Yoshimitsu
[09] Warrior
Can someone give me tips on how to use him? I've seen videos on how he is played, but I need advice on him.
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Landfish is very useful in my opinion. Even though very good players can interrupt it, some people have no idea how to break its attacks. Mixing up your A and B attacks in landfish can also play mind games with people because many attempt to lowblock the attack.
Voldo is best utilized as a mind fuck. I disagree that 236B can't be used as an attack in itself(But it can be unsafe) because once someone auto ducks for a block you can mix it up with a 236K or 66K, the same goes for 1B when people learn to low block it.
Mantis is not useful as a stance itself, so use the moves Nadaez suggests. A+B, 3B is one of my favorite moves to pull out and you get free hits from it. I also use 2B as a poke to mix it up between 2K.
236 G+B is an extremely useful attack that can be a great follow up move to confuse your enemies and leaves you in BS. It also is good to get in range of your enemy. Because voldo has so little lows, you need to confuse your enemies so they have to guess if your going to use a high or a low.
Also a move I didn't see on this list that I use sometimes is 22_88 K and BS 22_88 KK. While not a core move, 22_88 K has good range and BS 22_88 KK is a good confusing move that can ring out if utilized (such as following up with BB). Be aware that BS 22_88 KK is a slower move so use caution.
And I disagree with 66A+B K because even though good players will learn to duck it, it catches people off guard more often than not.
If your going to utilize something, practice Callisto rush attacks not mantis crawl. (Especially in unison with 2A+B).
Good players will learn to duck it? No. Good players HAVE been ducking it since SC1-SC2 days. This move is so slow, it's not going to catch ANYONE off guard who has any anti-Voldo experience at all.
Disagree. My opponents can trivially duck CR throws on reaction and punish. The only time CR throws are useful is if my opponent is grounded and thinks they are out of range of Voldo's wakeup game and techs up immediately rather than siderolling. That's the only time my CR throws hit anymore. Every other situation, again, my opponents duck on reaction. Also, I don't think high/low mixups are what you meant, because high/low mixups are easily beatable by crouching. Low/mid mixups are what you need, and what Voldo generally lacks since most of his lows can be blocked on reaction and are unsafe.