SCV Yoshimitsu Q&A and General Discussion

I don't know the exact numbers to be honest. I recalled hearing a 4 frame window for Ear Slicer which was SC4's Parting Thrust. It may be the same. The reason it's harder in this game is because you now have to release A in the same manner that MCF is executed in place of behind able to plink it. I wouldn't be surprised if MCF was a real 1 frame slide but it may be 2. Definitely faster than a:B+K. How are your controls for MCF set up? I'm faster flicking my thumb from Y to X so I swap the buttons. The good thing now is that FC MCF stun is no longer shakeable. Before to get the guaranteed combo you had to RCC but now you can simply enjoy the extra speed!

I think iMCF is 2f and Parting Thrust is 3-4f. They're really similar but not quite. It's nowhere near as slow as it was on IV.
 
iMCF was much tighter in SC4 than it is in 5 and it wasn't a single frame slide. I really doubt in SC5 its even a 2 frame window.
 
I dont KNOW his moves yet, so I didnt know what was stuns and what wasn't, he has so many mixups, though I played him a bit in SC4, I never really fought good Seig's. But I guess I gotta used to it.

On a side not, he doesn't seem that bad to me, people say he's F Tier, yet, with enough potential you can atleast be average with Sieg. :P
 
Please know that the following is all given with a very sincere degree of humility, as I am not at all pro at this game or fighting games in general; however, I do feel (again, humbly) that I have enough Yoshi knowledge and experience to give you some basic advice.

OniNeko, your problem as I see it is not combo knowledge. I mean, you may not know combos, but that’s not what is killing you. It’s attacking at disadvantage, using to many mids or naked supers without any hope of opening up your opponent, lack of good defense, not using his stances appropriately, etc.

First, never use Yoshi’s CE as a “my turn” kind of attack with no setup. Everyone and his dog will block it low and stuff it. If you’re facing someone who’s spamming a slow high attack (and why would they?) a random super might work, but that’s not the way to use it. One very good setup for CE is Yoshi’s 22_88K - this leaves you at ±0, but everyone seems to think it leaves Yoshi at disadvantage and goes for an attack afterwards. So, a great opportunity to unleash your CE.

Second, Yoshi’s 4K,B is only effective in several situations: 1) when mixed up constantly between that and an effective low, like FC3K,2K; 2) as a wakeup tool, and 3) in wall strings when you want to seize a bit of a risk/reward. It’s also fun as a random tool for applying pressure, but only if you are very clever and lucky with the timing of the release on the (B); not a recommendable strategy.

On the subject of effective lows - use FC3K a lot more. It is almost unreactable, gives you a free 2K afterwards, and against noobs can be spammed a little before they catch on. Even after that, simple mixup between FC3K and 4KB is effective. Another very important low is 214A, which combos into DNK 3B and TCs to boot. Pros will guard it, but most online players will eat it. And of course, 2A and 2K are BnB for interrupts.

Mixups reminds me: any time you knock them down, strongly consider taking advantage of the time it gives you to go into DGF stance. It’s a great stance, people will be terrified if you use it properly. You can go up into SDGF B UB, you can mixup between DGF K DNK 3B and DGF B 3B 6K (or better combos after some practice).

On the defensive, simple tools include 22_88B against verticals, FLE K A+B against lows, 6K as a terrific punisher against anything that’s -15 or worse on block, standard AA or 2A or 2K for interrupting, etc.

Stance games, stop using MED so much as most people have seen it 10,000 times by now and all of the MED options can be defended. Focus on building your FLE, DGF, and SDGF game more. An easy time to enter DGF is after knockdown. An easy way to enter FLE is 2(A+B).

Those are all some basic Yoshi strategies and are by no means comprehensive, nor the best options, nor specifically what you need to improve your game. However, I hope that you might find them helpful starting points. Good luck, and keep at it - Yoshi is a very fun character, IMHO. Cheers!

On a side not, [Sieg] doesn't seem that bad to me, people say he's F Tier, yet, with enough potential you can atleast be average with Sieg. :P
SCV is balanced enough that anyone with enough skill/knowledge can beat people with less skill/knowledge with virtually any matchup. It’s only really at higher levels (certainly higher than my level, at least) that Sieg’s low-tier status starts making him actually ineffective. You’ll quickly learn his moves though, he telegraphs a lot and is pretty slow for how much damage he does. He got nerfed pretty significantly partway through development, but I suspect he may be buffed during this upcoming patch. It will be interesting to see what happens as it might indicate to whom Namco is listening the closest: the mainstream online crowd, or top offline players.
 
