SCV Yoshimitsu Combos

Status
Not open for further replies.
Thread starter #1
This is a work in progress...

Concerning Stun Windows
The combo system has slightly changed since SCIV. The longer the combo, the shorter the stun window. Examples coming soon.

Yoshi's Stuns
Yoshi has three different types of stuns. Each stun can be used only once in a combo. For example, if you land a CH iMCF and iMCF again, it will count as a non-CH iMCF and you won't get another stun.

Stun 1: CH 2A+BB, CH 1B+K, CH a:B+K, CH 44bB, A+B, 22K, 1B+K
Stun 2: CH iMCF, 6B BE
Stun 3: CH 66A BE



iMCF Combos

CH iMCF leads to a number of combo possibilities. Depending on position, skill level, and other factors, there may be a number of best choices. This is a list of most common iMCF combos.

CH iMCF_6B BE
- RCC 3B, 6K (66 dmg)
- RCC 3B, a:B+K, DNK (rarely works-- see mkl's note in section section)
- RCC 3B, a:B+K, 3B (72 dmg)
- RCC bA (69 dmg)
- 66B, 66A+B (can miss based on the distance from opponent. Will definitely miss if the starter is CH a:B+K, iMCF) (67 dmg)
- 66B, DNK, 3B (64 dmg)
- 9B+KK (49 dmg and a good tech trap)
- CE (93 dmg)


214A
- DNK 3B (63 dmg)
- 66A+B (56 dmg)

3B
- 6K (60 dmg)
- a:B+K, 3B (61 dmg)

CH 66B
- 66A+B (66 dmg)
- DNK 3B (59 dmg)

CH 33B
- Continue to B+K (56 dmg)
- 6K (67 dmg)
- a:B+K (50 dmg and good tech trap)
- JF 4A series (68 dmg with chance of relaunch)

22B
- 6K (65 dmg)
- JF 4A series (67 dmg with chance of relaunch)
- a:B+K (48 dmg with tech trap)

CH 44bB
- iMCF combos

FC 3K
- 2K (34 dmg)
- 2B (35 dmg)
- RCC 3B (40 dmg)


9A+Bg
- 66A+B (71 dmg)
- 2[A+B], FLE 6[6] (69 dmg)


66A+B
-3B (60 dmg)
- 1B+K (60 dmg, 67 with any tech)

33A+B
- iMCF combos

CH a:B+K
- iMCF combos

more to come...
 
Last edited by a moderator:

mkl

[00] Signia's Cheerleader
Moderator #2
22_88K
iMCF combos
3B combos
66A+B (59 dmg)
CE (111 dmg)
2[A+B] > FLE 6[6] (57 dmg)

CH 3B+K
a:B+K (58 dmg)
6K (76 dmg)
JF 4A (77 dmg)

JF 4A Series on CH and Recovery
iMCF combos (1 frame timing, very difficult)
3B (80 dmg)
DNK > 3B (88 dmg)
2K (71 dmg)

CH 1B+K
66A+B (58 dmg)
CE and 66B also work depending on character/axis/range.

A+B
iMCF/6B BE combos
CE (111 dmg)

1K/MED K
8A (78 dmg)
G > a:B+K combos
G > 2A+B > 66A+B (77 dmg)
2A+K (104 dmg)
MED A+K (115ish damage with less self-damage than usual suicide, janky in the open but reasonably reliable)

DGF B
3B combos
6B BE (iMCF) combos

33A+B
3B
iMCF combos (1-2 frame window)
Specific instance of whiff punish with no realignment iMCF > 66A BE > bA (120 damage)

Wall Combo Information:
Moves that W!
3B
6K
8K
66K
22_88B+K
4K
3AB (BE) should wall splat, dammit Namco.
(more to come)

Moves that continue after W!
One more wall splat move
All moves that stun on CH will be stuns after the W! automatically (iMCF, 1B+K, 66A (BE), 2A+BB, etc)
Example combo: 6K > W! > 2A+BB > 6K > iMCF > CE (upper 190s dmg)

Juggling with JF 4A Series:
Using JF 4A after any of Yoshi's launchers gives you a chance to recover from dizzy and either finish with 6K/a:B+K or go into another JF 4A series. You can chain up to three sets of them, but the third rep will not relaunch. The second will though, giving you immense ring out potential.

~Generic Juggle~ into a:B+K > DNK:
This is very worth knowing for the fact that at a wall it will work 100% of the time and can give you a ring out boost if you happen to need it. Otherwise, this will not combo against many characters in the open field.

The characters it works against are as follows:
(test was done with 3B > a:B+K > DNK > 2K which is a 73 dmg combo)
Hilde
ZWEI
Natsu
Ezio
Raphael
Viola
Tira
Mitsurugi
Cervantes
Dampierre
Yoshimitsu (...namu)


The following can be picked up with the first hit of DNK, but the rest will miss:
Algol
Maxi
Nightmare
Voldo


Does NOT work against:
Any Greeks
Aeon
Astaroth
Leixia
Siegfried
Xiba
Ivy
 
Last edited:
Status
Not open for further replies.