Yoshimitsu Combo & Tech Trap Discussion

Turns out you can connect an iMCF after the stun/recovery on JF 4A series. It's very difficult to do. 1 frame timing.

I really like the simple 22_88K > 3B > 6K for 84 dmg. I'm not sure if anyone has mentioned it but that's a lot of damage for such an easy input for Yoshi. And it's a nice safe option since it leaves you at neutral on block. Although it's like i22.
 
the advantage is frames. people seem to want to attack after it. so iMCF into more damage. if you want to simplify you can also attack with 2A, 2B, K, 2K and A+K (if you even use it lol)

if you know they're going to attack and you DO catch with iMCF, that's a little over half of their life.

once you get them to block after it.. more mix ups ensue...



you can tech the delay after Deathcopter to the left.

you can also tech the (K) from 2(A+B) (K) to both left and right......... just tested it :(

if you're getting people to fall for those tech traps then that's awesome. And i hope you do well in the tourney.

LOL u kinda mis understood me on the 4B but k
 
It's i22 plus the startup animation for the step, so really it's even longer depending on whether you're already in an 8WR state or not. It also hits high, so not really great for mixup situations. I see it largely as a whiff punish from 8WR.

Also, not a bad option post-GI if you're anticipating a re-GI, I suppose.
 
It's my favourite step punisher now. If it lands, big combo. In the odd chance that it's blocked MCF lock down. 22B whiffs too much.
 
LOL u kinda mis understood me on the 4B but k

you're right. lol i must of read it in the wrong context. i honestly don't know the +/- frames for the advantage doing 4B for the tech trap. my bad.

I'm gonna lab it and see if you get a guaranteed throw afterwards.... almost like a Asta type thing lol that would be pretty useful.

again, my apologies Red Djinn.
 
you're right. lol i must of read it in the wrong context. i honestly don't know the +/- frames for the advantage doing 4B for the tech trap. my bad.

I'm gonna lab it and see if you get a guaranteed throw afterwards.... almost like a Asta type thing lol that would be pretty useful.

again, my apologies Red Djinn.

No need to apologize... Its all good, Probably isnt worth knowning anyways...
 
Anyone gve a try at testing Tekken Moves frame data?

Here's to hoping they fix this "random" system with next weeks patch.
 
Hey if anyone wants to go through the arduous task of finding out what Yoshi is at frame wise when somebody JGs his moves I'll add them to the wiki.
 
is it just me... or does someone sounds a little salty? .... lol chill out, bro. :-)

we're all here to help each other.

How does probably isnt worth knowing anyways sound salty?

I said its cool... lets not take it to trying to annoy me now...

Pretty sure I have been helping...

I still think Im the only one to make a worth while video with the character yet... I would do tech traps as well but I just dont see the demand for it, because everyone "already knows better"
 
How does probably isnt worth knowing anyways sound salty?

I said its cool... lets not take it to trying to annoy me now...

Pretty sure I have been helping...

I still think Im the only one to make a worth while video with the character yet... I would do tech traps as well but I just dont see the demand for it, because everyone "already knows better"

In general, Pocky Yoshi demands to see anything that can help a Yoshi out. No matter how small it is. So, show it my fellow comrade! >3
 
66A BE, iMCF, RCC 3AB BE, 4Ax5 (JF), a:B+K, DNK, 2K
You could probably toss in a CE but I'm not sure if it hits an airborne opponent.

Best I found from 22B and buffering straight into a:B+K is FC~1KKKKK (JF), 2K
 
You can potentially do infinite 4Ax5 (JF), I found the time for the last input as to be around the last few frames of a second, and like RCC you have to press it quickly and not hold it counts as a different frame input (missing the timing). Although this is greatly off speculation, it seems to be helping me get several 4Ax5 (JF)s in a row far more frequently then when I tried without this tip in mind.
 
You can potentially do infinite 4Ax5 (JF), I found the time for the last input as to be around the last few frames of a second, and like RCC you have to press it quickly and not hold it counts as a different frame input (missing the timing). Although this is greatly off speculation, it seems to be helping me get several 4Ax5 (JF)s in a row far more frequently then when I tried without this tip in mind.

Have you tried it? On recovery they are in crumple stun and I doubt high attacks will hit. In the air I think it's possible but the gods are against you.
 
I meant in air, thought it was implied, that's the only way you get the re-launch. And yes, I have done several in a row a few times, because it's pretty hard my best if three in a row. The best follow-ups you can do from the standing hit are 66A BE and iMCF (you have to buffer, but I'd have to look into it more to see if what I did actually combos). I don't think you can do a:B+K because it gives you the same type of stun, same as bad breath, but you might be able to do 6A+B (AT), iMCF, but I haven't checked.
Also, are there any follow-ups you can do from CH iMCF, RCC 3B+K aside from FLE, I personally can't link the 3AB BE but you might be able to?

