SCV Yoshimitsu Q&A and General Discussion

I really like the 236B after a:B+K there :) it's supposed to catch them if they stay grounded for deathcopter huh? Not sure if it can be teched on reaction but gonna try that out!

Oh yeah, and this must have been the 100th time I've heard "The curse of the dragon sword has infested your entire body..."
 
Does doing a tiny dash forward allow iMCF to connects on a tip hit 66A BE? It seems like iMCF is not an option in those common situations where you barely catch their backdash with 66A BE.

At tip range, iMCF does not connect, although 6B BE does, but its meter heavy. After catching backstep with CH 66A BE at tip, I stick to 22_88B..( or I believe you can bA combo?) While oppenent is backturned, it makes it hard to connect iMCF as well. Situational, you would call it.

On the bright side, it's pretty easy to judge your distance post-CH from 66A BE.
 
after aB+K... (my opinion ^^):

1- 8A+BG
2- 236B (+60 dmg)
3- 66A+B
4- DNK (for ring out)
5- 2[A+B] / 2[A+B] 66 (near Wall)

on opponent BT:
1- 2[A+B] 66
2- step 3B for techtrap launcher



3B aB+K 236B -> 103 dmg
Yeah and backturned KND, 2(A+B)66

What does 236B beat? Looks pretty good. Step-in deathcopter can be forward rolled on reaction by some people, so maybe 236B is better.
 
Ok, 236B after a:B+K is really good. It does more damage than step-in deathcopter and can't be forward rolled. Only problem is it's really easy to punish after it gets teched, unlike step-in deathcopter.

I still need to check if it catches both siderolls and back techs, though. But it's especially good against my current comp who are tired of eating step-in deathcopter standing and have just submitted to eating it grounded.

Oh, btw 66A+B is a better followup than SCIV Yoshi's 2(A+B)66 after landing SDGF B or deathcopter.
 
UB Setups post a:B+K

Step forward Deathcopter G/2: This actually might be the weakest setup. It looks great on paper, but you can tech left/right and quick step out of it entirely. You can also always ground roll clockwise. This DOES hit playing dead though. This makes it pretty weak overall. I tested it with a very quick step forward cancel. You can just stand up and JG it as well.

Immediate Deathcopter G/2: This is a great addition to the arsenal. It hits most techs (left, right, front but not back) and even all ground rolls (not effectively though). This does not hit playing dead. Creates a solid pseudo 50/50 for 236B. It can be JG'd the same way as step forward.

236B: This can be teched any way. (backwards and forwards you can tech then backdash/run forward). But it hits ground rollers way more effectively than either deathcopter. In fact, it's the inverse. It will hit all ground rolls that deathcopter cannot, effectively. It hits playing dead but can be ground rolled forward depending on how close you are when you do it. You cannot just stand and JG this one.

Note: All of the testing was done when I was NM with his huge body and ridiculously good step (tested on Pyrrha too, same results except you could clockwise groundroll instant deathcopter). All the testing was done with 3B > a:B+K point blank range. All of these setups change properties depending on range. You really have to watch how far away they are to cover your bases. Although they have to watch their asses way more than you do because these traps are really really solid. This probably can change from character to character.
 
^any thoughts on 66A+B vs 236B? i30 vs i60 but heavier damage, both which catch playing dead? Could someone tell me if 236B can be tech-ed on reaction, considering possible mixup with deathcopter?
 
^any thoughts on 66A+B vs 236B? i30 vs i60 but heavier damage, both which catch playing dead? Could someone tell me if 236B can be tech-ed on reaction, considering possible mixup with deathcopter?

I toss 66A+B in after a:B+K a lot to see how the opponent reacts, but I think 236B might actually be a more solid option. I can't say for certain but I don't know how consistently somebody could react to the mixup between the two. They both scream I AM UNBLOCKABLE but they look reasonably similar. It would take decent reaction time to see it and react with the correct response since even 236B has a step forward variant. I think maybe well into the lifespan of the game people will be able to handle this mixup better, but even then I don't think people will be able to react as adequately as to blow up the trap entirely.
 
