neorussell
[10] Knight
Comprehensive Guide to SCIV Yoshimitsu
I promised myself that I would create a guide for new and old players
alike. More stance and mixups in his arsenal makes him the mindgame
master. How you handle him depends on your skill as a person? I'm here to help you out along the way.
If you guys don't know me, here is a background.
I've been around since SC2 when Yoshimitsu appeared as a time release character. I stuck with him even though nobody was using him back then. Then it got crazy and people started doing 1a, bt 2a. I can honestly say that I started the 44b+k mixup. You know 44b+k, Fle k or Fle Dash. I placed high in tournaments (Clash and small ones) and won a regional in SCIII (in Chicago i think). You can also search my name in Youtube to see my Tekken Tutorials. Maybe i'll have time for Soul Calibur but that's thinking too far ahead.
--------------
Conventions
--------------
A - Horizontal
B - Vertical
K - Kick
G - Guard
[] - Letter inside the box means hold that button
~ - Slide to next button
, - seperator
_ - or
+ - combine buttons
-----
Index
-----
I. New Moves
II. Modified Moves
III. Move and Stance Transitions
IV. Safe or Not Safe
V. Just Frames
VI. Combos
VII. Playing Yoshimitsu
=========================
I. New Moves
=========================
Let's begin with his new stance and old stance moves.
--New Stance--
INTIMIDATION (INT) -- 6B+K
He poses in a bent position like he's going to take out a sword.
Holding after 66B goes to INT stance.
INT A - He takes a big step backward and comes back slicing low. 3b is
guaranteed. Get's away from AA's after transition to INT. Safe.
INT B - He hops with his two swords in a circular motion leaving him BT
(backturned). Safe if you don't move after.
INT K - His old 22_88K. Holding K goes to his Reflection Stance
REFLECTION (REF) -- 4B+K
He stands BT with little hops.
REF A - low move. Best move out of REF stance. Does not hit grounded
and not safe on block.
REF B - High Move. Really useless IMO.
REF B, K - real cool move as a follow up for REF b. Safe since it pushes
them away on block.
REF K - Backflip. So so on recovery.
REF A+K - suicide. MMED the distance.
REF A+B - Recovers 2% of health. If you time their hit with A+B, he will dodge. You then have to match what they pressed. A or B or K. This will initiate an unblockable move. While doing the Unblockable, you can recover with K. Kind of like SDRG K:K just frame. Although easier.
MEDITATION (MED) -- 2B+K
MED A+B - Auto GI's mids and he performs an unblockable lunging kick.
Unblockable Misses most of the time though. Press K to add another hit.
MED A+K, A - I like this new suicide. Catches left side I think. Enemy
takes damage first when you press A after.
MED 4_6 - he slides in stance although useless IMO
FLEA (FLE) -- B+K
FLE K - Launches in the air for follow up. Goes to DRG.
FLE 4_6 - He walks with his two swords. Great Fake out for K
FLE 2_8 - Flea Spin. He spins but does not carry that much distance.
FLE 2A+K - He digs the sword in the ground to avoid highs. Usually Flea B is a good follow up after.
DRAGON FLY (DRG) -- 8B+K
-Nothing new
SUPER DRAGON FLY (SDRG) - DRG, 8B+K
-Nothing New
------------------------------
Yoshimitsu's new moves in SCIV
------------------------------
3A - very fast mid punch. Not sword, punch. It has Crumple properties.
WSA - goes BT which is good but recovery is bad that you can't do anything on block.
WSK - ground stun properties on counter which is cool but its high
though.
6B - Stuns on CH. Wish they gave him the follow up after. Good as a 2nd hit but not as a stand alone move.
22_88K - great move and long range. Recommended when afar.
22_88B - Mid move that gut stuns. If you hold B, it goes to Intimidation
(INT). Good fake out if you do INT a after
44A - real cool move and mid hit. Recovery is so so.
66B - Launches on hit but takes too long to come out. Goes to INT when B is held and a guaranteed INT B or INT K (timing).
7A - Hops backwards and does a low hit. Imagine WL A in SCIII.
