SCV Yoshimitsu Q&A and General Discussion

Go to training mode. Record that combo, replay it on yourself and hold any direction on the last aerial hit(since its 5 hits).
 

I've tested it. I wouldn't really call it a tech trap. The only reason why I'm not trusting this is because it only works on people who mash 4G to kingdom come or lie there like a silly goose. At best, I'd probably use this on people who choke and lose their rhythm or I could AC the suicide if they happen to go backwards towards a wall. However, you'd have to get 1K off of them first.

It's fairly easy to get out of if one were trapped though. You could tap 4444 or 6666 to AC to kingdom come. Then when you hit the ground, just roll out of there unscathed. Sometimes the camera can screw around to make it seem like a tech trap, but it isn't.

Tech traps are when you do a certain move and the following move will always hit no matter what. Examples would be 4B > 3B. No escape no matter what. Even if you tech or lie still. 3B is guaranteed after a 4B. That is a tech trap.

Regardless, your enthusiasm is duly noted.
 
I've tested it. I wouldn't really call it a tech trap. The only reason why I'm not trusting this is because it only works on people who mash 4G to kingdom come or lie there like a silly goose. At best, I'd probably use this on people who choke and lose their rhythm or I could AC the suicide if they happen to go backwards towards a wall. However, you'd have to get 1K off of them first.

It's fairly easy to get out of if one were trapped though. You could tap 4444 or 6666 to AC to kingdom come. Then when you hit the ground, just roll out of there unscathed. Sometimes the camera can screw around to make it seem like a tech trap, but it isn't.

Tech traps are when you do a certain move and the following move will always hit no matter what. Examples would be 4B > 3B. No escape no matter what. Even if you tech or lie still. 3B is guaranteed after a 4B. That is a tech trap.

Regardless, your enthusiasm is duly noted.
never said is was a tech trap i called it a death trap
 
A tech trap is a move that will hit an opponent who ukemis. 4B on hit into 6K would hit if they ukemi'd left or right, which is a tech trap. What you described is just a guaranteed combo.

The 1K trap will work on unsuspecting opponents, but can be escaped through air control. You can use SDF 4A+B SDF A for a more difficult to escape and less risky air hit after 1K > 8A.
 
Hi everybody. I have a question. Is this supposed to happen? I was messing around in training with Hilde and Yoshi when I couldn't hit her with the tele-porting kick. Is this supposed to happen? I tried other characters and it connects normally. Forgive the no sound since my main way of recording is lost at the moment.
 
That's certainly odd. It only does this on Hilde? I don't fight Hilde players too often, so I've never noticed this. But I usually try for 66B+K A+B K instead of using 1K anyway, so that may be why I never noticed.
 
For some reason the hitbox from MED K decreases against hilde :| Like I said, maybe she is too tall. I've tried it and it also whiffs for me.

1K is not an issue, even at mid range.

There is no fix, unless you run a CaS size 5 yoshimitsu :|

Now, what if I made a size 4 or 5 CaS Hilde..? Hmmmm..
 
Her hurtbox is just too far back in her standing pose. You should still be able to hit her with it if he's running forward or attacking into it.

Med is a flat out terrible stance in general though so it's not too much of a loss not having Med K here.
 
For some reason the hitbox from MED K decreases against hilde :| Like I said, maybe she is too tall. I've tried it and it also whiffs for me.

1K is not an issue, even at mid range.

There is no fix, unless you run a CaS size 5 yoshimitsu :|

Now, what if I made a size 4 or 5 CaS Hilde..? Hmmmm..

My CaS hilde is size 4 I believe. I will check if I can hit a size 1 and 2 hilde CaS with Yoshi's default size and higher.
Her hurtbox is just too far back in her standing pose. You should still be able to hit her with it if he's running forward or attacking into it.

Med is a flat out terrible stance in general though so it's not too much of a loss not having Med K here.
That's true, but I can have one small advantage now if somebody tries it on me against my Hilde though I don't know if I would remember it. I usually use the teleport kick with Yoshi to send the player in the air while doing the :8::A: spin (after the kick). It takes quite a bit of health away if you can catch them off guard.
 
how do get 3b to hit after iMCF

Answer? I'll quote him...

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.
In simple terms, iMCF > 66 to get the RCC and then 3B.
 
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