Yoshimitsu Combo & Tech Trap Discussion

66A (BE) after iMCF will only connect on ZWEI, Raph, Damp, Aeon, NM, Voldo, Asta, and Algol. Either I'm not RCCing fast enough for other characters or it's not possible.
There's no need for RCC for inputs with 6 direction. You only need to RCC for moves that use 1, 2 or 3 from a standing position.
 
There's no need for RCC for inputs with 6 direction. You only need to RCC for moves that use 1, 2 or 3 from a standing position.

For sure or 5/neutral, I suppose you're technically RCCing though. I'm pretty positive I'm not screwing anything up, I just said it in case I am.
 
Yeah, I get bored playing him now and I feel like I let the character play me rather than how it should be. I end up on auto-pilot playing him and sadly it seems like I can afford to.

Kind of sucks about bA in combos. I was even trying it on LM who I assume is a "big" character. Thought it'd be easier. I'll probably just stick to doing RCC 3B stuff off iMCF's stun then.

Just use iMCF, 66B, DNK, 3B... its better in almost every way than the RCC 3B especially if your opponent is knowing about the deathcopter traps after a:B+K in the air...
 
Question: Whenever I get a:B+K after a juggle (say, 3B), it always knocks the opponent back so that my go to is 66A+B. I've seen in vids people using a:B+K after a juggle to knock the opponent right down to the ground, offering up DNK....how? Do you just delay the input? []
 
Question: Whenever I get a:B+K after a juggle (say, 3B), it always knocks the opponent back so that my go to is 66A+B. I've seen in vids people using a:B+K after a juggle to knock the opponent right down to the ground, offering up DNK....how? Do you just delay the input? []

The door knocker links involve spacing.

You don't have to be on top of a wall (that would splat on your launcher) or really very close to one at all but you can't be on an open level. Roughly 4 to 6ish characters away from the wall or ring edge will cause the ear slicer knockdown animation to shorten and allow you to DNK. *

So far, I think DNK combos in general are wonky against Nightmare, Astaroth and Ivy. They seem fine on most everyone else.

edit:
* unless you're behind or extremely offset to them, then it will sometimes put them face first on the ground sliding toward your feet.
 
@ Toramitsu: Mashing 8A after 1K will get you to connect all 3 hits. :) The fastest input is needed post 1K, and you can take the advantage of the huge SC5 buffering window here.
 
@ Toramitsu: Mashing 8A after 1K will get you to connect all 3 hits. :) The fastest input is needed post 1K, and you can take the advantage of the huge SC5 buffering window here.

All three hits in regards to...1K, 8A, K? Can't find which post you're answering, but thanks for the info. []
 
This is crazy, but

3B JF 4AAAAA JF 4AAAAA a:B+K DNK 2K = 141 dmg (doesn't work with characters where DNK doesn't connect after ear slicer) <edit> take this with a grain of salt, I had CH settings on. It should do slightly less

so theoretically, if you are skilled/lucky enough, (wall) 6K > W! > 2A+BB > W! > 6K > 66A BE > iMCF > RCC > 3AB BE JF 4AAAAA JF 4AAAAA a:B+K DNK 2K should virtually kill the opponent even with damage scaling. I'd pay to see someone do this in a match.

Oh, and 1K > 8A (3 hits) > (A+B in direction of opponent AC) > 2A at 97-107 dmg does more than 1K > G > a:B+K > 2A+B 66 or anything else that follows apart from 66A+B. At the expense of a bit of hp of course, and the directional A+B > 2A will miss if the opponent AC to the back right.
 
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So deathcopter delayed 3B is my fav

Funny one is do your normal iMCF, 3b, a:B+K combo catch them with Deathcopter trap, then delayed 3B into a:B+K again, into 2{A+B},{K} LOL The K will tech trap if they try to tech again so thats 3 in a row...

What is 4B on hit when used in a tech trap? When you use it in a tech trap say after 3B+K, it hits them but they dont fall down so whats your adv?

