To See What is Right: Yoshimitsu Combos

#2
E3 Demo combos -

NOTATION:
Numbers are directions.
---------
7 8 9
4 5 6
1 2 3
---------
6 is forward, 2 is down, 3 is down-forward, etc.
DGF = Dragonfly Stance (helicopter)
FLE = Flea Stance (standing on sword)
MED = Meditation Stance (sitting down)
~ = stance transition occurs
(B) = hold B
A+B = press A and B at the same time
aB = press the A and B right next to each other in time
CE = Critical Edge. Press the button for it or A+B+K.
BE = "Brave Edge." Yoshimitsu specific mechanic that uses half a meter gauge. Press A+B+K or the CE button right after the previous input to make some moves into Brave Edges.
CH = Counter Hit, hit the opponent out of attacks or some movements to get bonus damage and turn some strings into true combos.
LH = Lethal Hit. On certain conditions, moves will cause big stuns, allowing for a combo.

COMBOS:

3(B) ~DGF A - for damage and ringout
3(B) ~DGF A+B - also for damage, might be more, reverses position
3B 4AAAA - close range hit only, also doesn't require commitment to the stance transition. good for mixing up with throw up close.
3BB - combo you get when your opponent starts trying to punish 3B, so you finish the string but it hits. Still does like 50 damage.
3B 3(B) ~DGF - not close range hit or if you want to do a DGF setup.
3B 3B - not close range, no setup
3B 4A BE - doesn't work in open stage, the BE hits whiff. Maybe works by wall as a good wall ender.

22B 6K - this is the old 3B into 6K combo
22B 4A BE - meter option

44K 6K

66A+B 2A
66A+B 3B

CH 6BB BE 6K
CH 6BB BE 4A BE

CH 44bB (LH) 6BB BE 6K
CH 44bB (LH) 6BB BE 4A BE

CH FLE K ~MED K ~DGF A

WR A BE ~DGF A

Near, but not by wall CH 2aB - FC B

WALL:

CH 2aB WR K W! 6A+B ~FLE B W! 3(B) ~DGF A

Things to test for people going to EVO:
-44K combos. It launches real high, something interesting's gotta be possible.
-CH BBB Lethal Hit combo. FIrst, figure out how to get the Lethal Hit, then, try 6BB BE. Same with 22A LH.
-Open stage CH MCF into CE
-3AB air controllable or not? 2nd move is ear slicer.
-More wall combos. That MCF combo requires you to have them right against the wall and aligned well. A more realistic approach is to begin wall combos with other moves, and regardless of positioning you should be able to align a good wall combo by moving and then MCFing. For example, 66K W! (move to align) MCF WR K W! 6A+B ~FLE B 4A BE. Or, align later for meter ender, like... 9K W! 6A+B ~FLE B W! (move to align) MCF, end with CE or WR A BE ~DGF A
 
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#3
3B into 3B ground hit might actually be the max damage 3B combo, looking back to E3 videos. 3(B) ~DGF A for ringout. 3(B) DGF A+B for Guts damage? It didn't seem to work that well when I tried it.
 

BoomSouljah

[08] Mercenary
#4
E3 Demo combos -

NOTATION:
Numbers are directions.
---------
7 8 9
4 5 6
1 2 3
---------
6 is forward, 2 is down, 3 is down-forward, etc.
DGF = Dragonfly Stance (helicopter)
FLE = Flea Stance (standing on sword)
MED = Meditation Stance (sitting down)
~ = stance transition occurs
(B) = hold B
A+B = press A and B at the same time
aB = press the A and B right next to each other in time
CE = Critical Edge. Press the button for it or A+B+K.
BE = "Brave Edge." Yoshimitsu specific mechanic that uses half a meter gauge. Press A+B+K or the CE button right after the previous input to make some moves into Brave Edges.
CH = Counter Hit, hit the opponent out of attacks or some movements to get bonus damage and turn some strings into true combos.
LH = Lethal Hit. On certain conditions, moves will cause big stuns, allowing for a combo.

COMBOS:

3(B) ~DGF A - for damage and ringout
3(B) ~DGF A+B - also for damage, might be more, reverses position
3B 4AAAA - close range hit only, also doesn't require commitment to the stance transition. good for mixing up with throw up close.
3BB - combo you get when your opponent starts trying to punish 3B, so you finish the string but it hits. Still does like 50 damage.
3B 3(B) ~DGF - not close range hit or if you want to do a DGF setup.
3B 3B - not close range, no setup
3B 4A BE - doesn't work in open stage, the BE hits whiff. Maybe works by wall as a good wall ender.

