Yoshimitsu Namu Combos

Ahh well thanks viz. Didn't know it always worked online too. I only found out that it worked offline by mistake lol, but im glad you guys found that out. Ima try it now, and combine it with the many tech traps and non-tech trap combos I have after his deathcopter n_n thats so awesome
 
and code on big characters after 1K try holding G jumping up hit 8K on them into 236B ;)

Same as the trap I posted earlier. =)

Medium characters: CH 3B, 8K, 236B.
Large characters: CH 3AB, 8K, 236B.

There are other ways to guarantee it, but they aren't viable in a match, imo.

Also if your playing online alot me and dorya found you always get doorknockers on him after Deathcopter I've never seen you do it even though I know you were the one that said something about it... It doesnt have to be CH just regular hit...

You're getting the tech trap and not a combo. If you delay slightly and the opponent techs, you get DNK. It's only guaranteed on um...Taki, Lizardman, Raph, Zas, Tira, and Algol.

Also found out yesterday you can 4A parry into the wall into iMCF ;) haha love it...

It's solid, but watch your distance. If you're too far away you'll whiff. 66B is always free after GI into the wall. Just be sure to pre-buffer it or you'll just hit them grounded.

My new nasty tech trap madness is

a:B+K, 9B+K trap, 4B, TRAP, hold 1B if they lay there they take it if they roll right they take it left even sometimes takes it, stand up take it. After that hits they will usually want to lay there, thats when you follow up with 33A+B, if they tech again then they eat 33A+B after 33A+B go into 9A+B, G then REF A catch all.... There pretty much dead after that...

Nice. I didn't test that one with a:B+K. You can start that with CH 44bB at max distance as well. But only at max distance.

33A+B can be teched to the sides. It's still a solid follow-up to both 4B and 1, though.

A+K if it hits them and causes the fall stun you get Doorknockers after so could be good for ring outs if it hits ;)

I think you're getting the tech trap here as well. I've tested this and only get 3B for free after A+K. =( But, the tech trap is fine. People tech A+K on reaction.

Regardless, good stuff.
 
I posted this in a reply to a post in another thread and realized it was too sick not to post in here lol.

iMCF, RCC 2A+BB, 66 INT K, a:B+K, DNK, 3B
 
man add

iMCF, RCC 3B+K:B 4A's JF a:B+K

iMCF, RCC 3B+K:B a:B+K or 6K ender...

this combo with 6K is very strong easy to do and puts you in nice oki position...
 
man add

iMCF, RCC 3B+K:B 4A's JF a:B+K

iMCF, RCC 3B+K:B a:B+K or 6K ender...

this combo with 6K is very strong easy to do and puts you in nice oki position...

I believe RDDK did iMCF, RCC 2A+BB, 3B+B:B, A:B+K in in his combo video. Those 4As even hit after 2A+B, 3B+KB:B? You may want to explore that potential extra damage. =)
 
I believe RDDK did iMCF, RCC 2A+BB, 3B+B:B, A:B+K in in his combo video. Those 4As even hit after 2A+B, 3B+KB:B? You may want to explore that potential extra damage. =)

Yeah they do, they're just not consistent. But still good to throw out if you're gonna do an RCC 3B+K:B combo. All that flash, you may as well go big or go home. Why not? ;)

Edit: I also like a:B+K, iMCF, RCC 3B+K:B, a:B+K/6K
 
The 2B+K, B probaby wont provide enough extra damage for the work you have to put into it....

iMCF RCC 3B+K:B is the way to go... not 2A+B,B... If you do 2A+B,B your better off doing doryas combo....
 
iMCF RCC 2A+BB -> 33B -> 33BB+K

I like this combo...too bad it's dependant on how close they are.
I have trouble doing followups after 3B+K:B, i can't get that a:B+K out for shit consistently at all :( unfortuantely. Cuz it's really a sweet combo.
 
I just figured out something rather interesting.

Now, if you launch an opponent with a CH 3B or any of this attacks that launch them farther up, 33B [B+K] will allow you (If times very nicely and quickly) to get an earslicer off that generally leaves them close enough to you for a DNK. Same goes for launching them with 33B then doing [B+K] Now ive set the computer to air control, and ive seen that sometimes he hits them if they are completely going to the side and back, and sometimes he whifs. But as is mostly the case, not everyone can air escape as well as the computer can, and they always try different ways.

So basically the combo can be something like

iMCF CH, 66 to cancel crouch, 2A+B B, 33B [B+K], a:B+K, DNK, 3B

The timing is strict however, and can lead to some problems. I obviously know this isn't the easiest or smartest thing to pull off, but it looks damned cool and does some nice damage if you can actually do the earslicer and hit them with it.
 
I like 33B B+K now post launch already, nice damage. I'll have to give this a try, I would imagine that NH 3B would work as well, right?
 
Actually, I tested this about a week ago, but didn't go into it too thoroughly since it appeared to be a little impractical. My findings...

Unfortunately, experienced players will consistently AC out of the 2nd hit of the 33B B+K juggle unless your timing is tight. If so, your opponent is still afford greater air control since they've been hit twice in a juggle. Inconsistent at best. =(

CH 33B B+K, a:B+K works, but the timing is tight. I think this is worth going for occasionally if you get the CH. Unfortunately, you don't get a full DNK unless they AC towards you, which is unlikely. You're more likely to get a:B+K at max distance which nets you a free 66B or 6A+BB. Keep in mind also that the camera may shift on you after a:B+K if they AC towards you.

I initially thought this would be a great follow-up on the wall when you don't get a good enough angle to re-wall stun. Your opponent would not be able to AC away as easily due to the wall being there. Unfortunately, 3AB combos do about the same damage, so this became impractical.
 
Lol I kknow its impractical, which is why I stated so in my post n_n just thought id point it out since I havn't seen anyone mention anything about it.
 
Lol I kknow its impractical, which is why I stated so in my post n_n just thought id point it out since I havn't seen anyone mention anything about it.

Yeah, I read that in your post. I'm just posting my findings to add to yours.

strange, 33BB+K combos are consistent for me. It may be character specific on how consistent it really works

I was whiffing on ShenRei and Rushdown the other day. It appears to be an issue with how you time your B+K and and how they're falling while they AC to the right.
 
Oh, correction in my notation above, btw. It's CH 33B [B+K].

Oh, I forgot to mention. After CH 33B [B+K] you can land AA if the opponent does not AC back left or back right. AA will even hit if they AC directly backwards.
 
Oh, correction in my notation above, btw. It's CH 33B [B+K].

Oh, I forgot to mention. After CH 33B [B+K] you can land AA if the opponent does not AC back left or back right. AA will even hit if they AC directly backwards.

Hajime, After CH 33B[B+K] if they don't AC any direction at all (which isn't very likely seeing as most people try to AC regardless) you can get DNK. Check it out bro. ;)
 
Hajime, After CH 33B[B+K] if they don't AC any direction at all (which isn't very likely seeing as most people try to AC regardless) you can get DNK. Check it out bro. ;)

Nice. Didn't know that. If only we could get our opponents to not AC at all. =(
 
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