3B+K, B+K - Really cool but again takes too long to come out. Cannot be used in normal juggle starters.
3A+B - This rush is cool and ring out possibilities. If you hold the
A+B, he goes to Flea with the 3 low hits. Good as a juggle ender as
well. Does not track.
9B+K, K~G - Stomp goes to DRG. Mixup good.
============================
II. Modified Moves
============================
Not really sure why Namco changed the notations on many moves but I guess they have to compensate for the new ones. I will display the old notation on the left and new notation on the right.
SCIII Notation SCIV Notation
2B~A - 2A~B
4B+K - 4B+A
6B+KB... - 6A+B,B...
MED B~K - MED 4_6A+B, A+B
FLE 9 (Jump) - FLE, 6A+K
WS B hits mid - WS B hits high and crumples
22K - INT K
FLE A - FLE K goes to DRG
DRG A hits mid - DRG A hits high
MED Moves teleports front - MED moves teleports behind
================================
III. Stance Transitions
================================
Knowing that a move can transition to a stance can be your advantage in winning a match. Just don't over do it too many times.
22B~G - Goes to INT
66 - Goes to INT
2[A+B] - Goes to FLE
3[A+B] - Goes to FLE
9b+K, K~G - Goes to DRG
INT K - Goes to REF
DRG, A - Goes to DRG
FLE K - Goes to DRG
FLE A+K, 6A+K - Goes to FLE
The other cool thing about Yoshimitsu is he can go to stance within a stance. It is useful as a faking or mindgame tactics but most of them
are kind of useless really.
If you can find a use for them then here's the list:
66A+B, B+K - Goes to FLE
66A+B, 2B+K - Goes to MED
44B+K, B+K - Goes to FLE
44B+K, 2B+K - Goes to MED
INT 8B+K - Goes to DRG
INT B+K - Goes to FLE
REF 6B+K - Goes to Forward REF
REF 4B+K - Goes to BT INT
REF 8B+K - Goes to DRG
FLE 8B+K - Goes to DRG
FLE 2B+K - Goes to MED
DRG B+K - Goes to FLE
DRG 2B+K - Goes to MED
DRG 8B+K - Goes to SDRG
SDRG B+K - Goes to FLE
SDRG 2B+K - Goes to MED
=============================================
IV. Moves that are Safe or Not Safe
=============================================
Yoshimitsu has many useful moves that are good and bad, here is a list.
Note: Just because it's not safe does not mean you don't use it. Your just taking the risk of getting hit after.
Note 2:
-Had X do AA'S and 2A after blocking the hits.
-I listed most of them. Some moves not worth listing.
-I consider it safe when you hit and they try to punish.
-AA being the fastest move they can do.
S = Safe NS = Not Safe
--A Moves--
6A - S
1AA.. - NS
44A - S
7a - S
66A+B - S
--B Moves--
6B - NS
3B - NS
B~A - NS
1B - NS
4B - S
WSB - S
66B - S
22B - NS
11B - NS
44B~A_B - S
44B+K - S
1B+K - S
3B+K, B - SO NOT SAFE
--K Moves--
6K - NS
3K - S
1K - S
FC, 3K - NS
9B+K, K - NS
66K - NS
99K - NS
22K - S
-------------
Stances Moves
-------------
REF A - NS
REF B - NS
REF B, K - S
REF K - S
INT A - S
INT B - S
INT K - S
FLE B - S
FLE A - S
FLE K - NS
MED A - S
MED K - NS
==========================
V. JUST FRAMES
==========================
Yoshimitsu seems to be the type of Character that has many Just Frames. Some of them useful but most of them irritating. I can honestly say, i wanted to throw my joystick when it just doesn't work. But all I can say is ENDURE and in a matter of hours (yes hours), you will get the timing. The good thing about SCIV is the flash that happens when you do a JF. It's a good signal that helps.