44A is another fav tech trap, sometimes you can get DNK after 44A on a tech trap... You can always get DNK after 44A when not used as a tech trap...

After 4B, 214A tech traps all, then 44A tech traps all...

Ill post up more and hopefully a video after I get back from Final Round this weekend.
 
Catching an opponent stepping/quick moving with 4A is actually pretty big. It grants CH for the first 4A which means you can get the entire string off. If you can take advantage of that situation and JF the string (and get lucky) you can get pretty damn good meterless step punishing damage.

JF 4Ax5 > 2K = 71 dmg CH
JF 4Ax5 > 66A+B = 98 dmg CH
JF 4Ax5 > 1B = 78 dmg CH
JF 4Ax5 > DNK > 3B = 86 dmg CH
JF 4Ax5 > 2[A+B] > 66 = 91 dmg CH
JF 4Ax5 > 2A+BB = 86 dmg CH

It's too bad that iMCF won't have enough time to connect otherwise things could get crazy. Even without getting lucky though, it's a 61 dmg step killer.

If 4Ax5 JF is blocked:
With guard break and recovery: aPat's i8 CE is blockable but you cannot hit them with any of your moves while they're guard broken. -4 after the break (maybe more with recovery's cool down), but they are guard broken for at least 10 frames.

With guard break and dizzy: After the guard break they can't execute their moves for quite awhile so Pyrrah's i10 AA/i13 CE and aPat's i8 CE both come out by the time you're virtually on the ground. Of course, you'll have to deal with oki one way or another.

4Ax5 JF on NH or CH (it is not a NC):
Guard break + crumple stun.
 
Hey guys, I'm switching over to yoshi as zwei turned out to be ass (in my opinion). Quick question, what does RCC stand for, and how do you execute it properly? I think I'm picking up all the other terminology but that was the only one I couldn't make sense of. Thanks
 
Hasn't been said here yet so

FLE 6A+B > FLE B+K (Swordflash) > FLE B
This one's back from SCIII. Another wall combo starter for you guys but the damage scaling for this one is pretty bad since it's three hits.

1k > G(turnaround) > 2A+B > 66A+B
2A+B smacks down and stuns mid-air opponents long enough for you do 66A+B. Kangaroo kick and Lei's kick from the Tekken Possession move are the only ones that launch opponents high enough for 2A+B to stun.

For BlackAlpha - Watch Frostheart's video at 3:30. There's a nice explanation there.
 
RCC = Recovery Crouch Cancel. You'll need it to reset FC into standing position for some follow-ups.

@RedDjinn Thanks, actually I leeched some ideas from your earlier vid!
 
So deathcopter delayed 3B is my fav
What is 4B on hit when used in a tech trap? When you use it in a tech trap say after 3B+K, it hits them but they dont fall down so whats your adv?

the advantage is frames. people seem to want to attack after it. so iMCF into more damage. if you want to simplify you can also attack with 2A, 2B, K, 2K and A+K (if you even use it lol)

if you know they're going to attack and you DO catch with iMCF, that's a little over half of their life.

once you get them to block after it.. more mix ups ensue...

then delayed 3B into a:B+K again, into 2{A+B},{K} LOL The K will tech trap if they try to tech again so thats 3 in a row...

you can tech the delay after Deathcopter to the left.

you can also tech the (K) from 2(A+B) (K) to both left and right......... just tested it :(


if you're getting people to fall for those tech traps then that's awesome. And i hope you do well in the tourney.
 
If you’re scrubby and can’t (yet) do iMCF reliably (cough cough), but don’t mind using one full meter (e.g. round ender):

6K > W! > 2A+BB > 3B > W! > CE: 161 damage.
 
. You must be square to the wall and start with 3B for this to work. So far all the other variations I've tried makes 236B whiff.

On another note, if you end a wall combo with 8K, 1{B} UB (the first charge) is free.

here's Hajime's video of a nice wall combo if you're squared to the wall. i use this any chance i get. :)
 
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