To See What is Right: Yoshimitsu Combos

DAMAGE NUMBERS NOW OUTDATED due to 44B+K, WR B, 4AA+B scaling nerf.

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.
SC = while in Soul Charge mode
RCC - Recover Crouch Cancel, done by tapping back, up or forward to dash out of the crouch state so you can more quickly do standing moves after doing a move that recovers in the crouch state
oki - short for Okizeme, the situation where your opponent is on the ground
W! - wallsplat occurs here
WR - while rising (from crouch or ground)

NATURAL COMBOS
AA
BB
3BB
6BB
4KB
4AAA
FC 1AAA
FC 1KKK
1BA
WR AA+B
6KA+B
3AA
3AB
SC DGF BBBBB - 74
SC DGF KA - 71
SC DGF AB - 56
SC 3AB - 56

NATURAL COUNTER HIT COMBOS
BBB
6BBBB
6BBA+B
6BBBA+B
AAA+B
4AA+B
3AA
3AB
6AA (delayed)
6AB (delayed)

COMBOS:

3(B) ~DGF A - 53 -- for ringout/wallsplat and maintaining stage orientation
3(B) ~DGF A+B:K - 57 -- max meter gain, about 1/3 total. Press K when you land.
3B 4AAAA - 48 -- close range hit only, also doesn't require commitment to the stance transition. good for mixing up with throw up close.

The following combos are inconsistent on side hit on all characters, does not work on small characters like Taki and Sophie so far.
3B 3(B) ~DGF - not close range hit or if you want to do a DGF setup. Good to mixup with 3BB when in Soul Charge, as nobody wants to stand into SC DGF B. Good oki for the stance mixup against right tech.
3B 3B - 53 -- good oki against right tech, without the stance.
3B 3BB - high damage, but last hit can be teched to the right

22B 6K - 39
22B 3(B) - 37 - delay the 3(B) so that you hit them on the ground for a DGF mixup
22B 4AA+B (press 8 for the first half of the spin, 2 for the second half for consistent turnaround) 44B+K 3BB (very slight delay between 3 and B) - 80-84
22B 6KA+B -- 58 - for ring out
The following combos only work on Raph, Voldo, Maxi, Zas, Aswel, Asta, Groh, Ivy
22B 8K 6A+B ~FLE 66 - 48 -- meter gain, bad oki
22B 8K 3(B) - 48 -- DGF oki. hit them as they hit the ground.
22B 8K 6KA+B - 60 -- ringout, maintain stage orientation
22B 8K 4AA+B (press and hold 2 in the second half of the spin to turnaround) 44B+K 3BB - nerfed from 80 to 66
*9K can work and does 2 more damage but is more inconsistent

FC 3K RCC 3B/3(B)/3BB - 57 -- for oki (3BB followup grants 66 damage, can be teched right)
FC 3K 6A+B ~FLE 66 - -- meter gain, bad oki

CH 2aB RCC b:A - 56 -- Tap forward after 2aB and then time b:A in a tight window. Doesn't reach on tip hit CH 2aB.

66A+B 2aB RCC b:A - 86
66A+B 3BB - 70 -- for when they're too far for 2aB combo or if you want an easy combo
66A+B 6A+B ~FLE 66 - 62 --easier meter gain
66A+B 2A - 48 -- reset

22K 2aB b:A -- 53
22K b:A - 50 -- easier
22K 3AA - 49 -- easy meter gain
22K BBB - 46 -- easy meter gain, position not reversed
22K 6BBBB - 46 -- oki
22K 3AB - 43 -- wallsplat
22K 6BBA+B 9K b:A - 49 -- ring out
22K 6BBA+B 4AA+B (press 2 in the second half of the spin to turnaround) 44B+K 3BB - 60 nerfed to 56 -- max damage

44K 236KK -- 74
44K 9K 4AA+B (press 8 for the first half of the spin, 2 for the second half for consistent turnaround) 44B+K 3BB -- 102-110
44K 4AA+B (press 2 in the second half of the spin to turnaround) 44B+K 3BB -- 102-110 nerfed to 80 - without the 9K, significantly easier combo, same damage, just slightly more meter
44K 9K 6A+B ~FLE 66 - 67 -- for meter gain
44K 66B+KA+B - 55 -- ring out at long distance but done up close can ring you out, can also wallsplat sometimes
44K 2B+K ~MED K ~DGF A - Air controllable but is the ringout combo you want at certain distances where 66B+KA+B will ring yourself out first.
44K WR AA+B ~DGF A - 78 -- Long ring out / wall carry. Does more damage and carries further than 44K 66B+KA+B. Eats meter, of course. --- HajimeOwari
44K 66B+K(A+B) W! ~MED K ~DGF A W! 2aB WR B 9K ender - wall splat possible at very specific spacings with the wall

