Codemaster92163
[09] Warrior
Ok, so as everyone knows...since we all began using Yoshimitsu, the staple combo off of 1k was a measly 8A+K. Well everyone, I have good news for you. We are now allowed a different set of combos off of this move now! Anyways, before I begin, I have tested this offline for awhile now, so I know they mostly work, and I KNOW that this isnt 100% set in stone. Ok, so here is what I found
1K, 7B, a:B+K - This combo allows you to get an earslicer off of the Kick, and the opponent can AC whichever way they want and it will still hit. Should they go straight left or right, however, your a:B+K will turn into a BT A, so just do the a:B+K input again to get the earslicer, also granting you more damage (82 on normal hit, can be more if you can get DNK.) Backright AC'ing leaves a small chance of whiffing the Earslicer, but chances are they don't AC as well as the comp can do in training. Little note, you must be quick with your earslicer input the second time round, or else it has a chance of morphing into BT A again. Damage ranges from 80-90 I believe.
1K, 7B, 44bB, 9k, 236b (tech trap) - If you are good at your 44bB's, then this combo is great for you. They can air escape this by moving straight left/right, but you will still get BT B for some decent damage still. Should they AC any other way, you can get a 9K off of 44bB if you are good enough at it, and then can get 236B as a trap.
1K, 7B, 44bB, 44bB, 44bB, 44bB, 44bB, a:B+K - My personal favorite out of those I found out. Again, AC'able to the left, but other directions (such as backleft) lead to this, which can lead to GREAT damage and an awesome ring out opportunity since they are so high and its easy to get all the 44bB's without doing them too late. Damage cna range from 70-120 or so depending on how many 44bB's you pull off.
1K, 7B, anything else you might want to try or think you can do, such as deathcopter - If you want have an even greater mix-up, go for some deathcopters or other random moves that they are probably not expecting. Tekken moves work quite well after this, as 0 somehow hits them from the air. Go for stance moves, or try to go for some teleports, or even heal yourself while they are falling. Theres really no limiting to what you may want to try after you land this, since its all a matter of what your opponent is thinking (Which is probably nothing since no one has ever done this to anyone before.)
Again, I already understand that depending on if they air escape dead left, some of these are useless, but A.) most people dont AC just that way and B.) you should try to anticipate which way they move and do said combo accordingly. None of these are 100% guaranteed, but the same goes for 8A+K since it sometimes whiffs. I know how everyone here loves scrutinizing things, so I actually want you all to go to training, find the flaws, and post them in this thread as to help out me and others. All input is appreciated, and I would also appreciate damage amounts as info too. Im just to lazy to pay attention everytime n_n
Have fun with this you guys.
1K, 7B, a:B+K - This combo allows you to get an earslicer off of the Kick, and the opponent can AC whichever way they want and it will still hit. Should they go straight left or right, however, your a:B+K will turn into a BT A, so just do the a:B+K input again to get the earslicer, also granting you more damage (82 on normal hit, can be more if you can get DNK.) Backright AC'ing leaves a small chance of whiffing the Earslicer, but chances are they don't AC as well as the comp can do in training. Little note, you must be quick with your earslicer input the second time round, or else it has a chance of morphing into BT A again. Damage ranges from 80-90 I believe.
1K, 7B, 44bB, 9k, 236b (tech trap) - If you are good at your 44bB's, then this combo is great for you. They can air escape this by moving straight left/right, but you will still get BT B for some decent damage still. Should they AC any other way, you can get a 9K off of 44bB if you are good enough at it, and then can get 236B as a trap.
1K, 7B, 44bB, 44bB, 44bB, 44bB, 44bB, a:B+K - My personal favorite out of those I found out. Again, AC'able to the left, but other directions (such as backleft) lead to this, which can lead to GREAT damage and an awesome ring out opportunity since they are so high and its easy to get all the 44bB's without doing them too late. Damage cna range from 70-120 or so depending on how many 44bB's you pull off.
1K, 7B, anything else you might want to try or think you can do, such as deathcopter - If you want have an even greater mix-up, go for some deathcopters or other random moves that they are probably not expecting. Tekken moves work quite well after this, as 0 somehow hits them from the air. Go for stance moves, or try to go for some teleports, or even heal yourself while they are falling. Theres really no limiting to what you may want to try after you land this, since its all a matter of what your opponent is thinking (Which is probably nothing since no one has ever done this to anyone before.)
Again, I already understand that depending on if they air escape dead left, some of these are useless, but A.) most people dont AC just that way and B.) you should try to anticipate which way they move and do said combo accordingly. None of these are 100% guaranteed, but the same goes for 8A+K since it sometimes whiffs. I know how everyone here loves scrutinizing things, so I actually want you all to go to training, find the flaws, and post them in this thread as to help out me and others. All input is appreciated, and I would also appreciate damage amounts as info too. Im just to lazy to pay attention everytime n_n
Have fun with this you guys.