neorussell
[10] Knight
My Thoughts on SC5 Yoshimitsu:
I know this is a rant but I just have to say this to get it off my chest.
I got to say that i'm really disappointed with this new Yoshimitsu.
I'm so close to dropping him right now.
Let me tell you why I feel like this:
HE HAS NO GOOD JUGGLE's.
You can try to be smart by using CE but it misses.
He's parting thrust will most likely not come out.
your best bet is 6k.
His CE sucks. There's is no good way to set it up other than interrupting an opponents move.
You can combo it after a few moves but they have to be in front of you to get the full CE.
His Brave Edges are all useless:
66a~a+b+k - why? nothing guaranteed even after CH.
6b~a+b+k - supposedly replaces iMCF but you can't even get a combo out of it. It also has to hit on counter to stagger.
3ab~a+b+k - The non-ch version can be blocked and punished heavily. You can't link this move to a:b+k, imcf, of his stagger move. The CH launches but because Yoshimitsu's juggles are non-existent, you do not have a lot of option. 6k is better.
His best option for full damage juggle is still 6k.
From SC2-SC5, we are still stuck using 6k for good damage.
We shouldn't have to be forced to used 6k anymore. We've passed 3 games already, time for new combos.
His iMCF is easier but there's really no good follow up after it.
Opponent falls down too fast and he has no moves that will lead to more damage
His Parting Thrust is not reliable. Granted, i'm no god at this game but in SCIV, I was atleast hitting them 100% of the time. Why is it harder? Why does it have to be CH to stun? Why is iMCF the only good follow up after it and even that requires timing as well.
MED B is not unblockable anymore. Why? That was such a great move. Sure, this move is now a guard break and tracks 70% most of the time but it lost it's flavour. They can sidestep easily and your a sitting duck.
66b and 33b are the same moves but for some reason, they have different properties. What!? How does that make sense? 66b on CH causes fall down stun but again no follow up other than 66a+b.
9b+k, k does not track 100% anymore. I loved this move. Gave me guaranteed hits after a 214a in SCIV. Now it's useless cause if you stop at 9b+k, it's not safe and if you continue and they block, it's not safe either.
His doorknocker has to be done precisely for full hits. It sometimes misses on big characters like astaroth too. Here I thought, they would fix the hit box on that.
The Jump Knee took the cake for me.
I was so happy to hear that rising knee was WS+k. I instantly thought that I have SC2 Yoshimitsu again. I could mix it up with 1a and let them guess with a FC, 3+k or WS+k ala SC2. But after testing, 1a is horrible on block (still), WS+k does nothing on clean hit, it does not launch even on ch and you get no follow up after it.
----
I'm sure there are more things I can mention here to get this disappointment off my head but it won't change anything. IMO, they didn't improve him at all. In fact, this Yoshimitsu is worst than SC3 Yoshimitsu and we all know that he was garbage in 3. The Yoshimitsu who relied on mix-ups to win is dead. Now we have a Yoshimitsu who is plain just like the rest of the cast. Attack, attack, and attack.
I don't like this Yoshimitsu at all. My loyalty still stands on him but it's sad to see my favourite character removed of his funness (that's a word).
What do you guys think? Are you disappointed? Happy? Does he feel like the Yoshimitsu we used to love. Agree? Disagree? I seriously would like to hear your thoughts to make me believe that this character has hope against the bull rush characters.
NeoRussell
I know this is a rant but I just have to say this to get it off my chest.
I got to say that i'm really disappointed with this new Yoshimitsu.
I'm so close to dropping him right now.
Let me tell you why I feel like this:
HE HAS NO GOOD JUGGLE's.
You can try to be smart by using CE but it misses.
He's parting thrust will most likely not come out.
your best bet is 6k.
His CE sucks. There's is no good way to set it up other than interrupting an opponents move.
You can combo it after a few moves but they have to be in front of you to get the full CE.
His Brave Edges are all useless:
66a~a+b+k - why? nothing guaranteed even after CH.
6b~a+b+k - supposedly replaces iMCF but you can't even get a combo out of it. It also has to hit on counter to stagger.
3ab~a+b+k - The non-ch version can be blocked and punished heavily. You can't link this move to a:b+k, imcf, of his stagger move. The CH launches but because Yoshimitsu's juggles are non-existent, you do not have a lot of option. 6k is better.
His best option for full damage juggle is still 6k.
From SC2-SC5, we are still stuck using 6k for good damage.
We shouldn't have to be forced to used 6k anymore. We've passed 3 games already, time for new combos.
His iMCF is easier but there's really no good follow up after it.
Opponent falls down too fast and he has no moves that will lead to more damage
His Parting Thrust is not reliable. Granted, i'm no god at this game but in SCIV, I was atleast hitting them 100% of the time. Why is it harder? Why does it have to be CH to stun? Why is iMCF the only good follow up after it and even that requires timing as well.
MED B is not unblockable anymore. Why? That was such a great move. Sure, this move is now a guard break and tracks 70% most of the time but it lost it's flavour. They can sidestep easily and your a sitting duck.
66b and 33b are the same moves but for some reason, they have different properties. What!? How does that make sense? 66b on CH causes fall down stun but again no follow up other than 66a+b.
9b+k, k does not track 100% anymore. I loved this move. Gave me guaranteed hits after a 214a in SCIV. Now it's useless cause if you stop at 9b+k, it's not safe and if you continue and they block, it's not safe either.
His doorknocker has to be done precisely for full hits. It sometimes misses on big characters like astaroth too. Here I thought, they would fix the hit box on that.
The Jump Knee took the cake for me.
I was so happy to hear that rising knee was WS+k. I instantly thought that I have SC2 Yoshimitsu again. I could mix it up with 1a and let them guess with a FC, 3+k or WS+k ala SC2. But after testing, 1a is horrible on block (still), WS+k does nothing on clean hit, it does not launch even on ch and you get no follow up after it.
----
I'm sure there are more things I can mention here to get this disappointment off my head but it won't change anything. IMO, they didn't improve him at all. In fact, this Yoshimitsu is worst than SC3 Yoshimitsu and we all know that he was garbage in 3. The Yoshimitsu who relied on mix-ups to win is dead. Now we have a Yoshimitsu who is plain just like the rest of the cast. Attack, attack, and attack.
I don't like this Yoshimitsu at all. My loyalty still stands on him but it's sad to see my favourite character removed of his funness (that's a word).
What do you guys think? Are you disappointed? Happy? Does he feel like the Yoshimitsu we used to love. Agree? Disagree? I seriously would like to hear your thoughts to make me believe that this character has hope against the bull rush characters.
NeoRussell