6A+B ~FLE B 6K - 58
6A+B ~FLE B 3B - 53 -- for oki
6A+B ~FLE B 6KA+B - 70 -- damage and ring out
6A+B ~FLE B b:A -- meterless ring out
6A+B ~FLE K ~MED A - 49 -- for if you fail to hit confirm for the B.
6A+B ~ FLE K -- tech situation. delay MED K and the second hit will hit techs, stun and guarantee DGF B 3BB for good damage. Stand up 3BB hits no tech.

CH 6A+B ~FLE (B) 2aB RCC b:A - 91 -- may require delay on the (B) on some characters?
CH 6A+B ~FLE (B) 3B - 70 -- 3BB whiffing on small characters (Xianghua)

A+B 2aB RCC b:A - 68 -- 2aB does not connect on A+B right side hit
A+B 2aB (left side hit) 6BBA+B 9K 6A+B ~FLE 66 - 77
A+B 2aB (left side hit) 6BBA+B 9K 3B - 80
A+B 2aB (left side hit) 6BBA+B 4AA+B (press 8 for the first half of the spin, 2 for the second half for consistent turnaround) 44B+K 3BB - 87
A+B 2aB (right side hit) 3B - 50 -- even 66A+B can whiff here
A+B 3AA - 64 -- easy alternative that also combos on side hits
(A+B) 2aB RCC b:A - 78
(A+B) 6BBA+B 9K 6A+B ~FLE 66 - 81
(A+B) 6BBA+B 9K 3B - 81
(A+B) 6BBA+B 4AA+B (press 8 for the first half of the spin, 2 for the second half for consistent turnaround) 44B+K 3BB - 91 nerfed to 86
(A+B) 3~2aB WR B 4AA+B (press 8 for the first half of the spin, 2 for the second half for consistent turnaround) 44B+K 3BB - 99

LH A+B triggers on whiffed GI or CH on RE.
LH A+B 66A+B 2aB b:A - 103 -- max damage meterless
LH A+B 33A 2aB RCC b:A - 77 -- max meter gain
LH A+B 66A b:A - 74 -- easier meter gain
LH A+B 66_11_33A AAA+B - ??? -- wall carry combo

CH WR B 9K 6A+B ~FLE 66 - 72 -- meter gain, max meterless damage, bad oki
CH WR B 9K 6K - 69 -- better oki
CH WR B 4AA+B (press 2 in the second half of the spin to turnaround) 44B+K 3BB - 116 nerfed to 80!
CH WR B iWR AA+B ~DGF A -- difficult but long ringout carry

CH 6BBA+B 9K 6A+B ~FLE 66 - 78 -- meter gain, max meterless damage, bad oki
CH 6BBA+B 9K 6K - 75 -- better oki
CH 6BBA+B 4AA+B (press 2 in the second half of the spin to turnaround) 44B+K 3BB - 114 nerfed to 98
CH 6BBA+B 9K b:A -- ring out
CH 6BBA+B iWR AA+B ~DGF A -- difficult but long ringout carry

CH 44bA 9K 6A+B ~FLE 66 - 80 -- meter gain, bad oki
CH 44bA 9K 3(B) - 80 - hit 3B when they hit the ground, DGF oki
CH 44bA 9K 4AA+B (press 2 in the second half of the spin to turnaround) 44B+K 3BB - 93 nerfed to 88
CH 44bA 9K 6KA+B - 83

CH 4AA+B (press 4 then 7 near the end to turnaround and be close enough, 4 then 1 on 2P side) 44B+K 3BB - 106-110 -- on 1P side delay 3 and B input, on 2P side microstep 3BB (83BB)
CH 4AA+B (4, 2) dash 9K b:A -- max range reverse ringout

