SCV Yoshimitsu CE, BE, and meter Discussion

HajimeOwari

[11] Champion
A thread to discuss Yoshi's BEs and how to best expend meter throughout a match.

CE
Pros:
Cons:

6B BE
Pros: Longer range iMCF without the chance for an input error. Potentially leads to ~90 dmg.
Cons: 3 frames slower than iMCF. Could be considered a waste of a meter.

3AB BE
Pros: Guaranteed 3-hit launcher on CH that leads to decent damage.
Cons: CH is required to be useful at all. No wall splat.

66A BE
Pros: Crumple stun on CH.
Cons: flash from BE activation is a dead give away. Because of the flash, this appears to be only good on an initial CH or in combos.

Meter Management
First, this. If it's confirmed that meter affects what IFP moves (Iron-Fist Possession) we can access, meter management MAY become quite important.

Currently, CE is the primary reason to save meter. He puts out a lot of damage and it combos it something as simple as iMCF.

The remaining BEs are up for discussion. As time goes on, I think 6B BE will have a place in meter use, but it's too early to know for sure.

Discuss!
 
3A,B BE isn't safe on block ..seriously though, i was playing against Elysium and Pyrrha and its at least Sophie/Pyrrha tasB punishable...that's what i got for now, seems some BE's for characters are safe/safer than others I'll test out some other moves that may be able to punish it, hopefully not too many moves can punish it.

Also, i made an attempt to make a CE thread for Yoshi, feel free to close it up unless you feel it has purpose.
 
Ouch. TAS B punishable, huh? I'll modify that.

I did try to move your thread in, but it took over the first post, so I moved it back. Appreciate you starting all this up. I think since CE and BEs are all related to meter management, it's best to discuss them as whole.
 
CE
Pros:
Tech traps.
Hits like a mack truck.
Hits low.
iMCF, 22K, etc are easy combo starters.
Not many people know it hits low yet.

Cons:
As with any CE, on block you're pretty fucked.
Isn't a great counter CE.

I actually like his CE. I've heard a lot of people complaining but I think it's balanced just right.

You covered the BEs pretty well. I'm not a fan of any of them yet.
 
I've only been playing SCV for a few days but, Yoshimitsu's CE seems really overpowered.
1) It seems to have fast/instant start up that naturally ducks highs. I'm not sure of a move that could beat it unless it was already finished coming out.
2) It hits low. I know this won't be a big deal in the long run, when players are more experienced. But for now, this move is going to destroy people unfamiliar with the Yoshi matchup.
3) It's safe. This is pretty silly. (See #4)
4) It does a ridiculous amount of damage (120 raw, if I'm not mistaken). Compared to the other CE's, that's possibly the best damage in the game for a super move (beside Nightmare's post-parry strike).

Considering the reasons above, I'm going to throw this out there: Yoshimitsu has the best CE in the game.
I'm not saying that this necessarily needs to be patched, or that this makes him a top tier character. Just something to think about.

Discuss.
 
All CEs seem to have more or less an “instant” startup. You have to program in your reaction during the very beginning of the animation for all of them, because after that you’re screwed.

Yoshi has a great powerful CE. But if you catch the startup frames, you can block it low. Plus, his BEs aren’t that great, at least, not that we’ve seen yet. The way I see it, his CE partly makes up for some of his other nerfs that he received from SCIV to SCV.
 
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I'm pretty sure it's not totally safe as well. I think that at the very least aPat Ce can punish it. And right now the most damage probably goes to natsu for a CE. It's hit confirm off a low or unblockable low for as much if not more damage than yoshi.
 
I'm pretty sure it's not totally safe as well. I think that at the very least aPat Ce can punish it. And right now the most damage probably goes to natsu for a CE. It's hit confirm off a low or unblockable low for as much if not more damage than yoshi.

If we're talking about combos, I believe there are videos out there right now that end in Yoshi's CE that do about 170. I'm not sure if that's close to Natsu - I don't have a lot of experience with her.
 
Do you mean like a follow-up to Natsu's CE? or just by itself because the latter blows for damage IMO.

:sc5rap1:
 
Also can any of you Yoshi experts tell me what has changed with him from 4 to 5? im really interested in picking him up as an alternate as he looks like a straight up baller. Any tips for a yoshi noob would be appreciated thanks

:sc5rap1::sc1yos1:
 
His CE can be GI'ed *GASP!!* I haven't tested it much but the initial strike (First strike out of the animation) can't be GI but when he is spinning across the ground I got it with Dampierre's CE during a fight. Nightmare's CE also works according to my boyfriend. I haven't tested a regular GI yet.
 
The start-ups on the CE's can be really confusing because of the extra animations and camera changes.

Nightmare can be grabbed out of his or even hit with a relatively fast move (iMCF). You'll see the cracks on the ground appear as the CE starts and it'll just flub. I iMCF my buddy out of it all the time and he rages......
 
Yoshi's CE's start-up is about the same. The second the camera angle changes, I press 2G and hope. Just like with others
 
Just tested it again, and sadly, its not as safe as i thought. Not sure what can punish it exactly, but that's all up to the frame data I guess.
 
You're caught with your pants down if it's blocked. Also, I've been able to duck block it against other Yoshis right when I see the little cutscene even if it wasn't before. This means that you pretty much have to use it to counter or set it up in a combo.

Yoshi doesn't get a ton of combo potential from his super like other characters do so it's nice that it takes down so much. Algol's is better for combo potential AND damage, so you had better post a thread like this on his SA.
 
Yoshi has a guaranteed after 22_88 K if done really fast. I think that's even an in-game combo, isn't it? Wall bangs also guaranteed if you hit them on the ground but before they go face down. I think you lose the most damaging part (the floaty shiny sword thing) if they're BT, though, so be mindful of that.

Pretty sure the tech duck will go under most AAs and such. The only reason I can think to throw it out there is to attempt a guard crash and I think the only thing really guaranteed after that is another CE.

This CE also goes whacky in corners and you'll lose the second part semi-randomly from what I can tell.
 
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