--------------------
The hit series Just Frames are probably the most irritating out of all his Yoshimitsu Just Frames. Basically, you have to figure out the flow yourself to get this perfect all the time. I would recommend pressing the buttons like your knocking a door. Find the flow and practice. These moves are not safe as well so you have to get it perfectly or your screwed for a free hit. Also keep in mind that he can recover from falling dizzy after each perfect execution. You cannot press an extra button after the JF or he won't recover. Has to be precise 5 hit then let go.
4A
A
A
This is probably the easiest and most useful out of the hit JF's that Yoshi has. The recovery is to not press anything after a precise 5th A. He will recover on his own. You can get 6A+B,BBBB after. I like this better than 1K series.
1A
A
A
This is probably the hardest of the 3. I don't recommend this at all since you get nothing guaranteed even though you get it on successful
hit. It's not worth it.
FC, 1K
K
K
This one is easy as well. Kind of like 4A series. You will trip them after a successful hit and if you recover, you can get a 3b. The recovery for this is G but again, you cannot press extra buttons and press G, it will not work.
The 4A series seems to be good for breaking Soul Gauge. I broke it after doing 4A series on a blocked opponent 4 or 5 times. Don't quote me on that.
-----------------
3B+K:B
Fairly easy JF. Press the button when he just finished the animation for
the first hit. If 1st hit misses, 2nd hit juggles.
A~B+K
Fairly easy but I recommend you use two hands for this if your using a stick. Left Hand = A Right Hand = B+K. This move sends them to the ground. 66B is Guaranteed and 6A+B series when you are close to a wall. Also rings outs.
2A:B
You can do this move as a Stand Alone but better if you buffer it.
Do any move like BB, hold 2 in the middle. The minute the BB finishes it animation, slide your thumb (other fingers will not work, have to be thumb) from A to B.
IMPORTANT: YOU DO NOT HAVE TO LET 2 GO. JUST HOLD IT ALTOGETHER WHEN YOU DO A:B.
iMCF on a stick
iMCF on a controller
Tenguslave switches his buttons. He says its easier.
SDRG, K:K
There are two properties for this just frame. The standard recovers 10%health. The Precise one recovers 40%. If you fail, you lose 30%. It also has a quake stun property. The standard easy and you will mostly get this all the time. The Precise one needs precise button press and looks prettier. Look at his legs, when he lands there is a slight animation of knee bending. That is usually when I press K. That or I count 3 in the air and press K. Precise Just Frame gets you an Auto GI which Gi's every hit you can think of, and yes even throws. Nothing guaranteed, your just safe.
2A+K, A:A
This one takes the cake in damage but really cool. Yoshimitsu does a suicide and a spin then if you time it enough, you can recover to not
fall. You will lose 40% for suicide and 5% spin. When successful, you
gain 60% (maybe 65%) of life back. This seems to be masher friendly than before. You can also get hit in the process but the best thing about it is it will refill it no matter what. So after the suicide, if you have the life to spare just mash A until it works. Usually works after 4 spins for me.
---------
If you have the patience for it then by all means, learn the Just Frames.
Most of them are useful but some of them you really have to setups for.
==============================================
VI. Combos - Credits to the Combo Thread for this section
==============================================
Visit the combo section for combos.
==========================
VII. Tekken Moves
==========================
For some strange reason, Yoshimitsu can gather the power to immitate Tekken Moves. To produce Tekken moves, just do 4A+K.
Here is a list of Tekken moves i've seen:
King's SS 3+4
A. King UF1+2 - Unblockable
Kunimitsu u1+2 - unblockable
Lei Drunk Stance - auto gi's Vertical moves but just spin teleport to the side
Ling's Taunt
Jin's b1+2 - Auto Gi
Heihachi's bb3+4 - just runs away
Devil Jins b1+4
Lee's d, db+4
Big Note: Tekken Moves DOES NOT WORK ON PRATICE MODE. You will just get a Xiaoyou Taunt.
Masakun's Research regarding the control of Yoshimitsu's Tekken Moves
-------------------------------
It seems that the secret behind Yoshimitsu's Tekken moves (4A+K) lies in the time remaining in the round.