UB Setups post a:B+K

Step forward Deathcopter G/2: This actually might be the weakest setup. It looks great on paper, but you can tech left/right and quick step out of it entirely. You can also always ground roll clockwise. This DOES hit playing dead though. This makes it pretty weak overall. I tested it with a very quick step forward cancel. You can just stand up and JG it as well.

Immediate Deathcopter G/2: This is a great addition to the arsenal. It hits most techs (left, right, front but not back) and even all ground rolls (not effectively though). This does not hit playing dead. Creates a solid pseudo 50/50 for 236B. It can be JG'd the same way as step forward.

236B: This can be teched any way. (backwards and forwards you can tech then backdash/run forward). But it hits ground rollers way more effectively than either deathcopter. In fact, it's the inverse. It will hit all ground rolls that deathcopter cannot, effectively. It hits playing dead but can be ground rolled forward depending on how close you are when you do it. You cannot just stand and JG this one.

Note: All of the testing was done when I was NM with his huge body and ridiculously good step (tested on Pyrrha too, same results except you could clockwise groundroll instant deathcopter). All the testing was done with 3B > a:B+K point blank range. All of these setups change properties depending on range. You really have to watch how far away they are to cover your bases. Although they have to watch their asses way more than you do because these traps are really really solid. This probably can change from character to character.

Actually, I've found a timing with the step-in deathcopter that is impossible to side-tech and step AND it hits grounded on a close range launch. It's a very small step forward. On far launch you have waste too much time stepping far enough to reach the spacing where it hits grounded. Step-in deathcopter is actually the worst on paper, but the most effective in practice, since it's sometimes impossible or hard to step. Remember, QS cannot be mashed from a buffer.

Another thing: 236B can be forward rolled under him at mid to close range and side-rolled left on a close range launch, the same side as immediate deathcopter. So on a close launch, it behaves the same way as an imperfect step-in deathcopter, except on a close range launch it catches back tech -> step left.

SO my suggestion is to do Perfect Step-in Deathcopter (PSDC) for close range 3B launches, and a 50/50 between Immediate Deathcopter (iDC) and 236B for far launches. Mix these 50/50 with 66A+B to beat forward rolls and back tech. 66A+B also seems to catch left techs on close range launches. Or just do imperfect step-in-DC if they're incompetent or 236B if they love to stay grounded.

Tested Yoshi vs Yoshi. Hmm I should probably look at other characters lol
 
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I... I don't really think I need to say it, my icon says it all...
I am terrible against Yoshimitsu with any character I play as, I lose 90% of matches against him, and that is almost all the time, there are alot of yoshi users when i play ranked.
I want help in trying to get used to all his moves and mix-ups and stuph, and I was looking for someone who wants help in dealing with nightmare/tira match-ups
 
Welcome to the forums ENDeverMORE. Your question is probably more technical than we usually deal with here in the online forum. I think it would be more suited to the Yoshi forum, so I'll kick it over there. The mod will most likely then merge it with the Yoshi general Q&A thread. He can then delete this post of mine since it won't really be needed.

If you're just looking for a sparring partner, there's the XBL matchfinder thread.
 
I... I don't really think I need to say it, my icon says it all...
I am terrible against Yoshimitsu with any character I play as, I lose 90% of matches against him, and that is almost all the time, there are alot of yoshi users when i play ranked.
I want help in trying to get used to all his moves and mix-ups and stuph, and I was looking for someone who wants help in dealing with nightmare/tira match-ups

You just have to get used to what his lows look like, know what puts him at negative, and know how pitiful his ranged horizontals are. That's a good foundation. In training make Yoshi go into DGF (helicopter stance) and learn to duck everything from that stance until you see DGF B. You want to make sure to never be hit by DGF B though because it leads to 100+ meterless dmg traps. You then want to get used to punishing any blocked 6K with your best i15ish punisher. iFC 3K is pretty damn unseeable online so you just have to live with it if the opponent can pull that off consistently. If the opponent uses MED (sit down stance) from long range as a mixup wait until he flashes green to teleport then back dash. It blows up every single option Yoshi has. Many others, but that's the basis for most scrub Yoshi play.
 
