that you have to hit them first before you initiate Tekken Moves.
If you don't, he will just taunt.

Correction Russel i do this all the time... you dont have to hit them...

Also I was experimenting doing nothing but tekken moves with a couple juggles in matches and well i discovered you can

Hold kazuyas shoryuken short or long just hold A to make it long
You can combo off of leis kick into pauls punch....

The slap of course everyone knows you can do twice....

The drunken stance is awesome It actually is a nice way to find how yoshi can get out of moves... Because he doesnt do anything he couldnt already do to get out of the move he just sits, spins, teleports, whatever... i'm thinking if you could set up practice against certain moves in this stance then he would show you how to defend them...

If yoshis do kunimitsu's move at the same time they will teleport behind each other...

And i swear on everything I combo'd one slap into Kings kick

Kings kick is awesome it interrupts about everything and takes a chunk on CH....

I will experiment more this weekend.... I learned defintely kings kick, drunken stance, and shoryuken are good to watch out for..... They are almost all good except 0, 9, and 8 as i believe those are only taunts....

haha a fun thing to do is get two yoshi's and do nothing but tekken moves and see who wins ;) try it
 
I posted this a while ago on cf.com, but it's probably worth repeating here:

For the digits that have 2 possible outcomes, which one you get depends on the 10's digit.

You get Jin's b+1+2 move when the timer is at 53, 43, and 33
You get the spinning uppercut unblockable when the timer is at 23, 13, and 3

You get Xiaoyu's taunt when the timer is at 58, 48, 38, and 28
You get Paul's low uppercut when the timer is at 18 and 8

You get the useless spin in place move when the timer is at 59, 49, 39, and 29
You get Lee's kick when the timer is at 19 and 9.

-=The Jesster: Gatchaba Goose=-
 
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