The following Tekken moves will come out depending on the units digit of the remaining time:
1:Taunt, slap (additional A for a second hit)
2runken walk (auto evade)
3:Kazuya / Devil Jin's spinning unblockable | Jin's b+1+2 (auto GI)
4:Kunimitsu's unblockable
5:Fake somersault (second hit with 8A+K)
6:Shadow feet (Heihachi's running away move)
7:Super knuckle bomb (unblockable King / Armor King move)
8:Taunt | Paul's low launcher
9:Spin in place | Blazing kick (Lee's kick launcher)
0:Leg lariat (King's high kick)
This tactic could become quite useful, especially for some of the fast unblockable moves like Kunimitsu's unblockable (u+1+2, in Tekken notation).
===============================
VII. Playing Yoshimitsu
===============================
Yoshimitsu is a close battle character. He does not play well from far away since most of his moves and mixups need to be done close quarters.
There are many moves that can get you in. I recommend this moves to get in. You can play around with what works.
22K
66A+B
44B+K
11A
MED 2A+B (Suprise!)
Your job is to get in and confuse the hell out of your opponent.
He now has many stances so go crazy and create setups.
I rely on his mixup game to win.
Knockdown moves is usually my idication of a mixup starter.
Mixup Starters
FC, 3K
214A
REF A
DRG, K
If they get wise with your trips then mix it up with a mid and try again.
Your options are endless.
After you do a mixup starter, DRG Stance is your friend.
-DRG K
-DRG B, 3B
-SDRG B - hard to step this
If they are smart, they will just roll away and not stand.
You got options and it really does pay off.
--------------
Of Course mixup doesn't always work.
Times where you just have to fight head on.
If you are getting pressured, your goal is to get the advantage back.
Push them away and then retaliate.
I would recommend:
2A - on hit follow up with 6A+B. I usually get CH hits.
2K
214A also saved me a bunch of times
4A+B - Spin only once
Note: Keep in mind that i'm not perfect so corrections can be made. Reply, send me a PM or email me at and i'll update accordingly.
Note2: I'm locking this thread. If you want to add anything, go to the Question and Answer thread.
NeoRussell
Toronto Regional Director
www.soulcalibur.ca
I promised myself that I would create a guide for new and old players
alike. More stance and mixups in his arsenal makes him the mindgame
master. How you handle him depends on your skill as a person? I'm here to help you out along the way.
If you guys don't know me, here is a background.
I've been around since SC2 when Yoshimitsu appeared as a time release character. I stuck with him even though nobody was using him back then. Then it got crazy and people started doing 1a, bt 2a. I can honestly say that I started the 44b+k mixup. You know 44b+k, Fle k or Fle Dash. I placed high in tournaments (Clash and small ones) and won a regional in SCIII (in Chicago i think). You can also search my name in Youtube to see my Tekken Tutorials. Maybe i'll have time for Soul Calibur but that's thinking too far ahead.
--------------
Conventions
--------------
A - Horizontal
B - Vertical
K - Kick
G - Guard
[] - Letter inside the box means hold that button
~ - Slide to next button
, - seperator
_ - or
+ - combine buttons
-----
Index
-----
I. New Moves
II. Modified Moves
III. Move and Stance Transitions
IV. Safe or Not Safe
V. Just Frames
VI. Combos
VII. Playing Yoshimitsu
=========================
I. New Moves
=========================
Let's begin with his new stance and old stance moves.
--New Stance--
INTIMIDATION (INT) -- 6B+K
He poses in a bent position like he's going to take out a sword.
Holding after 66B goes to INT stance.
INT A - He takes a big step backward and comes back slicing low. 3b is
guaranteed. Get's away from AA's after transition to INT. Safe.
INT B - He hops with his two swords in a circular motion leaving him BT
(backturned). Safe if you don't move after.
INT K - His old 22_88K. Holding K goes to his Reflection Stance
REFLECTION (REF) -- 4B+K
He stands BT with little hops.
REF A - low move. Best move out of REF stance. Does not hit grounded
and not safe on block.
REF B - High Move. Really useless IMO.
REF B, K - real cool move as a follow up for REF b. Safe since it pushes
them away on block.
