Yoshimitsu Combo & Tech Trap Discussion

yeah.. i agree. most of his BE moves aren't too great.

66aA+B+K is the one i use the most.
and 3A, b A+B+K i only use off a wall combo lol.
 
TylerGoodGuy here,

Hey guys, with 4B what's the advantage on his next move? Does he get +3 or +4 on block? I;m curious about his other mentioned traps as well. Thanks in advance.
 
Do you have the notation on those combos written out somewhere? If not, I may just need to take them down from the vid for further study/practice. []
 
Do you have the notation on those combos written out somewhere? If not, I may just need to take them down from the vid for further study/practice. []

Nah havnt had time to do it yet... I just got full custody of my son so Ive had little time to do much after the video. Sorry
 
Not a prob, and congratulations. I'll see what I can do over my lunch break. Are there any that you have to dash in between to finish? []

Not that I can recall just RCC'ing after iMCF when you want to launch or hit bA and the RCC after FC 3K to hit 3B

Everything else is pretty much straight forward
 
I'll list some combos tonight.
--
On another note, I set Yoshimitsu as CPU and he does 6k after a juggle.
I somewhat found that funny.

NeoRussell
 
Okay, here's what I got from RedDjinn's combo video:

Code:
3B, 6K -- 2hits, 64 dmg
3B, a:B+K, 66A+B -- 3 hits, 79 dmg
3AB, 2[A+B]~66 -- 6 hits, 60 dmg
3B, a:B+K, 22_88B -- 3 hits, 69 dmg
3B, a:B+K, 1B -- 3 hits, 64 dmg
3B, 4A:A:A:A:A (dizzy afterwards) -- 6 hits, 65 dmg
3AB, 3B -- 3 hits, 50 dmg
3B+K, a:B+K, 66AB -- 3 hits, 90 dmg
3B+K, a:B+K, 1B -- 3 hits, 75 dmg
4B, 2[A+B]~66 -- 5 hits, 73 dmg
6[A], iMCF, 3AbA+B+K, a:B+K, 1B (release 6 and only hold A so you don't accidentally do the reverse siphon) -- 29 hits, 105 dmg
22_88K, 236236A+B+K (CE) -- 19 hits, 117 dmg
22_88K, iMCF, 66B, DNK, 3B -- 8 hits, 92 dmg
22_88K, iMCF, 3B, a:B+K, DNK, 2K -- 9 hits, 98 dmg
66B (counter), a:B+K, 1B -- 3 hits, 67 dmg
44B~B, iMCF, 3B, a:B+K, 1B -- 5 hits, 78 dmg
44B~B, iMCF, 3AbA+B+K, a:B+K, DNK, 2K -- 11 hits, 88 dmg
66aA+B+K, iMCF, 66B, DNK, 3B -- 9 hits, 93 dmg
22A+B (counter), iMCF, 66B, DNK, 3B -- 8 hits, 101 dmg
POG B (counter), (wall hit), 3B, 2A+BB, 66aA+B+K, iMCF, 3AbA+B+K, a:B+K, 1B -- 14 hits, 138 dmg
214A, DNK, 3B -- 6 hits, 72 dmg
214A, 66AB -- 2 hits, 61 dmg
3B, (wall hit), 2A+BB, DNK, iMCF, 3AbA+B+K, a:B+K, 1B -- 15 hits, 132 dmg
22A+B (counter), iMCF, 66B, 2[A+B]~66 -- 7 hits, 101 dmg
a:B+K (counter), iMCF, 3B, a:B+K, 66A+B -- 5 hits, 91 dmg
a:B+K (counter), iMCF, 66B, 2[A+B]~66 --  7 hits, 87 dmg
a:B+K (counter), iMCF, 2AbA+B+K, a:B+K, 66A+B -- 7 hits, 95 dmg
2AbA+B+K (counter), a:B+K, 1B -- 5 hits, 67 dmg
2AbA+B+K (counter), 6K -- 4 hits, 71 dmg
2AbA+B+K (counter), a:B+K, 66A+B -- 5 hits, 76 dmg
66aA+B+K (counter), 236236A+B+K -- ? hits, 111 dmg
iMCF (counter), aB -- 3 hits, 69 dmg
3B, (wall hit), 2A+BB, 66aA+B+K, iMCF, 4K[B] -- 9 hits, 103 dmg before unblockable, which does 50 more.
A+B, 3B, a:B+K, 66A+B - 4 hits, 89 dmg
A+B, 6bA+B+K, 3B, a:B+K, 66A+B -- 5 hits, 115 dmg
A+B, 236236A+B+K -- 19 hits, 117 dmg
DGF B (counter), 236236A+B+K -- 19 hits, 110 dmg
FC 3K (counter), DNK, 3B -- 6 hits, 66 dmg (DNK doesn't connect on normal hit unless tech roll)
FC 3K (counter), FC B -- 2 hits, 40 dmg
FC 3K (counter), FC K -- 2 hits, 38 dmg
FC 3K , 3B -- 2 hits, 45 dmg
iMCF, 236236A+B+K -- 19 hits, 93 dmg
iMCF, 66B, DNK, 3B -- 7 hits, 64 dmg
iMCF, 66B, 2[A+B]~66 -- 6 hits, 65 dmg
iMCF, 3B, a:B+K, 1B -- 4 hits, 62 dmg
iMCF, 3B, a:B+K, 66A+B -- 4 hits, 71 dmg
iMCF, 3AbA+B+K, a:B+K, 66A+B -- 6 hits, 72 dmg
44B+K, (wall hit), 4K[B] -- 4 hits, 74 dmg plus 50 more if unblockable hits.
3B, (wall hit), 2A+BB, 4K[B] -- 6 hits, 77 dmg plus 50 more if unblockable hits.
DGF B (counter), 3B, (wall hit), 2A+BB, 6[A], iMCF, 3AbA+B+K, a:B+K, 2B -- 9 hits, 97 dmg plus 58 more from final two hits (the combo counter resets after the BE).
4K, (wall hit), 3B, 2A+BB, 66aA+B+K, 6bA+B+K, 236236A+B+K -- 27 hits, 142 dmg
DGF B (counter), 3B, (wall hit), 2A+BB, DNK, iMCF, 236236A+B+K -- 29 hits, 160 dmg

