SCV Yoshimitsu Q&A and General Discussion

Has anyone ever noticed you can do an iWR A and K just by canceling the DGF stance and pressing the respective button fast?

Granted, there is a slight delay which gives you a massive window to input DGF -> G -> A OR K. This means it may not be instant, but what comes out surely looks instant.
 
^^Yeah, you stay in a crouching state (although it doesn't look like it) after a cancelled DGF. You can do a FC 3K and any WR and FC moves after a cancelled DGF.

Some (useless) discoveries:

- You are in a TJ state when Yoshi is on one leg from doing Flea B (after the impact frame).
- You sometimes lose a slight bit of meter from performing a SDGF K heal attempt. I don't know why it does this and it happens randomly.

There is something pleasurable from finding useless tidbits of information.

Also, does anyone know how many +frames you get from a successful A+K impact? Sometimes I get a 3B and sometimes I don't.
 
I cant be sure of the frames, but i remember reading that if you A+K the second hit of siegs SCH A, then you get a free CE if you're close enough. So i imagine its around 16 frames if thats true. Maybe its space dependent.
 
When I get my PS3 back I'll test this. From my experience you don't get a punish for aGI'ing quick horizontals like AA. You also obviously don't get anything when the A+K trades or knocks the opponent down. There are certain moves that do give you varying frames of advantage though. Some really high and some really low, I don't think there is quite a science to it. Maybe it is something like [frames for A+K to complete] - [total frames of opponent's move normally] = what they are at for punish? I'm very curious and always forget to test this.
 
I'll definitely make a joke or two about the retarded 22B whiffs.

By the way, have any of you guys tried out combos with the ground stun 2A+B causes on mid air opponents? You can get 1K > G > 2A+B ground stun > 66A+B. It's much less damage than 1K > 8A but its an interesting option that I don't think has been explored much.
From the ground stun after 1k. If you step to their left you can DNK + 3b people. Its character specific though(Like the Deathcopter to DNK combos on like 6 characters) People I know it works on are Astaroth(You can just DNK him without stepping to his left actually), Cervantes, Misturugi. Tira, and Aeon from what I recall.
 
From testing A+K on Yoshi's AA I can tell that if you get the A+K to aGI fairly close to the actual impact frame of it, he is completely safe. If you... "meaty" the A+K and get it to come out maybe 7 frames or so before the impact of the AA you can get a 16 frame punish. I think my initial idea of [A+K frames] - [move that is aGI'd] = advantage frames might actually be what is going on here.

EDIT:
Nah, from further testing it seems to work that way on everything. If you don't "meaty" the A+K you won't get a punish. Most times you get 16 frames to punish with this method, although in rare circumstances is stretches to 18.

That DGF glitch would be pretty cool if his WR moves weren't pretty terrible to begin with.

Lastly, I updated the posts in the combo threads with new combos, damage, info on a:B+K into DNK, JF 4A, etc.
 
This may be old, but Yoshi users I found something. After CH iMCF, you can use FC1KKKKK afterwards. Question is what happens if you were to do the JF version?
 
This may be old, but Yoshi users I found something. After CH iMCF, you can use FC1KKKKK afterwards. Question is what happens if you were to do the JF version?

FC1KKKKK on counterhit means that all hits connect. JF FC1KKKKK also has ringout properties if you are quite close to the edge. You'd probably ring out just as easily if you used 66B-DNK or 3B-aB+K-DNK near the edge instead.
 
FC1KKKKK on counterhit means that all hits connect. JF FC1KKKKK also has ringout properties if you are quite close to the edge. You'd probably ring out just as easily if you used 66B-DNK or 3B-aB+K-DNK near the edge.

You have to RCC after iMCF though. So in actuality, it's iMCF> RCC66B > DNK. Same with the other method. iMCF> RCC3B > aB+K > DNK. Other than that, thanks for responding.
 
You have to RCC after iMCF though. So in actuality, it's iMCF> RCC66B > DNK. Same with the other method. iMCF> RCC3B > aB+K > DNK. Other than that, thanks for responding.

Not to mention the difficulty attempting to JF the 1K series lul

I'd do it if I want to be flashy for a RO, otherwise if I fail, i'd be sitting on a little bit of negative frames AND a wasted opportunity to get a round win.

Buuuut thats kinda obvious >.<

I guess when its srs bzns, we yoshis have to take every exploitation and turn it against them, not wasting a single moment.
 
Not to mention the difficulty attempting to JF the 1K series lul

I'd do it if I want to be flashy for a RO, otherwise if I fail, i'd be sitting on a little bit of negative frames AND a wasted opportunity to get a round win.

Buuuut thats kinda obvious >.<

I guess when its srs bzns, we yoshis have to take every exploitation and turn it against them, not wasting a single moment.
Nowadays, I worry more on: meter management, my guard gauge, my opponent, and my execution. My gameplan as a Yoshi is to slowly open up my opponent and mind screw them to get them where I want them. It's kind of an uphill battle, but I usually try to think how about how bad consequences and think more on how to make Yoshi work. If not, then I guess I'll have to switch to another main as I know Yoshi can only take me so far.....
 

Just a quick video to showcase what happens if you connect three JF4Ax5s in a row after launch since I figure nobody has gotten lucky enough/cared enough outside of maybe Frostheart. I'm pretty positive that I've gotten Yoshi to recover on the last one before, but after three attempts of getting it just right and him falling over on the last-- I gave up.

This scales horribly after iMCF. If I just did it from 3B, two reps puts the damage at 99+ which is obviously his best damage option if you honestly want to go for such a hail mary.

Here is Frostheart's video for all things JF4Ax5 if you haven't seen it.
 
Problem is Yoshi is like Dampierre. He chooses to recover when he wants to. Proof that none of us can main Yoshi, Yoshi mains you haha. On the bright side of things, I always knew JF4AAAAA series would have some use. Even if you fail it, you can always ukemi just to get some meter.

Other than that, Yoshi imho has got to be one of the characters that forces you to go big or go home. JF4A series kind of tells me that. Pardon my delusions haha.
 
FC 1KKKKK is the easiest JF series for me out of JF 4A, JF 1A, JF FC 1K. Maybe just because I've practiced it the most, but I chose to work on the kicks because that one seems the easiest. Circular logic, but whatever works for me.
 
Problem is Yoshi is like Dampierre. He chooses to recover when he wants to. Proof that none of us can main Yoshi, Yoshi mains you haha. On the bright side of things, I always knew JF4AAAAA series would have some use. Even if you fail it, you can always ukemi just to get some meter.

Other than that, Yoshi imho has got to be one of the characters that forces you to go big or go home. JF4A series kind of tells me that. Pardon my delusions haha.

Yeah, like 3B into JF4Ax5 is pretty decent risk reward. If you hit it you can get 90ish damage with recovery. Which is really good. If you don't hit it, you're safe. Just not in the best position.
 
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