Signia
[13] Hero
MOVELIST RANGE
It's really important to know the ranges of your moves. Here, I've tested them against each other.
Yoshimitsu's range on many of moves are deceptive. The weapon trails lie. So, I have devised a way of measuring range, not unlike DrakeAldan's method. Choosing the Torture Chamber stage, (the cage), I backed to the wall and did FC Ks until I did the exact amount of FC Ks needed to be close enough for moves to hit. I didn't test every move, especially the 8WR moves I have no way of standardizing with the other moves. This was tested on Hilde's no-guarding hitbox, which has turned out to be important. Mids hit at different heights, most notably BB hits high on the body and WR B and FC B hit very low. Hilde has the straightest body with no arms hanging out like stupid yoshimitsu but ranges may vary depending on the character.
number of FC Ks: move
3: 4KB (second hit)
7: 44B+K
13: 66A+B
22: 44B
30: 66B+K
33: FC 3K, 44b:B (imperfect slides gets you slighter longer the range the longer spacing of the Bs are)
35: 4K
36: 4AA (second hit will hit at like i28-i30 somewhere around there)
39: 66A
40: 66B
41: WR B (slightly longer than 2B!)
42: 2B
43: 3B (that's right, outranges B)
44: bA, 6B+K
46: B, 6A (longer than I thought), K
47: A, 6K, 6B BE
48: 3K (actually shorter than it looks), 66K (Yeah...)
49: 3A, FC B
50: 6B, WR K
51: WR A, 2A
53: FC A
Still need to test: second hit of BB, second hit of AA, ranges at which the second hits of BB and AA will whiff, FC K, 2K, stance crap, oh yeah 44A, 7_8_9K
So, just to reaffirm: FC 3K, 44b:B, and 4K/4KB are amazing, 66A, 66B, and especially 66K suck, 3B has range and allows Yoshi to whiff punish like the top tiers.
Random other things I found: 66K CE catches all techs, left tech inconsistent unless by wall. Nightmare's no-guarding idle hitboxes move back and forth as he clenches his giant fist, making mids that hit mid (lol) whiff sometimes.
It's really important to know the ranges of your moves. Here, I've tested them against each other.
Yoshimitsu's range on many of moves are deceptive. The weapon trails lie. So, I have devised a way of measuring range, not unlike DrakeAldan's method. Choosing the Torture Chamber stage, (the cage), I backed to the wall and did FC Ks until I did the exact amount of FC Ks needed to be close enough for moves to hit. I didn't test every move, especially the 8WR moves I have no way of standardizing with the other moves. This was tested on Hilde's no-guarding hitbox, which has turned out to be important. Mids hit at different heights, most notably BB hits high on the body and WR B and FC B hit very low. Hilde has the straightest body with no arms hanging out like stupid yoshimitsu but ranges may vary depending on the character.
number of FC Ks: move
3: 4KB (second hit)
7: 44B+K
13: 66A+B
22: 44B
30: 66B+K
33: FC 3K, 44b:B (imperfect slides gets you slighter longer the range the longer spacing of the Bs are)
35: 4K
36: 4AA (second hit will hit at like i28-i30 somewhere around there)
39: 66A
40: 66B
41: WR B (slightly longer than 2B!)
42: 2B
43: 3B (that's right, outranges B)
44: bA, 6B+K
46: B, 6A (longer than I thought), K
47: A, 6K, 6B BE
48: 3K (actually shorter than it looks), 66K (Yeah...)
49: 3A, FC B
50: 6B, WR K
51: WR A, 2A
53: FC A
Still need to test: second hit of BB, second hit of AA, ranges at which the second hits of BB and AA will whiff, FC K, 2K, stance crap, oh yeah 44A, 7_8_9K
So, just to reaffirm: FC 3K, 44b:B, and 4K/4KB are amazing, 66A, 66B, and especially 66K suck, 3B has range and allows Yoshi to whiff punish like the top tiers.
Random other things I found: 66K CE catches all techs, left tech inconsistent unless by wall. Nightmare's no-guarding idle hitboxes move back and forth as he clenches his giant fist, making mids that hit mid (lol) whiff sometimes.
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