Yoshi Okizeme & Tech Trap Guide

some quick questions again! hahah!

am i doing this right?
after a successful iFC3K 2K, best options would be...
if they stand up right away, guarding high: FC 3K again?
if they get up right away, blocking low: 33A+B?
if they roll: 1KKKKK?
if they tech: 33A+B, 33B, or 66B?
if they just lay there: 2K, RCC 3B?

Don't you mean 33A+B? ^_^
also, why is this? how does it differ from the other **A+B moves?
imcf combo only possible from 33A+B? tech-traps after certain moves?
 
some quick questions again! hahah!

am i doing this right?
after a successful iFC 3K, best options would be...

Take your free 2K, imo. Then do a quick dash and gauge how to handle it from there.

also, why is this? how does it differ from the other **A+B moves?
imcf combo only possible from 33A+B? tech-traps after certain moves?

You can ONLY combo an iMCF into 33_11_77_99A+B.
 
is the 33A+B iMCF really hard

If you can accurately iMCF, it's not terribly difficult. The main issue with it is it whiffs more often than not due to the way the opponent is facing and/or distance issues. =( So, I personally prefer 66A+B since it does more damage and sets up a stronger wake-up / tech trap game.
 
ah, thanks Hajime. i just forgot to write out the 2K.
but what do you prefer to do in the different oki situations after iFC3K 2K?
 
Actually it´I found something odd... You can do 44A+B, iMCF if 44A+B comes from a tech trap, never tried with 66A+B, but I guess it works, and I think someone said that too a while ago.
And I like more using 33A+B, iMCF... is a lot of dmg, tough as Hajime said, it will whiff mainly if it´s landed on opponent´s left, or 33A+B, 66B.... anyway, there are tons of options, mix those to get better results.
 
Flask: It really depends on how your opponent reacts. With scrubs who continually tech you can just do turn it into a 50/50 oki game with FC 3K / 4KB.

Against smart players who stay grounded, make them suffer for doing so by using 3B and 2K. For those who get up and turtle, throwing and 33B B+K are good options. Against the more aggressive players, you really have all kinds of options. For the most part, just find out what works best for you, because each player tends to react slightly different when they're on the ground.

Lolo: That is odd. But what moves tech trap into 44A+B? I don't recall finding many...or is this a BD thing? I've never been able to connect an iMCF after 66A+B, despite all kinds of testing. =(
 
Flask: It really depends on how your opponent reacts. With scrubs who continually tech you can just do turn it into a 50/50 oki game with FC 3K / 4KB.

Against smart players who stay grounded, make them suffer for doing so by using 3B and 2K. For those who get up and turtle, throwing and 33B B+K are good options. Against the more aggressive players, you really have all kinds of options. For the most part, just find out what works best for you, because each player tends to react slightly different when they're on the ground.

Lolo: That is odd. But what moves tech trap into 44A+B? I don't recall finding many...or is this a BD thing? I've never been able to connect an iMCF after 66A+B, despite all kinds of testing. =(

I don´t remember exactly, but yeah, it´s in SC4, and I only remember CH DNK and SDGF B.
 
might be interesting:
after airborne a:B+K 66B whiffs if opponent tech left, so i searched for a left tech trap and 8A+B~G does work but is char dependant.

-66B works: nightmare, lizardman, astaroth, rock, siegfried, hilde, maxi
-8A+B works: yoshimitsu, mitsurugi, amy, kilik, cervantes, talim
-8A+B works if they press guard: sophitia, setsuka, cassandra, yun-seong, seong mi-na
-nothing so far: raphael, taki, voldo, tira, xianghua, ivy, zasalamel

note: 8A+B trap can be avoided by any char if they step back or right at the last moment (but who does that anyway ^^)
 
note: 8A+B trap can be avoided by any char if they step back or right at the last moment (but who does that anyway ^^)

Sorry to disappoint, but stronger players will step it at the last second. >_< Still quite valid until the opponent proves they won't tech into it, though. Same goes for stuff like 8A+B after 66A+B. Not technically a tech trap, but since 8A+B is an UB, they still need to get out of way.
 
