Yoshis low-game

vane505

[09] Warrior
I tried his lows today, and I'm worried about his lows.

He doesn't have any good lows that's safe. Tried 236A, 2K, REFL A, WC 1K/3K and DGF K, but they all got punished by Sophies lovely 236. Is the only safe option throws (not that throws are 100% safe either...)?

BTW, how's the frames on 2K hit?
 
Many of those lows can't be blocked on reaction. If those were safe, Yoshimitsu would be broke.

If opponent are blocking your lows constantly, mix up better and change your patterns.
 
7_8_9A is safe.

11_77A is safe I think.

Yeah, those can be blocked on reaction but I don't think Yoshi needs safe lows. If someone guesses wrong on one of his many lows that are fast-but-not-safe then they're eating a launcher into a big chunk of damage.
 
While his lows may be unsafe overall, unlike a lot of characters (Cass for example) Yoshi really does make the opponent want to duck. Stance transitions/mixups make that all the more petrifying for most players.
 
Agreed. Wakeup mixup of DRG B and K will surely get into their head as both lead to good/solid damage.

If I want a quick low I whore out 2K...

Smart use of FC 3K is something I pump up... If you can use it smart and control the oki afterwards, then it becomes something that opens up a whole world of stuff for Yoshi.
 
But for someone who is aware of how Yoshi works, DRG is dangerous.

When Yoshi goes into DRG, you should duck, because if Yoshi does A_K, you can punish him. If you know that DRG B is his only other option, you can block it on reactin from FC by just standing up. As said, going under A_K will truly hurt Yoshi. I honestly see no point going into DRG as it risks to much, and the reward for a hit is no good at all.
 
But for someone who is aware of how Yoshi works, DRG is dangerous.

When Yoshi goes into DRG, you should duck, because if Yoshi does A_K, you can punish him. If you know that DRG B is his only other option, you can block it on reactin from FC by just standing up. As said, going under A_K will truly hurt Yoshi. I honestly see no point going into DRG as it risks to much, and the reward for a hit is no good at all.

In all honesty, DRG is only good on wake up. The guaranteed things you can get makes it deadly. I do understand that it's risky at times but it does go in your favor.
The worst thing is taking small damage. The good thing is you already started a mixup game. Next time, they will have to think what to do.

Yoshimitsu is a risk reward character. Just don't be too obvious about it and you'll do fine.

NeoRussell
 
Kinda agree. It's okay on wakeup, but there are better options IMO. One other good use of DRG is 9B+KK, G.

People who know that 9B+KK is unsafe, will almost always eat 9B+KK, G, A as a CH, but ofcourse, they will be able to read it after using it about two times and it won't be usable against that specific opponent (usually throw this out on "important" matches like in tourneys). That's the best use of it I've found of the stance.
 
Yoshi's 11A is unsafe to 236:B, it used to be safe, but not anymore. Unfortunate, it was cheeky

INT A is safe :) heh heh. I like INT A. Slow as fuk, but the TC and range and combo potential are invaluable.

My DRG setups work cuz if they wait to see waht i'm trying to do from the stance, that means they're hesitating, this is where you nail them with a stance switch into like say PG for mobility and sneaky shit. SDF if you're cheeky. MD for the warp and auto GI shit. Or you can cancel DRG and do 4A+B :)
The point of his stances is to make them hesitate, you just need that fear in them to make them confused. Noone wants to eat DRG B at all.
 
I love REFL A, it's a lot faster than it seems on paper.

7_8_9A usually gets me hit. INT A is excellent for wakeup.

For lows, though, I go with CR 1KKKK and wait, then either 14A or 6B.
 
iFC 3K should be a major low staple. unreactable, can only be anticipated. if theyre somehow blocking it then mix it up with WS A, Grab (hard to interrupt).

FC 3K opens up to intense wakeup options.
-DGF B and K
-MED A and B or even MED A+B, iFC 3K
-SDGF B or A if they sidestep
-SDGF 2B+K (my fav; hold direction towards opponent for free knockdown)
-9B+K, K, G, A
-guaranteed 2K or RCC 3B

If they learned to stay down or sideroll then:
-66A+B (must input immediately or it'll wiff when they roll)
-FC 1K hits siderollers
-9B+K, K, G, SDGF 2B+K (slow but mad mindfuk :P)
-MED A (may wiff)

Possibilities are endless but his wakeup game is deadly as long as you keep mixing it up.

DGF, SDGF, and MED r ur friends after knockdowns. A rule i like to keep in mind is to never use the same stance after each KND.
 
I started whoring 3B after a knockdown because people have basically learned not to stand up for the mixup after the knockdown, but they don't want to get hit more than once by 3B on the ground, so it kinda forces people to stand, and the mix up madness ensues. (mad run-on sentence ftw)
 
They can't block when they are rolling. So I usually do it like FC 3K, RCC 3B, see people start rolling, 3B, and they stand up for mixups. Plus, sieg is probably the only one that can punish 3B on block, -17 isn't thaaaaat bad.
 
They can't block when they are rolling. So I usually do it like FC 3K, RCC 3B, see people start rolling, 3B, and they stand up for mixups. Plus, sieg is probably the only one that can punish 3B on block, -17 isn't thaaaaat bad.

umm lol it is that bad... Sieg 3B... Yoshi gets 3B after blocked 3B... Sophie gets 236:B:4 Cassy gets 236:B or 236:, Mitsu 3B, Maxi 3B or 6A+B.... See a trend here??

3B if blocked is one of yoshis worst moves... Your owned if anyone blocks this and knows anything about punishment...

But I will agree its still good to use for people on the ground... but like he said if they stand up and you happened to do an extra one and they block it your toast...
 
In the same line of thought 214A is just as bad, DGF K and FC 3K are even worse when blocked, why use them at all? They are all some of Yoshi's best moves and staples, but you just need to use them correctly. There's an advantage to 3B and FC 3K being unreactable, they are great wakeup tools forcing 50/50 that knocks down.

BTW unless the frame data is wrong around here, Mitsu's 3B, Maxi's 3B and 6A+B, as with most people's 3Bs in this game are i18, and unless there is something I'm missing here, i18 can't punish -17. I feel that the sophie/cassy point is kinda moot, since most characters will need to play safer against them anyway.

The biggest disadvantage I see with a blocked 3B is the opponent gets a free throw attempt.
 
In the same line of thought 214A is just as bad, DGF K and FC 3K are even worse when blocked, why use them at all? They are all some of Yoshi's best moves and staples, but you just need to use them correctly. There's an advantage to 3B and FC 3K being unreactable, they are great wakeup tools forcing 50/50 that knocks down.

BTW unless the frame data is wrong around here, Mitsu's 3B, Maxi's 3B and 6A+B, as with most people's 3Bs in this game are i18, and unless there is something I'm missing here, i18 can't punish -17. I feel that the sophie/cassy point is kinda moot, since most characters will need to play safer against them anyway.

The biggest disadvantage I see with a blocked 3B is the opponent gets a free throw attempt.

Sweet... Well miss a 3B on me and your toast... let me put it that way... Cause I play yoshi therefore your eating 3B, 33B, B+K everytime you miss...

I could almost SWEAR I punished yoshi's 3B with maxi's 6A+B... maybe the data is wrong ...
 
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