-------

DISCLAIMERS: I noticed that it looked like you had Counter on, so while a lot of these may start from the regular hit versions, I know/I'm guessing a lot of them require the counter to start. Also, the last few hits of a few of these require that the opponent either tech in the right direction or tech at all. For instance, DNK won't pick up after regular hit 214A unless the opponent techs. So I don't know how much of these strings are actually guaranteed (that might be a project for someone else to investigate). Either way, Yoshi's an oki/wall hit nightmare, it seems. That last combo is ridiculous. Namu. []
 
Nice dude thanks,

Again I feel like I should explain the vid better, it wasnt to show super elite things that were always guaranteed, it was to get peoples heads going for SCV and for beginners as well...

Beginners arent always going to tech out of the combo, hell even pros arent... Mixing up your tech catches between those combo enders and Deathcopter ( Which im finding to tech trap after several a:B+K enders depending on when you press G to drop. ) will make them want to lay there sometimes...

Also CH was on the whole video because it just made it easier and I didnt feel the need to do NH and CH video at once... I mean hell I could have easily added another 50 combos in there but yall got the point LOL

I will most likely do a Stance Skill Project next... If I ever get the time...

Thanks for doing that man that was cool of you I will look it over to be sure its correct and then post it up under my vid and give you credit... Im sure it will help everyone watching.
 
NP. I'm just wondering if having CH on every hit of the combo might affect some of the intermediate hits...everything *should* be correct. I saw you sometimes did 22A+B instead of 66A+B to start the combo, which I can only guess was so that the rest of the combo was on axis...

I also used 2[A+B]~66, since I don't know how quickly after the stance transition it is possible/necessary to input it for the pogo rush. []
 
Don't forget that some of those are approximate damage for clean hits, too. Ear slicer alone will flap numbers around on combos pretty often because of the clean hit properties.

What's the notation for that, anyway? CLH? Do we even have/need one?
 
NP. I'm just wondering if having CH on every hit of the combo might affect some of the intermediate hits...everything *should* be correct. I saw you sometimes did 22A+B instead of 66A+B to start the combo, which I can only guess was so that the rest of the combo was on axis...

I also used 2[A+B]~66, since I don't know how quickly after the stance transition it is possible/necessary to input it for the pogo rush. []

It wasnt 22A+B it was 33A+B Pretty sure its still like old times and 33/77A+B are the only ones that grant the iMCF follow up...

the PG~66 is good so far everything ive looked at seems correct... If it isnt ill fix anyway... Again, when I have time :(

Lets get some combos going?
 
Ah. My apologies, then. Good to have noted.

I've noticed that after a Deathcopter hit (also applicable to SDGF B), you can usually tech trap with an immediate 88_22B. If they stay on the ground, it hits. If they roll any way but to the foreground, it not only hits but it juggles for a guaranteed followup. Rolling to the foreground causes a miss all the time (I was testing from left side, so for purposes of my testing this was a left tech), for some reason. Also, 88B (from left side) seemed to have an easier time than 22B. Like I said, if they do nothing, it's at least another hit on the ground, and you're still in wakeup punishment mode. []
 
here's a combo that's guaranteed after 1K. it may be advanced for some.. but if you have a:B+K down pat, then you should be fine.

1K=>tap G (it will help you turn toward your enemy)=> a:B+K=>2(A+B), 6(6)... 87 damage.

 
3B seems to be more important than ever, it's somewhat safer than SCIV, and we can deal some damaga out of it.
So far you can do 6K, 4A series and a:B+K, let's focus on the last one.
You can get free DNK, 2K follow up on some chars, so this post covers the use of DNK, x = works fine, i= works irregulary and na= doesn't work. Also remember that if they don't tech or tech backwards or forward, 66A+B is awesome, but why would they tech back or front?... Because 8A+Bg is a tech trap to either side, som they might decide to stay on the ground... And you can do pretty much anything from there, from 9B+K, step forward and 2[A+B]66, 236B, etc.
So here is the list for DNK option.


Pat x
Zwei x
Lei i
Nat x
Ezio x
Rap x
Viola x
Phyrra i
Sieg i
Hilde x
Xiba x
Ivy na
Cerv x
Aeon na
Tira x
Nmare na
Mitsu x
Maxi i
Voldo na
Asta na
a Pat x
Algol i
o Phyrra i
 
I was practicing a bit yesterday, found a nice combo for when they're at the wall: POG , 2A+BB, 3B (if they tech, relaunches), 2A+BB. Does around 90 damage if I remember (this was late at night and I'd just come home from karate). I'll check it again tonight. I'm definitely going to have to start mixing in the held POG for the launch. You don't get the full DNK right off the bat, but IIRC you definitely get a:B+K or 3B. Were I better at the 4A: A ... just frames, I might go for that...

Also, A+B~bA gives you about 90 damage if you get the timing right. It will only not work if (a) you're too early or too late on the bA input, or (b) the A+B hit at max range. If you're about 1 character width away (which is mostly where you're going to hit it), and it hits, you're golden. I didn't even have counter on, so it should work on regular hit. The timing is just slightly tricky. []
 
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