Yoshimitsu Namu Combos

Misread the "blocked" part of the statement. Dunno why you'd try a 1B+K after 6B, though. The disadvantage is pretty big.
 
Just found out that DGF B -> iMCF combos near the edge. Pretty much worthless since near the edge 3B is guaranteed but still! Its "showy" ;D
 
You guys are getting confused i think. If I'm reading what he said right I think he is just saying a lot of people tend to either simply block or try and punish stupidly with something too slow after your 6B gets blocked so that if you do a 1B+K right after your 6B is blocked you'll land a CH on them. Personally if you had to do that i'd go with the faster imcf though...

:)! i'm shit at throwing iMCF, so this is usually what i'll end up having to do if i need to stun in the first place. CH 1B+K, just 3B+KK, a:B+K isn't horrible for ringouts.
 
6B is unsafe at -12~13...and u are following that with 1B+K which is around an i20+ move....which means anything i30 or faster will own u.
I'm not sure if i understand the strategy here :/
 
it works online against skilled players near everytime, even with minimal lag.
i got punished several times for trying it offline. 6B is difficult to punish for many characters and the start of 1B+K's animation tends to feign people... they usually try to start their attacks before the 1B+K hits.

but if you don't like it, fine ;-; it's just a nifty thang.
 
On-line is a whole different thing. I suggest you make an on-line Yoshi thread if you want to discuss on-line tactics. Not going to tolerate on-line "combos" and tactics in here.

Nifty really isn't the word I'd use. Dangerous, maybe. Even being able to do iMCF consistently, I don't try and follow 6B on block up with anything. The disadvantage is far too great.
 
33k, doorknocker, 3b

33a counter hit, doorknocker, 3b

44bb counter, doorknocker, 3b

1b+k counter, 3b, (however you like to follow up a 3b)

these might not be the best combos in the world but i likes em :sc2yos2:
 
RDDK: Haha. Yeah, it acts like a 44bB (they can't AC). It's just impossible to really use in a practical manner. Glad you found a way to combo it, though! Nice!
 
Huh, I never thought of using the taunt there. Only time I ever use it is to trick people into coming in towards me or hitting them in the corner with it o_0 That was pretty cool though. I tried it out yesterday, however, and apparently if you are not at a good angle, the taunt whiffs =/ Or maybe I was just doing it wrong. I don't know, whatever the case may be, it's a cool looking thing at least =]
 
apparently if you are not at a good angle, the taunt whiffs =/ Or maybe I was just doing it wrong.
Perhaps Yoshimitsu has a lower range when his hand is closed. BTW Yoshimitsu can randomly stop some rapid attacks like Cervantes GDR or Asta 66[K] with his taunt... Very fun in freeplay ^^"
 
CH iMCF, 214A, 8A+BG is guaranteed on nightmare (maybe other chars too) for 78 dmg (~+10 more than other combos)
and if nightmare get up you can add the usual 2[A+B], 6[6] for a nice chunk of dmg

sry if it was known, bye
 
^ Oh and that right there reminds me of something (Not sure if I posted it elsewhere). If you launch someone in the air and use a:B+K to hit them so they slide on their bellies rather than backs, 8A+BG is a tech-trap and un-steppable.
 
Hehe I like stopping Cervantes GDR with an A+K =] It makes me happy to see that move put to good use!

Or you can block it and punish with 6K2K for more damage. >_<

CH iMCF, 214A, 8A+BG is guaranteed on nightmare (maybe other chars too) for 78 dmg (~+10 more than other combos)
and if nightmare get up you can add the usual 2[A+B], 6[6] for a nice chunk of dmg

sry if it was known, bye

Not quite guaranteed. The opponent can roll out of the way. Info about this one and some (not all) other known tech traps are HERE.
 
yep... 214A 8A+BG is not guaranteed and the opponent can simply zZZZ ^^"

Or you can block it and punish with 6K2K for more damage. >_<
Yeah, but it's not fun lol. You can also DGF A+B, MED A+B or REF A+B...
Good Cervantes players don't use much GDR in tournament so it's not important (IMO)
 
ok, I tested and 8A+B is guaranteed... but in certain circumstances only.
for example: if Night try to step Yoshi 214A...
CH iMCF is not absolutely necessary.

Thanks Greven ^^
 
Good Cervantes players don't use much GDR in tournament so it's not important (IMO)

Sure, but it's good to know how to punish a Good Cervy who misinputs that one time. =) But, yeah, for the most part they don't mess up there.
 
Don't know if this has already been posted here, but I discovered a nice and easy combo that recovers some HP:

CH 6B *delay* 6[A+K]4

This has to be done when the opponent's stun animation is almost ended. However, some may get used to it.
A downside to this combo is that it is shakeable.
 
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