Gah! Yoshi Help!

Luff_The_Talim2

[09] Warrior
Hello! OK so I have a little problem. I am a former Yoshimitsu user. (although dani would say otherwise. lol) My brother wants to use Yoshi but I keep telling him that yoshimitsu is extremely difficult to learn. (In my oppinion he's the most difficult to learn) So I need to know. Am I being rude by telling him not to learn Yoshi? Or should I teach him what I know? (which isnt much)

P.S. What tech traps does he have? Cause I still use him from time to time and I get alot of slack from noobs cause I usually go into his MED. But they fall for tech traps like Talim to a wind convention. (corny...i know) Help meh!

If you guys think I should teach him, what strategies should I show him? (like during sidesteps and while ducking)

>.<
 
Well i base my yoshi off of counters and tricks. I mainly make sure that they have no idea whats going on. I trick them then counter which leads into combos that can use his a;b+k slide.

Is that bad?
 
Ok For example I consider his 6b a very important move. I can easily sidestep some characters (such as hild's c1, c2, and c3 b) and then use 6b. Even though its shakable I switch between either 214a or 1a (i cant remember if it sweeps or not or if it is a lag tactic) also if your opponent is a bit new then INT is useful. Understand?

P.S. sorry about my grammer. Im doing fifty things at once.
 
I'm no expert but here goes.
6B is a shakable stun that only works on people who don't shake stuns.
214A is decent, but be warned that certain people may know how to punish it.
These moves should be used sparingly and carefully.
Basically, use them but don't abuse them.
Since you want to be unpredictable.
Anything else?
 
Thank you.
So also. What tricks and combos do you know for his MED?

Ugh. Now i want to start using yoshi again. lol Its probably better if i use him again. Cause i believe Hilde is banned from tournaments right?
 
Well, there's a lot of possibilities for Med.
Med K can lead to good follow-ups. But it can be blocked, stepped, or guard impacted.
Med A is just a low. It can also be blocked, jumped, or guard impacted.
Med B is a UB. But, it can be stepped because it's linear or just impacted if you're crazy.
I would list more but I think playing me online is your best bet.
Just so you know, I'm not the best Yoshi, but I've encountered good ones that gave me tips.
PSN is NamuSkull. Beware of Pocky Yoshi. Let's have fun, shall we? A quick FT5 okays?

-NamuSkull

P.S. These two links could help.
First one is Combos
Second is discussion on moves that benefit you.
http://www.8wayrun.com/f48/yoshis-top-10-moves-namuuuu-t2018/
 
6B only gives the shakeable stun on counterhit; so if you find yourself in that situation you could just go bA for the ninja rush which does quite a bit of guaranteed damage (on CH). If you are using 6B for the reach, you could use 4K which does quite a bit of damage also (doesn't need counter hit but it's a bit slower). If you want to stick with 6B, then don't mix up with 214A. This move is pretty slow; they can shake and block on reaction. For that mix up and in general when you have the frames to do a mixup, I would do 33B or 4K for the mid part, and grab/iFC 3K for the other.

Yoshi has a lot of stuff that works well against people that don't know him. Med is a perfect example. The B is easily steppable on reaction, the K is easily anything-able, and given that the other two options are so easy to stop there's not much room for the A to hit. If you use Med once the other player will probably be content with just blocking or maybe eating Med A. But if you use it more than that, against a good player you will either whiff, get GIed, or get your low blocked. I.e. you are probably eating a launcher. However, if they don't know your options well then they can't shut you down like this.

Reflection (his backward facing stance) and intimidation fall into this category as well for the most part. I never uses any of those three stances except when messing around against people who are very bad. Flea can be quite useful though; you have good evasive options (very fast step, constant tech jump, tech crouches and leads to frame traps). You can also play wake up games with DGF and SDGF, or even just mix up games if you are feeling brave. These are for the most part technically unsound; from a given stance there's a way to defend against all options without guessing (i.e. no real mixup). On the other hand, to be honest you need quite a high level player to execute this in a real game. If you know all of his stances and options well, you can switch very fast and not give people a chance to adapt.

The reason I quit Yoshi is because I couldn't execute iMCF and couldn't be bothered to learn, and its an important part of his game. It's quite hard. You can still play Yoshi well without it though.

To see someone play a pretty crazy Yoshi at a high level without a ton of iMCF, check out videos of NeoRussell especially older ones where he doesn't iMCF as much. If you want to see a less crazy, but very very lethal Yoshi then check HajimeOwari. He doesn't have as much crazy stance stuff, although he does use the Tekken moves amazingly well (another reason I quit Yoshi, concentrating on the game + the timer was too much).
 
I'll give you my two cents for Yoshi.

I rarely use 6b mainly because everyone knows how to shake. I also don't want to form a habit of using it. If you can iMCF I suggest you apply it to your strategy. A very important thing for a Yoshi player to use is his stances. These stances can make Yoshi a really hard foe to face. Learn which moves can transfer into stances and play mind games with your opponent. Also make sure to learn his door knocker combos. They can carry an opponent pretty far and cause an unexpected ringout. My faves to do is 4b+k doorknocker 2x 3b, or 8b+k k doorknocker 3b.
 
Question, are there any high hits in Yoshi's doorknocker? I always stand there blocking all the hits and if my memory from SC2 is correct, there are at least 2 high hits in there somewhere right? I just want to know so I can fuck up those dumb ass Yoshi's online that do the entire doorknocker on block.
 
Your memory is correct, the second and third hits are high, the first and the last one ain't. Now, go punish these knockers.
 
I say go for the GI on the last hit instead. Recovery is pretty damn slow if they leave out the 4th hit; Which I doubt on-line players ever do.
 
Or stop it while ducking the second hit or third hit.
Like the infamous while rising B from Kilik for instance.
I wouldn't use doorknocking by itself anyways.
Very unsafe. Na-mu.....
 
Hajime and others, do DKN have any place outside of combos? if so, when and where?
and we´re talking offline, no online frametrap bullshit or stuff like that.
 
My two cents:

CH DNK, 8A+Bg is a tech trap.
CH DNK can lead to another DNK for the RO if you're near an edge.
CH DNK, W! snags you some good wall damage.

Since most (read: all) people don't duck the middle two attacks and punish, you can usually get away with a surprise DNK or two in a match. I tend to use it when I'm grounded and the opponent comes running in since it's fairly fast. Since you can spot a CH fairly easy when doing DNK, you can decide on the fly whether to continue the string or stop it early.
 
Exactly, Hajime said everything. Use it as an interruptor, it's i15 and can leads to the cool stuff written above.
Maybe you can also use DKN during stance transitions (Nightmare, Siegfried, etc...) but I never tried it.
 
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