Non-CH 3B Follow-ups

I had the same experience in practice mode, but it doesn't make sense to me that the recovery could be completely random. if that is true, it makes the move essentially useless, at least on midair opponents-- who's going to risk falling over after an already-difficult move when you could simply get much easier damage many other ways? and I have a hard time believing they'd bother to put in a move that would be basically useless, because, basically: why bother?

I think it's possible that practice mode has some flaw which makes it seem random when it's not. I seem to remember seeing the same thing happen with other, decidedly non-random moves in the past. In any case, the one thing we would need to prove that it isn't random is someone who can nail it consistently, or at least more consistently than anyone else. So if anyone can get the recovery almost every time they get every just input flash-- speak up!
 
NO practice mode record feature is flaky.

It's the same with a NUMBER of jfs. I get the same problem with maxi's 6B:B:B for instance.
The record feature struggles to do really hard jfs precisely.
 
the most in a row I've gotten the jf without falling was 8 times (not in the air mind you..just did it on the ground a bunch in a row..most in an air combo was 3 or 4). And I think that is too many times in a row done correctly for it to merely be "random." And like what was already said by a few, the practice mode has flaws to its replay when doing jf moves for whatever reason...especially long stings. I don't think anything is guaranteed if you don't land the super just version (am I wrong?) and the damage is decent enough to warrant the risk unless you don't believe you can at least hit the normal just version.
 
3B, a:B+K, 1B_66B (character specific or opponent isn't teching) - 52 & 58 dmg respectively

This is one of the combos I use a lot, aside from REF A, DNK x2, 3B.
 
[QUOTE="GATOR]the most in a row I've gotten the jf without falling was 8 times (not in the air mind you..just did it on the ground a bunch in a row..most in an air combo was 3 or 4). And I think that is too many times in a row done correctly for it to merely be "random."[/QUOTE]I though exactly like you.
But 8 times is not enough in my opinion. I can play at "Heads or Tails" and get the "Heads Side" 8 times in a row lol ^^"

I also have the deep feeling that the recovery can be succed at different timings, what makes me think that it's probably random... IDEM for Seppukku A:A


Anyway here is my best Non-CH 3B combo ^__^ :
- 3B 4AAAAA 4AAAAA... x Times as long as there is the recovery.... +50 dmg minimum !!
 
it doesnt do much damage but is one of my personal favorites: 2a+b,b. it pushes ur opponent way across the map so u have time to heal, think, get into a stance, or glance at the timer for the iron fist possession moves. also if u throw in a 2[a+b] u can really mess w/ ur opponents head. not much damage but it is good for strategic players.
 
it doesnt do much damage but is one of my personal favorites: 2a+b,b. it pushes ur opponent way across the map so u have time to heal, think, get into a stance, or glance at the timer for the iron fist possession moves. also if u throw in a 2[a+b] u can really mess w/ ur opponents head. not much damage but it is good for strategic players.

To each their own I guess...but I find yoshi more of a constant pressure character...so I feel that you are hurting yourself and destroying your wake-up by doing that after 3b.
 
I though exactly like you.
But 8 times is not enough in my opinion. I can play at "Heads or Tails" and get the "Heads Side" 8 times in a row lol ^^"

I also have the deep feeling that the recovery can be succed at different timings, what makes me think that it's probably random... IDEM for Seppukku A:A


Anyway here is my best Non-CH 3B combo ^__^ :
- 3B 4AAAAA 4AAAAA... x Times as long as there is the recovery.... +50 dmg minimum !!

wait so can you get the jf 4a series more than once on a opponent in the air
 
I guess there will never be a consensus, since there are no 3B options that really stand out as being superior. Nice to know Yoshi players can be this diverse.
 
I usually go for the 3B, 6K one because sometimes the opponent air controls away to mid range, and just when they think they are safe, wam! They get hit but 8A+B 2orG, haha. Doesn't always work but its good set up. I also do the 8A+B to Helicopter then mix it up from there. I think thet might be a risky but hey,that's what makes Yoshimitsu so much fun!
 
3B, little dash, a:B+K, 3B, guaranteed on everyone, 50 dmg... so it´s not really great.
3B, little dash, a:B+K, DNK works only on Zasa, 70 dmg.
3B, little dash, a:B+K, 66B guaranteed on Cervy like 58 i think of dmg.

The dash has two purposes, make the time for the a:B+K hits deep so the enemy doesn´t slide too far away from Yoshi and get Yoshi closer. A new trap comes with it, FC 3K seems to catch to all sides, but a:B+K must hit deep.

This dash requieres little practice, it´s not magical, but works and it´s nice to see other options.

And for A series, don´t go for the 5 A´s, even if u get it perfect, Yoshi recovery seems to be random... U can go for 4 "4:A´s", for good dmg and the best wake option.
 
As I said before when we discussed it, nice contribution! I'll be testing it more on a:B+K when the opponent slides towards the edge/wall and slightly stops. Might be able to get more DNK because of the dash.
 
[/QUOTE]

And for A series, don´t go for the 5 A´s, even if u get it perfect, Yoshi recovery seems to be random... U can go for 4 "4:A´s", for good dmg and the best wake option.[/QUOTE]

I've been testing this out a bit and as i get the JFs consistently, the recovery isnt random.

I believe, if im not mistaken in order to recover you need to input a 5 after the final A in the series. So ultimately it 4A: A: A: A: A5.. EDIT POSSIBLY??

..

as for non-CH 3B i would agree with Hajime that DNK and 33B B+K follow-ups are most deadly and easily timed.
 
non-CH 3B, DNK - Definitely the most deadly. Easily the hardest to time besides the 4A series. The opponent teching or not can affect how easy it is to connect this combo.
 

And for A series, don´t go for the 5 A´s, even if u get it perfect, Yoshi recovery seems to be random... U can go for 4 "4:A´s", for good dmg and the best wake option.[/QUOTE]

I've been testing this out a bit and as i get the JFs consistently, the recovery isnt random.

I believe, if im not mistaken in order to recover you need to input a 5 after the final A in the series. So ultimately it 4A: A: A: A: A5.. EDIT POSSIBLY??

..

as for non-CH 3B i would agree with Hajime that DNK and 33B B+K follow-ups are most deadly and easily timed.[/QUOTE]

Mmm.. that would be awesome, if u can get five perfects 4A in a row, I belive u, dont have to be one after another, I know it´s hard, but you may get 2 or 3 in a row, then fail one, and then the other 2, I can get perfect 4A series in training with no problem, but the recovery is another matter to me, sometimes I get 2 or even 3, but that´s it
 
3B, 33B, [B+K] is the best imho.
For RO potential a:B+K is the man.
I never do other stuff since I find them unreliable.
 
Back
Top Bottom