REF K - Backflip. So so on recovery.
REF A+K - suicide. MMED the distance.
REF A+B - Recovers 2% of health. If you time their hit with A+B, he will dodge. You then have to match what they pressed. A or B or K. This will initiate an unblockable move. While doing the Unblockable, you can recover with K. Kind of like SDRG K:K just frame. Although easier.
MEDITATION (MED) -- 2B+K
MED A+B - Auto GI's mids and he performs an unblockable lunging kick.
Unblockable Misses most of the time though. Press K to add another hit.
MED A+K, A - I like this new suicide. Catches left side I think. Enemy
takes damage first when you press A after.
MED 4_6 - he slides in stance although useless IMO
FLEA (FLE) -- B+K
FLE K - Launches in the air for follow up. Goes to DRG.
FLE 4_6 - He walks with his two swords. Great Fake out for K
FLE 2_8 - Flea Spin. He spins but does not carry that much distance.
FLE 2A+K - He digs the sword in the ground to avoid highs. Usually Flea B is a good follow up after.
DRAGON FLY (DRG) -- 8B+K
-Nothing new
SUPER DRAGON FLY (SDRG) - DRG, 8B+K
-Nothing New
------------------------------
Yoshimitsu's new moves in SCIV
------------------------------
3A - very fast mid punch. Not sword, punch. It has Crumple properties.
WSA - goes BT which is good but recovery is bad that you can't do anything on block.
WSK - ground stun properties on counter which is cool but its high
though.
6B - Stuns on CH. Wish they gave him the follow up after. Good as a 2nd hit but not as a stand alone move.
22_88K - great move and long range. Recommended when afar.
22_88B - Mid move that gut stuns. If you hold B, it goes to Intimidation
(INT). Good fake out if you do INT a after
44A - real cool move and mid hit. Recovery is so so.
66B - Launches on hit but takes too long to come out. Goes to INT when B is held and a guaranteed INT B or INT K (timing).
7A - Hops backwards and does a low hit. Imagine WL A in SCIII.
3B+K, B+K - Really cool but again takes too long to come out. Cannot be used in normal juggle starters.
3A+B - This rush is cool and ring out possibilities. If you hold the
A+B, he goes to Flea with the 3 low hits. Good as a juggle ender as
well. Does not track.
9B+K, K~G - Stomp goes to DRG. Mixup good.
============================
II. Modified Moves
============================
Not really sure why Namco changed the notations on many moves but I guess they have to compensate for the new ones. I will display the old notation on the left and new notation on the right.
SCIII Notation SCIV Notation
2B~A - 2A~B
4B+K - 4B+A
6B+KB... - 6A+B,B...
MED B~K - MED 4_6A+B, A+B
FLE 9 (Jump) - FLE, 6A+K
WS B hits mid - WS B hits high and crumples
22K - INT K
FLE A - FLE K goes to DRG
DRG A hits mid - DRG A hits high
MED Moves teleports front - MED moves teleports behind
================================
III. Stance Transitions
================================
Knowing that a move can transition to a stance can be your advantage in winning a match. Just don't over do it too many times.
22B~G - Goes to INT
66 - Goes to INT
2[A+B] - Goes to FLE
3[A+B] - Goes to FLE
9b+K, K~G - Goes to DRG
INT K - Goes to REF
DRG, A - Goes to DRG
FLE K - Goes to DRG
FLE A+K, 6A+K - Goes to FLE
The other cool thing about Yoshimitsu is he can go to stance within a stance. It is useful as a faking or mindgame tactics but most of them
are kind of useless really.
If you can find a use for them then here's the list:
66A+B, B+K - Goes to FLE
66A+B, 2B+K - Goes to MED
44B+K, B+K - Goes to FLE
44B+K, 2B+K - Goes to MED
INT 8B+K - Goes to DRG
INT B+K - Goes to FLE
REF 6B+K - Goes to Forward REF
REF 4B+K - Goes to BT INT
REF 8B+K - Goes to DRG
FLE 8B+K - Goes to DRG
FLE 2B+K - Goes to MED
DRG B+K - Goes to FLE
DRG 2B+K - Goes to MED
DRG 8B+K - Goes to SDRG
SDRG B+K - Goes to FLE
SDRG 2B+K - Goes to MED
=============================================
IV. Moves that are Safe or Not Safe
=============================================
Yoshimitsu has many useful moves that are good and bad, here is a list.