Sorry to disappoint, but stronger players will step it at the last second. >_< Still quite valid until the opponent proves they won't tech into it, though. Same goes for stuff like 8A+B after 66A+B. Not technically a tech trap, but since 8A+B is an UB, they still need to get out of way.

I agree with you Hajime... Could u check if u can evade the 8A+BG after iMCF, 1B+K, 3B+K:B... I´ve only tested that against fhowarang so far, and he can evade the 8A+B after 66A+B with no problem, but he never evaded after 3B+K:B... It´s character specific, so u can check that against Zasalamel, wich it works and he has a good step.
In BD I´m sure it can´t be evaded, cause it launches really high, but I want to be 100% sure that it works in SC4 too, I´ve been using that effectively, hope you can use it too.

And yeah, if it can´t be evaded, it´s not a tech trap, it´s a combo, cause it hit u no matter what.
 
I'm pretty busy until next week. I can go ahead and test it then. Although, I haven't put much time into CH iMCF, (short dash) 1B+K. hehe. That's more your thing!

Yeah. It is technically a combo, but it's so much easier to call it a tech trap, since it more closely resembles a tech trap. Plus there is a "break" between hits and a damage scaling reset.
 
I'm pretty busy until next week. I can go ahead and test it then. Although, I haven't put much time into CH iMCF, (short dash) 1B+K. hehe. That's more your thing!

Yeah. It is technically a combo, but it's so much easier to call it a tech trap, since it more closely resembles a tech trap. Plus there is a "break" between hits and a damage scaling reset.

Don´t worry, you don´t have to do a short dash in this... Tough that short dash makes the combo to work in more chars, but not necessary against all chars.
I did test it on me, and Im unable to evade it, maybe u have more luck.
 
Sorry to disappoint, but stronger players will step it at the last second. >_< Still quite valid until the opponent proves they won't tech into it, though. Same goes for stuff like 8A+B after 66A+B. Not technically a tech trap, but since 8A+B is an UB, they still need to get out of way.
DTN use it all the time and it is still working. Even good players cant be knowledgable about every traps.
 
DTN use it all the time and it is still working. Even good players cant be knowledgable about every traps.

First, it's not a valid trap. The opponent can tech and step it. It's only guaranteed if you a:B+K them into a wall. Despite what your list says, Cervy can definitely step it. Someone here does it. Second, there is evidence of it missing on many occasions on the latest DTN tourney vids. Third, the strongest players are able to step it (not 8WR) on reaction because they know 8A+Bg is linear and can be stepped.

That's why I said, it's a valid "trap" until the opponent proves they can step it. It really isn't a trap, though. It's more of a pseudo-trap.
 
Well, thing is. If you're not used to your opponent doing it all the time you will get hit by that a lot. Even I got hit by that when I played DTN, and even if you roll out of it or step its still safe.
 
Hajime I am extremely interested how you can avoid these setups :
3B, a:B+K, 8A+BG
3B, a:B+K, 8A+B4

DTN hit me with them yesterday quite a bit.
I tried to techroll in every direction it didn't work.
 
Hajime I am extremely interested how you can avoid these setups :
3B, a:B+K, 8A+BG
3B, a:B+K, 8A+B4

DTN hit me with them yesterday quite a bit.
I tried to techroll in every direction it didn't work.

try this after aB+K:
(1st player) [8G] and when you're standing just[4]
 
That's a big issue with playing Yoshi. He has plenty of traps, setups, etc. but it's finding out what does and doesn't work that can cause problems in tourneys. Especially against an unknown opponent. Eventually I think Yoshi players get comfortable with specific traps and setups that work best for them and throw away the rest away.

Well, thing is. If you're not used to your opponent doing it all the time you will get hit by that a lot. Even I got hit by that when I played DTN, and even if you roll out of it or step its still safe.

Agreed. Hence my use of the words "pseudo trap." Apparently I should've been using those gimmicks on you in Vegas, Belial. Haha.

Hajime I am extremely interested how you can avoid these setups :
3B, a:B+K, 8A+BG
3B, a:B+K, 8A+B4

DTN hit me with them yesterday quite a bit.
I tried to techroll in every direction it didn't work.

I guess it was backstep and not step. I don't have my 360 to test. It's being repaired, but should be back this week. Not that it matters, because it seems RDDK has done the work already.
 
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