>_<

The patch list said:
- During Indian Stance A (Warp Rolling Shark): decreased damage (28→22). Lengthened freeze for performing the move.
- 236236A+B+K (Manji Virtue and Influence): lowered rise in critical gauge.

Really? Two nerfs is all we get? We got enough of those in the initial version...

EDIT: At least they took out fuzzy guard...[]
 
Except not? Most people have figured out that it's safer to block low when Yoshi goes into DGF. Crouchers can either (A) eat a DGF A -> DGF K or a DGF B -> 3B; or (B) block the DGF K and punish. Oh, or (C) Duck under a DGF throw cancel? []
 
Except not? Most people have figured out that it's safer to block low when Yoshi goes into DGF. Crouchers can either (A) eat a DGF A -> DGF K or a DGF B -> 3B; or (B) block the DGF K and punish. Oh, or (C) Duck under a DGF throw cancel? []

This is something that only works well in theory and why I principally only use DGF B (safe, mid). Some players really can block DGF mixups on reaction but crouching is not the answer as it gives him the most damage if you don't appropriately block DGF B and even if you do Yoshi is only at -5.
 
DGF B_K can be option-selected (2[G]~5) anyway. IT's not a big deal.

That is... if you only use B and K to mixup in DGF stance. ;-)


About his patch... I personally think that he's a pretty well-designed character. There really isn't much he desperately needs, other than having more moves that he used to have. This goes true to other characters as well, but from what I see, there's no new (old) moves for this patch.
 
This is something that only works well in theory and why I principally only use DGF B (safe, mid). Some players really can block DGF mixups on reaction but crouching is not the answer as it gives him the most damage if you don't appropriately block DGF B and even if you do Yoshi is only at -5.

If you want people to eat a DGF mixup, press 6A+B before doing any move while in DGF. Players will react to the movement and stand up to block the mid allowing you to hit with DGF K.

Overall - I like that yoshi remained unchanged for the most part. I would have liked for the things mentioned in this thread - but I'd rather not get anything than be hit with a nerf bat. Yoshi's still good!
 
Hrm...sounds dangerous...maybe also 2_8A+B, to get to the side? Is there a difference in health lost for x-axis vs z-axis movement? []
 
Hrm...sounds dangerous...maybe also 2_8A+B, to get to the side? Is there a difference in health lost for x-axis vs z-axis movement? []

There is no health loss difference. And the risk is VERY little compared to the reward. 5-10 health points lost for a true 50/50 that gives 60+ damage? I'll take it.
 
There is no health loss difference. And the risk is VERY little compared to the reward. 5-10 health points lost for a true 50/50 that gives 60+ damage? I'll take it.

I use that occasionally. Mostly I use the 6A+B for when I'm just out of their range and get into DGF. It moves quick enough that people panic.
 
Yoshi has sooooooo many mix ups the "nerfs" he got don't mean jack IMO. In the right hands he is as dangerous as they come. Glad he was pretty much untouched, though only having 2 changes is a little hard to believe, but if it holds then I'm still pleased with yoshi in SC5
 
Yoshi has sooooooo many mix ups the "nerfs" he got don't mean jack IMO. In the right hands he is as dangerous as they come. Glad he was pretty much untouched, though only having 2 changes is a little hard to believe, but if it holds then I'm still pleased with yoshi in SC5

Please enlighten me on Yoshi's mix-ups. At the highest level of play I find it difficult to open up an opponent.

- DGF: No mix-up. Good players will block all options on reaction and getting DGF K blocked means eating upwards of 50% depending on the match-up.
- SDGF: No mix-up. It's very easy to step or block all options out of this.
- IND/MED: Every character can interrupt every option from this, on reaction.

iFC 3K is about his only decent low and that doesn't really lead to a ton of damage or even tech crouch. Plus, at max range you can only mix it up with 4KB, but if that's stepped you're in trouble.

I've come to accept Yoshi as he is, but I still think he's severely lacking in this game... especially against characters who can keep him out.

If opp does not flinch and try to hit you, DGF~8B+K B will do the work. Don't 6_2_8A+B.

Unless the opponent uses a decent vertical, in which case it hits Yoshi before he can get into SDGF. Or they just step SDGF B on reaction.
 
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