Note: Just because it's not safe does not mean you don't use it. Your just taking the risk of getting hit after.
Note 2:
-Had X do AA'S and 2A after blocking the hits.
-I listed most of them. Some moves not worth listing.
-I consider it safe when you hit and they try to punish.
-AA being the fastest move they can do.
S = Safe NS = Not Safe
--A Moves--
6A - S
1AA.. - NS
44A - S
7a - S
66A+B - S
--B Moves--
6B - NS
3B - NS
B~A - NS
1B - NS
4B - S
WSB - S
66B - S
22B - NS
11B - NS
44B~A_B - S
44B+K - S
1B+K - S
3B+K, B - SO NOT SAFE
--K Moves--
6K - NS
3K - S
1K - S
FC, 3K - NS
9B+K, K - NS
66K - NS
99K - NS
22K - S
-------------
Stances Moves
-------------
REF A - NS
REF B - NS
REF B, K - S
REF K - S
INT A - S
INT B - S
INT K - S
FLE B - S
FLE A - S
FLE K - NS
MED A - S
MED K - NS
==========================
V. JUST FRAMES
==========================
Yoshimitsu seems to be the type of Character that has many Just Frames. Some of them useful but most of them irritating. I can honestly say, i wanted to throw my joystick when it just doesn't work. But all I can say is ENDURE and in a matter of hours (yes hours), you will get the timing. The good thing about SCIV is the flash that happens when you do a JF. It's a good signal that helps.
--------------------
The hit series Just Frames are probably the most irritating out of all his Yoshimitsu Just Frames. Basically, you have to figure out the flow yourself to get this perfect all the time. I would recommend pressing the buttons like your knocking a door. Find the flow and practice. These moves are not safe as well so you have to get it perfectly or your screwed for a free hit. Also keep in mind that he can recover from falling dizzy after each perfect execution. You cannot press an extra button after the JF or he won't recover. Has to be precise 5 hit then let go.
4A
This is probably the easiest and most useful out of the hit JF's that Yoshi has. The recovery is to not press anything after a precise 5th A. He will recover on his own. You can get 6A+B,BBBB after. I like this better than 1K series.
1A
This is probably the hardest of the 3. I don't recommend this at all since you get nothing guaranteed even though you get it on successful
hit. It's not worth it.
FC, 1K
This one is easy as well. Kind of like 4A series. You will trip them after a successful hit and if you recover, you can get a 3b. The recovery for this is G but again, you cannot press extra buttons and press G, it will not work.
The 4A series seems to be good for breaking Soul Gauge. I broke it after doing 4A series on a blocked opponent 4 or 5 times. Don't quote me on that.
-----------------
3B+K:B
Fairly easy JF. Press the button when he just finished the animation for
the first hit. If 1st hit misses, 2nd hit juggles.
A~B+K
Fairly easy but I recommend you use two hands for this if your using a stick. Left Hand = A Right Hand = B+K. This move sends them to the ground. 66B is Guaranteed and 6A+B series when you are close to a wall. Also rings outs.
2A:B
You can do this move as a Stand Alone but better if you buffer it.
Do any move like BB, hold 2 in the middle. The minute the BB finishes it animation, slide your thumb (other fingers will not work, have to be thumb) from A to B.
IMPORTANT: YOU DO NOT HAVE TO LET 2 GO. JUST HOLD IT ALTOGETHER WHEN YOU DO A:B.
iMCF on a stick
iMCF on a controller
Tenguslave switches his buttons. He says its easier.