Frame data in the Wiki for the 4A series. It is not -2 on hit.

Each hit is +2, except at point blank range where it appears to be +1.

This move is so good... kills all movement, 4AAA is NC for 33 damage, JF 4A series is NCc, and on block they don't know when you're gonna stop so it feels better than its -9 on block.

I was experimenting with it against people trying to space me out online like NFK and Woahhzz... omg it works so well
 
I... I don't really think I need to say it, my icon says it all...
I am terrible against Yoshimitsu with any character I play as, I lose 90% of matches against him, and that is almost all the time, there are alot of yoshi users when i play ranked.
I want help in trying to get used to all his moves and mix-ups and stuph, and I was looking for someone who wants help in dealing with nightmare/tira match-ups
Don't feel bad man. I play Yoshi when I come up to a mirror match I find it awkward. I actually need more experience fighting against my own character haha!!
 
Don't feel bad man. I play Yoshi when I come up to a mirror match I find it awkward. I actually need more experience fighting against my own character haha!!

This! I occasionally get beaten by Yoshis who do nothing but DGF mixups on oki and 214A all day... Especially when the connection is 3 bars or below which causes me to keep doing a:B+K late, and they'll keep doing 214A and I'll be screaming to myself because I saw that coming from a mile away but can't block in time. Raaage...

@ENDeverMore online Yoshis mostly ever do 3 things. DGF B/K (90% of the time it's the K), 214A (that scooping low), SDGF B, MED B/A and 66B+K A+B K, 8A (that's the three hit thing where people unfamiliar with him try to attack on the second hit and then eat the 90 dmg followup) and suicide runs. Just learn how to counter each of these and you're good to go :)

With all that said, I've never hit anyone with MCF, or seen anyone get hit by MCF. Ever. Not even once.

Was scrolling back a couple of pages when I saw this. You must not be playing in the right rooms! I'm pretty sure most guys hanging around this forum thread use it as their BnB :/
 
Frame data in the Wiki for the 4A series. It is not -2 on hit.

Each hit is +2, except at point blank range where it appears to be +1.

This move is so good... kills all movement, 4AAA is NC for 33 damage, JF 4A series is NCc, and on block they don't know when you're gonna stop so it feels better than its -9 on block.

I was experimenting with it against people trying to space me out online like NFK and Woahhzz... omg it works so well

So what's your humble opinion on it? I always get the feeling this move is a bit underrated as step killer perhaps?
 
So what's your humble opinion on it? I always get the feeling this move is a bit underrated as step killer perhaps?
My opinion? It's now in my top 10 moves. I've had success catching backstep with it too, even though the second hit comes out at i28 and only the third hit reaches much further than his other backstep killers. This move is the answer to players who think they can space him out.

I've said this before but it will interrupt Mitsu's 4B at certain spacings/disadvantages.
 
Hey guys,

I sometimes have some trouble against people who button mash, since it seems like they are always pressuring me and I always try and perform fancy combos :P So, which moves do you guys suggest for getting out of such situations, ie. which moves have the fastest output?

Thanks :D
 
Hey guys,

I sometimes have some trouble against people who button mash, since it seems like they are always pressuring me and I always try and perform fancy combos :P So, which moves do you guys suggest for getting out of such situations, ie. which moves have the fastest output?

Thanks :D
IMCF works well against button mashers :D u can also do 3k,BB,AA or backstep and try 4KB. 6K can work too. There are alot of ways to deal with button mashers really
 
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