SCV Yoshimitsu Q&A and General Discussion

For the thousandth fuckin time, to RCC into a move quickly, think of the RCC as a single-tap dash or sidestep that cancels your crouch. Watch Yoshi dash when you iMCF and tap 6 or 8 or whatever. The timing to hit 3B is right after the start of the dashing animation. It should look like he's barely moved, if at all.

Once you have it down, set the dummy to counterhit:random and/or guard:random and practice CH confirming so you're not always RCCing after every iMCF, just the ones that CH. There's tons of stuff you can do when iMCF is guarded so don't always input the RCC after iMCF.
 
I used this move a lot since you have to guess is coming after 44b+k 22B+K.
It'll come out instantly. Great round finisher.
 
can any help my improve on my yos


Very solid Yoshi play! Flying seppuku gets brownie points.

I notice that you are quite linear when it comes to basic standing attacks. Add some AA or 6A to stop 8wayrun movement. Your lucky the hilde you were fighting was not experienced in her movement! Had she realized you were linear, she could have stepped you almost all the time and you could have been punished big time.

Learn dem Just Guards :)

You could also use some work with punishments- I saw many opportunities where you could have punished whiffs with a throw, CE, or even 3B!

Other than that, I enjoyed watching that. Very solid, just learn just guards and keep practicing!

Anyone else wanna add to it?
 
can any help my improve on my yos


To add on to those points, I think you could have harassed the opponent more while they were on the floor. Although punishable, you can toss out 3B or 2K (if they like rolling or playing dead) while they are on the ground to get some extra damage in. The 2K annoyance might have them start ducking as well to block it, so you can then mix it up a bit more.
I like the fact that you continued using DGF K several times (even though I hate seeing FC3K DGF followups). The reason is that the opponent never blocked low against the DGF stance. You should continue to abuse moves in every opportunity you get until your opponent starts to learn.

Luckily your opponent wasn't evading most of your linear play as OneManjiArmy said. I suppose if your opponent isn't stepping, dealing out anti-step isn't much of a priority until they do.

I think you should continue to work on the iMCF execution and practice using a damaging followup (66B, RCC 3B, etc).
 
Also 9B+K B+K (forward frontflips) also hurts rollers really bad. It tracks side and foward rolls but not Ukemis.

First hit can be confirmed on a "play-dead" opponent on the floor, but they can Ukemi before the 2nd somersault and you can be punished.
 
This is my scrubby take on this...

I noticed a few things that are sometimes big no-nos as Yoshi. Against good players, don't do 8A to SDGF so hastily. If that Hilde were competent, she'd shoot you out of the sky. You want to limit that along with that sudden MED thing you did @ 1:21. I know you want to win using whatever works, but sometimes you have to be careful as well.

Whipping out things when pressured is what good players will do to you and if they wanted, they could of blown you up for it. This Hilde wasn't that competent, but it appears you don't fight Hildes much.


Stick to 33B, 2B, 2K, BB, 3K and anything else simple. Space and pay attention to your opponents attack. Don't just attack frivolously, attack with a plan. If they block Yoshi's 2B, do a FC3K if they step, back step, or grab for instance. Once you condition them to do stop doing that, try make them block for low so you can either launch them with 3B or do a simple 4KB. Don't panic if the strategy doesn't work, just keep forcing them to block a certain way so you can get them where you want them.

You want to stay simple to open up your opponent before whipping out the risky flashy stuff. Opening with something too obvious makes you a free win. Trust me, I had to learn the hard way.


Try to calm down as well. That Hilde imho has a good amount of weak spots. Using GIs sometimes helps against silly poke heavy Hildes. Also to show you how mandatory this move is to Hilde imho, use more 33 or 99B mix-ups on her right side. Do it anytime you feel that Hilde is being linear. Such as that silly 66A+B and 22_88B. It will beat them out most of the time.


Hope this helps.
 
like what i try to find some and what is rcc

Refer to Signia's post (3rd post before your video).

I highly recommend learning how to RCC consistently. You can usually get more damage from CH iMCF -> RCC 3B ->a:B+K (assuming your opponent knows nothing about the Deathcopter setup or has difficulty dealing with it).
Learning FC3K RCC 3B is also nice because I think it yields more consistent results than a DGF followup. Knowledgeable opponents will know exactly what to do against a DGF followup and you'll probably get little to no damage from a DGF setup after a FC3K. With FC3K RCC 3B, you are able to get a consistent 40 damage combo. FC3K DGF followups only go so far.
 
Refer to Signia's post (3rd post before your video).

I highly recommend learning how to RCC consistently. You can usually get more damage from CH iMCF -> RCC 3B ->a:B+K (assuming your opponent knows nothing about the Deathcopter setup or has difficulty dealing with it).
Learning FC3K RCC 3B is also nice because I think it yields more consistent results than a DGF followup. Knowledgeable opponents will know exactly what to do against a DGF followup and you'll probably get little to no damage from a DGF setup after a FC3K. With FC3K RCC 3B, you are able to get a consistent 40 damage combo. FC3K DGF followups only go so far.

what is RCC dude
 
what is RCC dude

Check the top of the page for a dude named Signia's post. tl;dr RCC = Recover Crouching Cancel. Tap 6 when in crouch. I think I might have to fuggin' sticky that shit.

After looking back through his shit in training mode I now realize that 3B+K is a pretty solid move. i22, 32 dmg, full launch on CH, huge stun on NH, -4 on block to setup iMCF shenanigans, and even breaks in 10 which is pretty good for Yoshi. Speaking of guard breaks, if you have your opponent's guard meter in yellow throw out 9B+KK since that shit breaks in 6. /random Yoshi musings
 
Good thing barely anyone knows how to properly punish obscure Yoshi moves.
 
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