SDRG, K:K
There are two properties for this just frame. The standard recovers 10%health. The Precise one recovers 40%. If you fail, you lose 30%. It also has a quake stun property. The standard easy and you will mostly get this all the time. The Precise one needs precise button press and looks prettier. Look at his legs, when he lands there is a slight animation of knee bending. That is usually when I press K. That or I count 3 in the air and press K. Precise Just Frame gets you an Auto GI which Gi's every hit you can think of, and yes even throws. Nothing guaranteed, your just safe.
2A+K, A:A
This one takes the cake in damage but really cool. Yoshimitsu does a suicide and a spin then if you time it enough, you can recover to not
fall. You will lose 40% for suicide and 5% spin. When successful, you
gain 60% (maybe 65%) of life back. This seems to be masher friendly than before. You can also get hit in the process but the best thing about it is it will refill it no matter what. So after the suicide, if you have the life to spare just mash A until it works. Usually works after 4 spins for me.
---------
If you have the patience for it then by all means, learn the Just Frames.
Most of them are useful but some of them you really have to setups for.
==============================================
VI. Combos - Credits to the Combo Thread for this section
==============================================
Visit the combo section for combos.
==========================
VII. Tekken Moves
==========================
For some strange reason, Yoshimitsu can gather the power to immitate Tekken Moves. To produce Tekken moves, just do 4A+K.
Here is a list of Tekken moves i've seen:
King's SS 3+4
A. King UF1+2 - Unblockable
Kunimitsu u1+2 - unblockable
Lei Drunk Stance - auto gi's Vertical moves but just spin teleport to the side
Ling's Taunt
Jin's b1+2 - Auto Gi
Heihachi's bb3+4 - just runs away
Devil Jins b1+4
Lee's d, db+4
Big Note: Tekken Moves DOES NOT WORK ON PRATICE MODE. You will just get a Xiaoyou Taunt.
Masakun's Research regarding the control of Yoshimitsu's Tekken Moves
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It seems that the secret behind Yoshimitsu's Tekken moves (4A+K) lies in the time remaining in the round.
The following Tekken moves will come out depending on the units digit of the remaining time:
1:Taunt, slap (additional A for a second hit)
2runken walk (auto evade)
3:Kazuya / Devil Jin's spinning unblockable | Jin's b+1+2 (auto GI)
4:Kunimitsu's unblockable
5:Fake somersault (second hit with 8A+K)
6:Shadow feet (Heihachi's running away move)
7:Super knuckle bomb (unblockable King / Armor King move)
8:Taunt | Paul's low launcher
9:Spin in place | Blazing kick (Lee's kick launcher)
0:Leg lariat (King's high kick)
This tactic could become quite useful, especially for some of the fast unblockable moves like Kunimitsu's unblockable (u+1+2, in Tekken notation).
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VII. Playing Yoshimitsu
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Yoshimitsu is a close battle character. He does not play well from far away since most of his moves and mixups need to be done close quarters.
There are many moves that can get you in. I recommend this moves to get in. You can play around with what works.
22K
66A+B
44B+K
11A
MED 2A+B (Suprise!)
Your job is to get in and confuse the hell out of your opponent.
He now has many stances so go crazy and create setups.
I rely on his mixup game to win.
Knockdown moves is usually my idication of a mixup starter.
Mixup Starters
FC, 3K
214A
REF A
DRG, K
If they get wise with your trips then mix it up with a mid and try again.
Your options are endless.
After you do a mixup starter, DRG Stance is your friend.
-DRG K
-DRG B, 3B
-SDRG B - hard to step this
If they are smart, they will just roll away and not stand.
You got options and it really does pay off.
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Of Course mixup doesn't always work.
Times where you just have to fight head on.
If you are getting pressured, your goal is to get the advantage back.
Push them away and then retaliate.
I would recommend:
2A - on hit follow up with 6A+B. I usually get CH hits.
2K
214A also saved me a bunch of times
4A+B - Spin only once
Note: Keep in mind that i'm not perfect so corrections can be made. Reply, send me a PM or email me at and i'll update accordingly.
Note2: I'm locking this thread. If you want to add anything, go to the Question and Answer thread.
NeoRussell
Toronto Regional Director
www.soulcalibur.ca