WR AA+B ~DGF B 66A+B - 72 -- max damage
WR AA+B ~DGF B 3(B) - 69 -- DGF oki setup
WR AA+B ~DGF A - 54 -- wallsplat/ringout
WR AA+B ~DGF B 236KK - 82 -- techable to the left
WR AA+B ~DGF B 3BB - 75 -- techable to the right

LH 44bB activates on CH, which is implied. Though unlisted in game, it also can activate right after a GI is whiffed.
LH 44bB 66A b:A - 77 -- max meter gain
LH 44bB 66A 3AA - 76 -- easier, very slightly less damage and meter
LH 44bB 66A BBB - 73 -- easy meter gain, stage carry
LH 44bB 66A 6BBA+B 9K 3BB - 85 -- hit the 3BB grounded. Net meter gain
LH 44bB 66A 6BBA+B 9K 6A+B66 - 82 -- slightly more meter gain, bad oki
LH 44bB 66A 6BBA+B 4AA+B (press 2 in the second half of the spin to turnaround) 44B+K 3BB - 93 nerfed to 88 -- max damage, costs 60% bar
LH 44bB 66A 6BBA+B iWR AA+B ~DGF A -- difficult but LONG ringout carry
LH 44bB 66A AAA+B W! - ??? -- wall carry
LH 44bB 66A 3AB W! - ??? -- shorter but meterless wall carry and ringout

LH 4A+B activates when you whiff punish a Reversal Edge.
LH 4A+B 9K 4AA+B (hold 6 then press 2 near the end to turn around) 44B+K 3BB - 136 -- 9K only connects at a particular spacing and there's no time to reposition. This spacing happens to occur when you step after an RE-safe move has been absorbed. Possibly character specific, worked on Yoshimitsu.
LH 4A+B 2(B) middle charge - 95 -- escapable only with forward tech soul charge

LH BBB activates when hit an opponent that is at full meter.
CH LH BBB 2aB RCC b:A - 79 -- max meterless damage and meter gain
CH LH BBB 3AA - 75 -- easier combo
CH LH BBB BBB - 72 -- no position change
CH LH BBB 2aB WR AA+B ~DGF B 66A+B - 82 -- close range BBB only
CH LH BBB 2aB 6BBA+B 4AA+B (press 2 in the second half of the spin to turnaround) 44B+K 3BB - 88
CH LH BBB 2aB WR AA+B ~DGF A - ??? -- wall carry / ring out, close range BBB only

LH 66B+K activates when you whiff punish a low. Though unlisted in game, it can also active when it CHs Unblockable attacks.
LH 66B+KA+BK - 51
LH 66B+K 66A+B - 51
LH 66(B+K) G 9K 6A+B ~FLE 66 - 62 -- meter gain bad oki
LH 66(B+K) G 9K 3(B) - 59 -- DGF oki
LH 66(B+K) G 9K 6KA+B - 72 -- ringout, maintain position
LH 66(B+K) G 4AA+B (press 4 then 2 near the end to turnaround and be close enough, 4 then 8 on 2P side) 44B+K 3BB - 91
LH 66(B+K) 2A+K - 85 -- gain 2/3 bar total, take ~100 damage
LH 66(B+K) WR AA+B DGF A - 66 -- ringout/wallsplat

LH 44K activates when you hit an opponent that just whiffed a Guard Impact.
LH 44K 236A+B - 96 -- inescapable unblockable
LH 44K 66 9K 4AA+B (press 4 then 2 near the end to turnaround and be close enough, 4 then 8 on 2P side) 44K 3BB - 111-112
LH 44K 66A+K - 118 -- gain 3/4 meter total, take ~90 damage

LH 22A activates when the opponent is at full meter.
LH 22A 66 3BB - 76 -- requires dashing in
LH 22A 66B+KA+BK - 76
LH 22A 66 6KA+B - 85 -- requires dash and close range hit
LH 22A 66 4AA+B (hold 4 for a short period of time, then hold 2) 44B+K 3BB - 110 -- requires very close range hit and a dash

LH 214A activates on whiff punishing a high. It doesn't work when CHing high strings.
214A 2K
LH 214A 44B+K 3B - 59-92 -- delay the 44B+K so that the opponent can take the full damage of 214A first before connecting the second hit.
LH 214A 2(B) middle charge - 68 -- full charge escapable only by teching forward then stepping left, does 98 damage total otherwise.
LH 214A 9K 4AA+B (press 4 then 2 near the end to turnaround and be close enough, 4 then 8 on 2P side) 44B+K 3BB - 69
LH 214A iWR AA+B DGF A - 49 -- ringout/wallsplat