Some lameo combos I don't see up yet:
MED~B, 2A+B~FLE, 66
MED~B, 3B
MED~2K
FLE~4_5_6[A+B], A+B, 66
FLE~4_5_6[A+B], A+B, [K]
FLE~4_5_6A+B, B+K, B, a:B+K, 66A+B
FLE~4_5_6A+B, B+K, B, a:B+K, 22B
FLE~4_5_6A+B, B+K, B, a:B+K, 1B
FLE~4_5_6A+B, B+K, B, a:B+K, DNK (near wall), 2K
FLE~4_5_6[A+B] (on airborne opponent), A+B, 66
FLE~4_5_6[A+B] (on airborne opponent), A+B, B+K, [K]
FLE~4_5_6[A+B] (on airborne opponent), 8B+K~DGF, A+B
For all combos dealing with iMCF, MCF BE pushes the opponent further towards the ledge.
You can still wall combos with 6bA.
WS K, 2A+B~FLE, 66

Edit: Sorry about being kind of lame with my notation, hadn't played for a day or so when I wrote this.
 
So I came across something that was similar in SCIV including Deathcopter and Trascendent Dragonfly. You can apparently get a free DNK on certain characters. Back in four I'm sure people recall certain characters like Taki, Tira, Lizardman, Raphael, Algol, etc to be hit with a 2x DNK after they were hit by these moves. I'm sure few Yoshis remembered this lovely trick and how abusive it was back then.
The registration on hitting them with DNK afterwards is a little buggy not sure if its guaranteed yet. I'll provide a list later on after I look into it some more. I think it has something to do with how their positioned after their hit.
An example of what I'm trying to say is how in SCIV if you used 44bb and got a counter hit you could immediately DNK them one time. If you did it and waited till they fell on their knees it would turn into a 2x free DNK because of the positioning of their character.
If anyone wants to look into it as well please feel free to contribute.

EDIT: I've run through all the characters and come with the following list of characters this works on:
A couple notes, After DNK 3b is always guaranteed on any of these characters should you manage to pick them up unlike doing it from Parting Thrust(Ear Slicer) You'll end from 76-68 dmg(Based on clean hit).


Z.W.E.I/Maxi- It'll work on then at random times. About 20% of the time give or take. I keep thinking its something within the frames after you hit them and how their body is positioned in the ground. What I tried doing was after using Transcending Dragonfly on them since you're at a lower frame disadvantage there. I would estimate around 3 frames after the initial hit to try and get the DNK to pick up.
Tl;dr - Works but rarely on them. Don't risk it.

Natsu - Works 40-50% of the time. I constantly tried to to work with the frame work since Taki back then used to constantly get picked up by these moves.
Tl;dr - Works if you're a gambler.

Astaroth - Heres an odd one. You'll have a higher probability on getting DNK on Astaroth. I'm sure people have noticed how weird it is to DNK him after Parting Thrust? You'll sometimes just pick him up and hit him once. lol. Anyways, point is his hit boxes are shaky as hell(In a good way in this case). Deathcopter you're looking at about 60% , Transcending Dragonfly you're looking at about maybe 80-90% with a slight delay in initiating DNK after you hit him. I've noticed delaying your hit after hitting him with your UNB often leads to a higher success rate. Try to wait 3-4 frames after hitting him and it'll usually proc.
Tl;dr - Works effectively, especially if you can time DNK properly afterwards.

With Algol, Raphael, Aeon, Tira, and Dampierre its is a guaranteed hit. You don't need to wait, you can immediately initiate DNK on them afterwards and a 3b. It'll completely flow through without any interruptions.

This is all very rough information except for the characters its guaranteed to hit. Can't get any simpler than that with them.
Hopefully this helps people out. Could be game breaking if your opponent picks particular characters in my opinion. Improves ring out game.
If anyone has anything else to contribute to this feel free to throw it out there.

I for one am not a big beliver in the random nature of moves, especially in a fighting game and for something like character models. My suggestion it to look carefully at the timing of the DNK command and the orientation of the character, stuff like this really does make a big difference (I'll check it out soon). For example, if you buffer a:B+K after 22B your opponent will get the relitive bound with their head towards you which in this game does not link to DNK (just as a note, you do 2A+B~FLE, 66) but lagging the command changes this just as it did for the 6bB in SC4.
 
Some lameo combos I don't see up yet:
MED~B, 2A+B~FLE, 66
MED~B, 3B
MED~2K
FLE~7_8_9B+K, B+K, 66
FLE~7_8_9B+K, B+K, [K]
FLE~4_5_6B+K, A+B, B, a:B+K, 66A+B
FLE~4_5_6B+K, A+B, B, a:B+K, 22B
FLE~4_5_6B+K, A+B, B, a:B+K, 1B
FLE~4_5_6B+K, A+B, B, a:B+K, DNK (near wall), 2K
FLE~7_8_9B+K (on airborne opponent), B+K, 66
FLE~7_8_9B+K (on airborne opponent), B+K, A+B, [K]
FLE~7_8_9B+K (on airborne opponent), 8B+K~DGF, A+B

Change all the FLE B+K to A+B and vice versa though. A+B = hop, B+K = flash, it's opposite from SCIV.
 
Really dumb question incoming:

DGF K DNK 3B - guaranteed or not? I've been doing this since Day 1. I'm having a love/hate with Yoshimitsu the Second, so maybe this never "worked" and I didn't realize it.... but I was pretty sure it did and I've tested in trainer.....

A buddy of mine plays Viola and stands up into block during the 3B to punish probably 50% of the time I do this combo. Online, of course.... :\
 
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