SCV Yoshimitsu Q&A and General Discussion

lol...I'll bet elysium's ce would hit you too...

so this might also fall under the control scheme thread, but mostly it's just me griping: being tired of having MED come out if my input for iMCF (using the button I bound to B+K for ear slicer) was off, I spent about two hours reteaching myself to do a:B+K the good old-fashioned way. I have R1 set to K so that, on my stick, it's right next to B. I found that with a bit of practice, it's really not as difficult as I'd thought. I can now do it almost as reliably as the other way, and I intend to keep practicing. As for iMCF, for whatever reason, be it he shorter frame window or what have you, I can't do it as easily as I want with the default mapping. Thus, the button I formerly had as B+K (circle) is now a second B. Gruh, but my fingers ache now...being left-handed, I have to do button inputs with my bad hand. Yay for all those months of playing Rock Band on Expert...[]

Yeah, I had that issue about two months ago and just said fuck it I'm going to iMCF using the face buttons. I'm only alittle bit less consistent with the face buttons now and it's far less risky to iMCF now. 2A > MED. My hitbox gets here soon so hopefully I can make the transition.
 
It was getting annoying when I'd best case scenario be dropping a combo and worst case (most common) scenario getting myself launched. I can do iMCF, but sometimes the game hares me I think...now I just have to program myself not to do the same motion (and instead do the significantly more difficult motion) for a:B+K. Just glad I use a stick. []
 
I'm still not happy with my a:B+K performance. I can iMCF for days by slide or plink. Weird.

I tried Xiba and Nightmare too for like 30 minutes. Don't work. And I've actually been caught red-handed by Natsus who just B+K B+G me in response. And uh, check out the last part of the vid.

Hilde's B+K hurts, too..... I must've fought a surgeon with that thing a little while ago. Any SDGF was automatically B+K'd and it seems to work even during SDGF B's firey animation. I guess the good news is that my Yoshimitsu now has the cleanest colon ever.
 
Offline it isn't a problem but online some days I mess up a:B+K a lot, especially when there's lag. I'll either end up doing A+K or FLE, which is really irritating because I can eke it out 99% offline. For a:B+K, I'm doing it with the manual slide on the default face button configuration without any binds.

^Cervy's 8B+K is a bird shooter too. Unfortunately Yoshi loves to fly. >:( Credit goes to Natsu for being the most anti-air character though. Each time Yoshi does any MED attack, all she has to do is B+K B+G which avoids every single MED mixup and catches MED B / A+B aGI. Catches DGF, FLE and SGDF too. In fact Natsu is my other main and I seriously enjoy when my opponent is Yoshi and I'm Natsu - and I totally hate it when it's the other way around.
 
Ya, same - I try to explain to people that I can see the input display on the replay say A, B+K but then I get A+K. I'd actually rather get FLE because it's at least not as much of a standing combo target..... Happens online a lot even on a 5 bar. What's worse is I could do this in SCIV no problem. Maybe the people that get A+K are doing it slightly too fast? I don't see many other people saying they have the same problem. I think most people complain that they end up with B+K (missed A) or A (took too long to B+K).

I'm sure that anyone complains that iMCF is hard is just not hitting 2 at the right time. iMCF is easy as pie this time around.

Natsu stuff is ... :\
 
I wonder...would a very well-timed DGF A+B catch SDGF stuff?

As for ear slicing, I do it by using my index and middle fingers. I hold the tip of the middle finger slightly higher than the other as I slide my index finger from A to B, such that the B+K hit at the same time but that I'm not accidentally pressing A+B (which I do...often...if I don't do it correctly, and then watch me bad stomach backflip). []
 
Is Yoshimitsu's Back A+K ( possession ) totally random? In SCIV, I heard it had something to do with the game clock but...I dunno, I'm doing it in training mode and it's always a different move, very weird, the high one seems good but I'm new to this game so I don't know what is good yet.
 
I honestly don't think it's pratical at all in a real match :/ because not only you have to do more than 1 GI to get the bests of it, but also all the move's are totally random. You may get an attacking move or a taunt.
 
I usually get drunk stance (auto-dodge verts), drop kick (great!... but don't ring yourself out) or flamey-wrist-scratch (derpy).

Winning a match by Pimp Hand (aka Nina Slap, I think) is amazing, though.
Ringing yourself out on the drop kick is not.

The old thread says it goes by the number of GIs you do, but I'm pretty sure you have to get the counter hit or counter hit them with the offensive in order for it to count.... right?
 
As it stands, SCV IFP is not suitable for high-level play (IMHO) because there is no full control over the result, and the results all have significant weaknesses to offset their potential strengths (i.e., it’s not like all the high-level IFP moves are universally applicable).

In SCIV, it was clock-based, which was tricky to learn but became very useful and effective (and fun!) once mastered. IFP moves all had specific situational applications. But if you can’t match the situation and move, there’s no point in rolling the dice and likely not getting the one appropriate technique you wanted.

However, in casual matches it can still be fun to throw out there just for the zaniness of it. Just don’t cry if/when you lose as a result.
 
I'd like to say IFP was like my bread and butter in SCIV. Because I could utilize them with my devious plans. In SCV, you just better hope peeps will use a high and you at least GI 3 times. Though this isn't possible to achieve unless you have good prediction skills, I'm beginning to think Yoshi should sometimes take a gamble at it sparingly. I mean, I like to suicide when I see an opportunity like when I'm near a wall and my opponent is not expecting it for instance.

In SCIV, I utilized every IFP move but T9(that lame spin) and the waving taunt. But this is SCV haha.
 
I'd like to say IFP was like my bread and butter in SCIV. Because I could utilize them with my devious plans. In SCV, you just better hope peeps will use a high and you at least GI 3 times. Though this isn't possible to achieve unless you have good prediction skills, I'm beginning to think Yoshi should sometimes take a gamble at it sparingly. I mean, I like to suicide when I see an opportunity like when I'm near a wall and my opponent is not expecting it for instance.

In SCIV, I utilized every IFP move but T9(that lame spin) and the waving taunt. But this is SCV haha.

Did Pocky-Yoshi just refer to Pocky-Yoshi in the first person?

I too miss the timer-based IFP...so many mind games. []
 
The wiki is complete. Let me know if you find anything wrong since I did this running low on sleep. All the hidden moves were added as well, to the best of my knowledge. You can view the wiki in the SA Frame Data sticky or the actual wiki on 8wr.

EDIT: Correction: the wiki is complete outside of IFP moves that I really need help with. And on top of that, JG isn't complete but if we all pool together a few hours of grinding data out that could easily be input. I also guessed on how bad MED A was nerfed, but I figure I'll fix that after a few minutes in the lab tomorrow.
 
Metronome in IV was only marginally more useful. I don't follow why people would think that it would be strong at high level play consistently.

You had the option to IFP but it required a set-up. It wasn't often you had the opportunity to ask your opponent to step into X amount of character spaces at the 30 second mark, and when you did, they should reasonably know what to expect. Of course, if you happened to be finishing an attack at the right time it was priceless - especially with the helm splitter walk. :)

In the short, I think Metronome was being abused in IV. Possession in V seems to function more of the way it should have worked previously.

I'd like to say IFP was like my bread and butter in SCIV. Because I could utilize them with my devious plans.

Your devious plans were to complain about 214A, run away hoping to trap someone giving chase into a fast IFP move that was difficult to block in IV and win by timeout.......
 
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