LH MED B activates on auto-evading an opponent's attack during the startup.
LH MED B 2aB RCC b:A - 85

LH RE A ~DGF G 6A+B ~FLE (B) 2aB RCC b:A - 93 damage -- max damage even with meter
LH RE A ~DGF G 66A b:A - 71 -- meter gain
LH RE A ~DGF G 66A 3AB W! 2aB WR B W! 44bA 9K 3B - 103 -- wall carry and wall combo
LH RE A ~DGF G 66A AAA+B W! 2aB WR B W! 44bA 9K 3B - 103 -- slightly further wall carry and wall combo
LH RE A ~DGF G 66A 3AB -- meter gain and ring out
LH RE A ~DGF G 66A 6BBA+B b:A -- half bar for a further ring out
LH RE A ~DGF G 66A 6BBA+B iWR AA+B ~DGF A -- full bar for possibly the longest ring out range in the game, counting the pushback that occurs during the RE phases

LH RE B 2(B) - 87 total. tech forward SC escapes.
LH RE B 66 9K 3BB - 87-89 -- time perfectly with tailspin ending damage
LH RE K - 56

MED K 2B+KK - 49
DGF B 3BB - 52

FLE B 4AA+B (5, 2) 44B+K 3BB - 96 -- Character specific. So far we've found it to work on Groh, Ivy (can do 9K before 4AA+B), Zas, (need testing)

FLE (B) 3BB - 62
FLE (B) 2aB RCC b:A - 78

8A+B2 3BB - 58

Post in this thread if you find more or better stuff.
Last hit of 4AA+B combos, the second hit of 3BB, seems to be character specific on whether they can tech right or not.

During 4AA+B juggles, you can dash iWR AA+B ~DGF A for long range reverse ring outs

***For easier 4AA+B 44B+K combos, input the 44B+K as 64B+K. The "6" is read as a 4 from the previous character positions and the second 4 is read as normal. This makes it so you only have to time the 4, or so you can buffer it, it's hard to tell. But it's easier.

Soul Charge

SC DGF KA 8B+K ~DGF AB 3BB - 88
SC WR AA+B DGF BBBBB - 96
SC WR AA+B DGF AB 3B - 101

WALL:

Standard starters: 9K, 66K, 44B+K, DGF A, AAA+B, CH WR B, WR K, 3B, 6K W! or aligned 3AB W!
-> (step so that you're more aligned) 2aB WR B W! 44bA 9K (time so that it hits right when the last tick of damage, close to when they stop tailspinning, occurs) 3BB (time so that you hit them right as they hit the ground) Just do B+K ~FLE K ~IND A, same damage and you can't mess up the timing - 92-133 depending on starter -- after 44bA, 44B+K 3B ender does more damage but is inconsistent. To step into position, 8 or 888 into 2aB works for 2 stepping into it you need some input tricks. 2~aB, a delay between 2 and aB will give a small step into 2aB via this game's buffer system. 2, 632 aB is needed for larger steps into 2aB.
-> (step so that the wall is more aligned (you have less time for this one)) 6A+B ~FLE (B) 2aB WR B W! 44bA B+K ~FLE K ~IND A - 127-150 depending on starter -- tough setup but it's worth it. You have a little bit of time to step into position, so that you won't get misaligned mid-combo have 2aB push them too far away. You need to delay the 6A+B~FLE (B) as long as possible or else it will wallsplat, earlier in the combo than ideal. You'll still get a decent combo with a 2aB WR B ender but you won't get as high damage as you could.
-> after 44bA you can also do 2(B) middle charge for 40 unscaled damage on the top if they can't or don't forward tech and soul charge. with this, 66K wallsplat gives 175-180 damage meterless!!


https://twitter.com/signiahakkar/status/1056386021930070017

(Standard starter) W! 6A+B(B) 2aB WR B W! 44bA B+K ~FLE K ~IND A - 130-134 with 66K starter - "standard" which is really unstable and character specific in the ways that 44bA can either whiff or drop the last hit. Issues observed against Ivy, 2B, Voldo, Nightmare, Cervantes, Taki.

