Supa
[10] Knight
This should've come to a close a while ago or at least split into another thread for serious (or continuing non-sensical) discussion.
Topic shift, maybe:
I like to use A+K as an option since you can interrupt or clash some of the weirdest things consistently. As a result of that, I usually have the charges for the more useful IFP moves. Even without a charge, you are relatively safe from a few characters using Level 1 with the exception of not being able to cancel Drunk Stance or the Spin but you can really only capitalize on drop kick or sometimes flamey-scratch. It's definitely not something you should have confidence in with uh... well, nearly all situations, I suppose.
I think Level 3 is still relatively strong. Most people (cas and competitive...) haven't even seen all of the options and may not know how to capitalize off of it or even dodge them. It's a gimmick, but Metronome was no less of a gimmick in IV - although much safer. By the time you can capitalize on these, the A+K game you're forced to play will probably have been much more useful than whatever you get. At i8 and 10, it's fast (faster than iMCF) and safe, plus you can use it as a GI. For characters that do a lot of step-in on their attacks (Xiba, Viola, Nightmare) it's easy to convert a situation into an A+K -> oki. Lobbing horizontals to stop step (Astaroth, Nightmare, Jig) can be neutralized by Yoshimitsu, but I'm pretty sure you can't get charge unless you get the CH (other thread on A+K says any GI counts, but I think that's wrong).
I think A+K much enhances Yoshimitsu's game in V post-patch and moreso than it did in IV. If you don't agree, then start a different topic.
Topic shift, maybe:
I like to use A+K as an option since you can interrupt or clash some of the weirdest things consistently. As a result of that, I usually have the charges for the more useful IFP moves. Even without a charge, you are relatively safe from a few characters using Level 1 with the exception of not being able to cancel Drunk Stance or the Spin but you can really only capitalize on drop kick or sometimes flamey-scratch. It's definitely not something you should have confidence in with uh... well, nearly all situations, I suppose.
I think Level 3 is still relatively strong. Most people (cas and competitive...) haven't even seen all of the options and may not know how to capitalize off of it or even dodge them. It's a gimmick, but Metronome was no less of a gimmick in IV - although much safer. By the time you can capitalize on these, the A+K game you're forced to play will probably have been much more useful than whatever you get. At i8 and 10, it's fast (faster than iMCF) and safe, plus you can use it as a GI. For characters that do a lot of step-in on their attacks (Xiba, Viola, Nightmare) it's easy to convert a situation into an A+K -> oki. Lobbing horizontals to stop step (Astaroth, Nightmare, Jig) can be neutralized by Yoshimitsu, but I'm pretty sure you can't get charge unless you get the CH (other thread on A+K says any GI counts, but I think that's wrong).
I think A+K much enhances Yoshimitsu's game in V post-patch and moreso than it did in IV. If you don't agree, then start a different topic.