22B 6K - this is the old 3B into 6K combo
22B 4A BE - meter option

44K 6K

66A+B 2A
66A+B 3B

CH 6BB BE 6K
CH 6BB BE 4A BE

CH 44bB (LH) 6BB BE 6K
CH 44bB (LH) 6BB BE 4A BE

CH FLE K ~MED K ~DGF A

WR A BE ~DGF A

Near, but not by wall CH 2aB - FC B

WALL:

CH 2aB WR K W! 6A+B ~FLE B W! 3(B) ~DGF A

Things to test for people going to EVO:
-44K combos. It launches real high, something interesting's gotta be possible.
-CH BBB Lethal Hit combo. FIrst, figure out how to get the Lethal Hit, then, try 6BB BE. Same with 22A LH.
-Open stage CH MCF into CE
-3AB air controllable or not? 2nd move is ear slicer.
-More wall combos. That MCF combo requires you to have them right against the wall and aligned well. A more realistic approach is to begin wall combos with other moves, and regardless of positioning you should be able to align a good wall combo by moving and then MCFing. For example, 66K W! (move to align) MCF WR K W! 6A+B ~FLE B 4A BE. Or, align later for meter ender, like... 9K W! 6A+B ~FLE B W! (move to align) MCF, end with CE or WR A BE ~DGF A
Okay so,

BBB lethal hits on backstep run counter, guaranteed 3bb that hits grounded
P sure 22a lethal hits on step run counter
FC3k gives u a free CC 3BB
You can air control 3AA

I want to test CH MCF into CC JF b:A in open space but that's kinda hard atm LOL
 
#5
Okay so,

BBB lethal hits on backstep run counter, guaranteed 3bb that hits grounded
P sure 22a lethal hits on step run counter
FC3k gives u a free CC 3BB
You can air control 3AA

I want to test CH MCF into CC JF b:A in open space but that's kinda hard atm LOL
Wow the FC 3K combo must do a lot of damage then. If 3BB works after that and LH BBB, then maybe 3B into 3BB works?

Did you happen to test CH MCF into CE?

Anything good off of 44K?

I'm getting my hands on the demo again next week so let me know if you have any ideas.
 

lolo

[10] Knight
#6
Not sure if already checked CE hitting to an airborned rival has great potential for damaging combos, that seems to give former 2(A+B), P66 at least, possibly 66A+B or even another CE in case of having 2 full bars.

And yeah, please check MCF into CE, that would give us back some fear factor of iMCF.

Mmm, 4A A* I believe is a launcher, that into CE

FC3K, CE

66A+B, CE

Many things to test, I wish there would be any event here, but that's going to happen until Oct 8th, so it doesn´t matter.
 

BoomSouljah

[08] Mercenary
#7
I didn't test imcf into CE, but depending on what u ch IMCF, you can get wrB. It's really weird. I want to try ch IMCF into CC b:A JF but that's extra difficult.

Also BBB lethal hit seems mad inconsistent, it triggered when I backstep countered Taki like p much every time but not maxi, so idk, maybe have to do on where the CH occurs in the backdash frames

3b into 3bb does work, but it's certain ranges. Doesn't seem to be extremely strict on the range, I actually like hit it pretty consistently all weekend.

Also, apparently 3bb is safe to kilik AA, but it can be stepped to the right.

Didn't test anything off of 44k except 4a BE
 

lolo

[10] Knight
#8
Hey Boom, I just saw your matches with IRM, Yoshi looks promising, what about that korean backdash cancel?, How did you do it?
 
#9
3BB grounded hit is side techable after the first hit. Instead do 3(B) into DGF mixup, or just 3B into regular mixup to punish tech.
 
#14
I am back, VSF2018 was great and this game is fast and amazing.

Because of time and people who wanted to play the only meaningful thing I could find was

44K 4K(B), but I think even that might not be guaranteed. But it's something for someone else to try.

His wrK doesn't launch so high like it did in SC2 oh dear.
 
#16
44K 236KK seems to do a good chunk of damage. 236KK is the old 9B+KK, and is worth trying as a combo followup to stun/knockdowns that we can't launch, such as LH 22A and LH BBB. 44K into CE does work @lolo and it does a ground stun that guarantees 3B or maybe something more (236KK?).

MCF seems to be a decent combo filler in some situations, as A+B MCF 6BB BE 6K works.

WR A BE is a very strong punisher. It launches on NH and the combo is WR A BE ~FLE B which groundstuns into some followup (3B, maybe 236KK).
 
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#18

This seems like a much better followup to launchers than what I've been seeing most people do (6K). Has anyone tested the properties of his aB on an airborne opponent?
 
#19

This seems like a much better followup to launchers than what I've been seeing most people do (6K). Has anyone tested the properties of his aB on an airborne opponent?
That's ACable (to the left only, probably), there's footage of me trying the same thing and it whiffs after first hit of 6AB.
at 5:08. Maybe I hit the 6A too early though?
 
#20
Anyway, I think you want to spend the meter on 4A BE every time after launches (except for 3B), apparently it combos into 66A+B after you turn around.