(Standard starter) W! 6A+B(B) 2aB 66K W! 66A 3AA - 122 with 66K starter (replace last hit with BBB or 3AB 2K for different positions), consistent against everyone observed so far except Ivy

W! 6A+B FLE (B) 2aB WR B W! 6AB 3BB - 130 with 66K starter
W! 6A+B FLE (B) 2aB 66K W! 66A 3AA - 122 with 66K starter -- use this combo instead post-patch
W! (step to align) 2aB WR B W! 6A+B FLE (B) 3B - 99 with 66K starter
W! 2aB 66K W! 6A+B(B) 3BB - 100-103 with 66K starter -- use this combo instead post-patch, consistent on everyone at all angles

66K W! 66A+B 2aB 66K W! 44bA B+K ~FLE K ~IND A - 134-138 -- combo possible when the opponent is NOT right up against the wall before getting hit by 66K. The extra time between the 66K hit and the wallsplat gives time for 66A+B to connect. Also requires good wall alignment.

3AB W! (wall to left) 2aB WR B W! 6A+B FLE (B) 3BB - ?

CH 2aB WR B W! 2G WR B W! 44bA 9K 3B - up to around 112 -- after 44bA, 44B+K 3B ender does more damage but can be inconsistent.
CH 2aB WR B W! 2G WR B W! 44bA B+K ~FLE K ~IND A - 82-84
CH 2aB 66K W! 66_33_99A 3AB W! WR B 9K 3B - ? -- for when you're not perpendicularly aligned
CH 2aB WR B W! 66A 3AB W! WR B 9K 3B - 77-79

A+K W! 2aB WR B W! 44bA 44B+K 3BB - 52 -- from Flash wall setup. 4AAA hit, 66K blocked, AA hit are good setups.

Short wall ringout combos (Be sure to mash out 4B+KBBBB if you have the health in order to gain meter in the time between your last hit and the ring out.):
Wallsplats that give you some time such as 66K, 8K etc., W!
-> wall to your left or head on -> 2aB WR B 6K -> ring out
-> wall to your right or head on -> 3B -> ring out
Wallsplats that don't give time for a 3B:
-> wall to your left -> 2aB WR B 6K -> ring out
-> wall head on -> 2aB 66K W! 3B -> ring out
-> wall to your right -> 2aB into some non-ringout combo

Close to short wall combos
(launch) 6KA+B - for ringout through breakable walls
(launch other than 3B or FLE B) A+K into 3B or microstep 2aB 66K 6A+B ~FLE B - Breakable short wall ringout. 3B sends them a bit to the right, so you may need to do the alternate combo. Or, just spend the meter with 2aB WR AA+B just to be sure.
(launch other than 3B or FLE B) A+K into 3B or 3AB or 66K - meterless unbreakable short wall ringout. 3B sends them a bit to the right, so you might need to use 3AB, or, you might have to use 3B.

44K 66B+K A+K also works and carries further than using the b:A ender. However, I've had some inconsistency issues, so more labbing is required.

https://twitter.com/i/web/status/1083488653190533121


There's a stage with a wall that breaks after three wallsplats. Guarantee a ringout when the wall turns red by wallsplatting and ending with a 66A 3AB (or 66A 2aB 66K for more distance if not aligned). Or just 3(B) DGF A might work.

WR AA+B W! DGF KA 8B+K ~DGF A W! 2aB WR AA+B ~DGF BBBBB

TECH TRAPS


Still a lot more to add. Help me out? :D
 
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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.
 
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
 
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.
 
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.
 
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
 
Hey Boom, I just saw your matches with IRM, Yoshi looks promising, what about that korean backdash cancel?, How did you do it?
 
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.
 
Wow DNK has some crazy ghost range going on in that video. It might not even have to hit that deep, maybe just SCV iMCF range deep.
 
Will be at VSF tomorrow, got a screen cap so I know what to test. If I'm not too engrossed in Tekken I'll see what I can squeeze in.
 
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.
 
Hey Boom, I just saw your matches with IRM, Yoshi looks promising, what about that korean backdash cancel?, How did you do it?
dang i just saw this lol uh

its just 2145 2145 2145

its pretty easy, as long as u can do a reverse fireball motion haha
 
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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If it hasn't been mentioned already, I think the last hit of OTG 3BB can be teched to the opponent's right.
 
yF9PAc.gif

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?
 
yF9PAc.gif

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?
 
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.
 
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