Yoshimitsu JF General

Yea this game def has some input bugs...

Lastnight everytime i slid across A then B then K I got AA... duno how the hell that happened but it was happening
 
I got a good way to do this move now really really consistently!!! R1 A R2BK. Snap down quickly from R1 to R2! I can get it about 70% after literally practicing for 2 minutes like this. Just took a quick break to drop a line here! The input is no tighter, it's just as I suspected you can't actually have the buttons pressed together. It's just like iMCF now! Good luck this should help!!
 
The only way I've been able to do this, other than a couple of random lucky executions of the move, was to set B+K to one of my unused buttons and slide my finger from A to B+K really fast. I'm using a TE Madcatz stick.
 
Im on a stick as well I guess I will have to map bottom right buttons to a then B+K and slide like old iMCF style... thanks for the heads up guys! Def gonna take some time to get used to the new Namu.
 
I practice it the old way. I can do it 90-95% of the time now, not using mapped buttons. Just get your hand used to it.

It is just for BOSSES ;)

I don't even know if it's worth doing this move anymore.
It does not ring out and that was my main use of it before.
You need a wall to maximize damage.
I'd rather just do 6k for guaranteed damage after launch.

Yoshinfinite:

I talked to FilthieRich about it and it may get patched.
I also informed him of what I think is a bug.

NeoRussell
 
The parting thrust still does RO, just not like how it used to before. Only when really close to the edge, but I agree. I'm thinking of using 6K now almost exclusively.

What sucks is, if the doorknocker wasn't so inconsistent vs most of the cast after 3B a:B+K, then I wouldn't mind :(
 
Yeah unless on block it setup you up for a decent advantage, I'm having a hard time finding a place for this move as a mainstay. If I could land iMCF off of it more consistently then great but it seems to leave you off to your own left a bit on CH stun.... At least then you could iMCF launch and 6K for about nice damage. Not sure why they made it moar hardererer and then seemed to cut it's functions a bit. Oh well it's only the first day haha!
 
Actually iMCF after it isn't too bad and you can follow up with 3B, 6K or 66B, 66A+B for almost 90 damage! Just do the iMCF when he starts to draw his hands back in. That's the visual cue I use and it helps. So a few of those on CH and the round is yours.
 
I don't even know if it's worth doing this move anymore.
It does not ring out and that was my main use of it before.
You need a wall to maximize damage.
I'd rather just do 6k for guaranteed damage after launch.

Yoshinfinite:

I talked to FilthieRich about it and it may get patched.
I also informed him of what I think is a bug.

NeoRussell

Theres nothing to patch since you can tech it at any hit -Nothing regarding a patch was discussed either.

Techroll > NeoRussle

we still homies!
 
From what you guys have tested and from some testing that i have done and yes, it was messing with me every time i got a launch and wasn't hitting ear slicer in my combos, however... the timing is more strict, not easier(IMO and from testing), this is for both !mcf along with his spin JF's/ear slicer, an example is SC4 versions of both(!mcf/ear slicer) compared to SC5 was much more lenient , now its more of a real just frame, hitting and releasing before entering any one next input. Another example would be like Yoshi's SC4 4a JF series, you had to hit/release before the next JF input was entered and repeat the process in order for each hit to JF into another for each sequence, and we all know how often we did not see those in streams/tourney matches, and we did see plenty more of !mcf and ear slicer throughout SC4 life span, why? because it was easier, plain and simple...this was def an intentional move by Namco to make it exactly the way it is, IMO...and also am cool with learning their new timing(s).

I suppose my final thoughts in a nutshell is this, more strict=more of a JF the moves has actually become( for ALL JF's so far for Yoshi atleast). if any of your feel its different in any way other than what i explained, whether it be easier, more difficult and why, post your thoughts on why so we can all get to the finish line on this.

Although, i did notice that !mcf seemed easier at a point(until i started to use both ear slicer/!mcf equally in play) this could have just be in my head due to the new JF timing changes... i know we all have been feeling mixed on this, so i'm gonna go with tighter execution from the release of the(a:) part of both !mcf and ear slicer JF's, i am also a pad player btw, i guess i could try this on stick and see if anything changes regarding the hit to release timing...mostly just release timing before hitting the next part of the JF(s).

A good way to look at is this: do not try and "rush" the JF's out, as in hitting a:b+k/2a:b as fast as possible and focus on what i mentioned about the a: release timing on BOTH !mcf and ear slicer into their respected commands, leave the JF' spins out for now since all 3 of those have their own 3 different respected speeds... and see where that can take us...i also use "claw style" on PS3 pad(no shoulder button mapping used), so i feel my testing on this is more accurate by using only face buttons or arcade stick style for better words.

All in all it feels faster, but faster in regard to the release timing on the a:(fast realease) into b+k/b part of the JF's.

neorussell, that infinite i believe was also in SC4 on stages that had corners(or it was though to be?), from memory i just remember it being banned(as it was considered an infinite) even though it was stage placement dependent/specific... due to this, it was non-spammable, i dunno...lol
 
Unfortunately, not having looked closely at the problem, I’m not sure how I’m going to map this in a way that makes sense for my pad-based brain. Will have to do some real re-training via any pad scheme that works for this slide.

Oh well, either there’s a solution or not, I’ll deal either way.
 
Try my setup with R1 as A and R2 as B+K! It's pretty natural once you get used to it!
 
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