Yoshimitsu Combo & Tech Trap Discussion

Complete noob here, but I don't understand that frame data. I understand the notation of the commands, but everything else after that is ailen to me. Could someone explain or show me where I could understand? I did a rough search on the forums and couldn't find anything that could illuminate this for me.
  1. Input - what buttons to press
  2. Level - high, mid, or low hit status
  3. Damage - how much (out of player health = 240) the attack does
  4. Impact - in how many frames (out of 60 frames per second) the attack takes to hit after being input
  5. Block - if the attack is blocked, how many frames ahead or behind your opponent you become (higher is better)
  6. Hit - if the attack hits, how many frames ahead or behind your opponent you become (higher is better)
  7. Guard Burst - how much damage it does to the guard meter, a hidden statistic that causes Guard Break on depletion
  8. Properties - any special aspects to the move, for instance if it causes your character to crouch (TC), jump (TJ), guard impact (GI), do an unblockable (UB), have counter-hit status (CH), if it’s a natural combo on hit (NC), a natural combo on counter-hit (NCC), etc.
 
  1. Input - what buttons to press
  2. Level - high, mid, or low hit status
  3. Damage - how much (out of player health = 240) the attack does
  4. Impact - in how many frames (out of 60 frames per second) the attack takes to hit after being input
  5. Block - if the attack is blocked, how many frames ahead or behind your opponent you become (higher is better)
  6. Hit - if the attack hits, how many frames ahead or behind your opponent you become (higher is better)
  7. Guard Burst - how much damage it does to the guard meter, a hidden statistic that causes Guard Break on depletion
  8. Properties - any special aspects to the move, for instance if it causes your character to crouch (TC), jump (TJ), guard impact (GI), do an unblockable (UB), have counter-hit status (CH), if it’s a natural combo on hit (NC), a natural combo on counter-hit (NCC), etc.


Makes complete sense now, thank you very much!
 
I find that a lot of people seem to ignore the fact that Yoshi's IND A, B, and K all teleport (read: my former Tekken sparring partners)...I get IND K far too often for my own good...of course my usual reaction is just 8A. If I'm feeling lucky, I do the K:K (can't tell if it actually ever hits, though), although more often than not I either B or B+K or 6B+K to get back to the ground ...8A actually does quite decent damage if you can get most of the hits to connect. []
 
Could I get a short list of good combos after parting thrust on CH?

I got a:B+K > 2a:B > 66B > 2A+BB for around 81 without clean hits. I'm sure there are better options though. I'm going to scan through RD's video for his discoveries but it seems like it's good if we start discussions here. We seem to figure stuff out quicker when everyone is checking it out.
 
why 2A+B,B? that throws them back to the range yoshi doesnt want to be at... after a:B+K,iMCF,66B,DNK,3B should be your goto combo... that or RCC 3B, a:B+K into Deathcopter traps...

Also I had to add Neorussell you were wrong about my wall combos with 4K,B you cannot escape the UB especially the first level charge, even the full one is inescapable...

4K,W!,(B) (Full Charge) is guaranteed...

All this was tested with Mick over the weekend and CPU on JG and tech roll... EVERY now and then the computer could JG some of the wall combos ended with it but it was rare... depends on how deep your 4K is into their body when you hit them... Either way nobodys gonna normal stand and instantly JG... Most wont even realise you can do that...

So again stop posting you cant do this or that or that doesnt work stuff everywhere till you test things out
 
why 2A+B,B? that throws them back to the range yoshi doesnt want to be at... after a:B+K,iMCF,66B,DNK,3B should be your goto combo... that or RCC 3B, a:B+K into Deathcopter traps...

Also I had to add Neorussell you were wrong about my wall combos with 4K,B you cannot escape the UB especially the first level charge, even the full one is inescapable...

4K,W!,(B) (Full Charge) is guaranteed...

All this was tested with Mick over the weekend and CPU on JG and tech roll... EVERY now and then the computer could JG some of the wall combos ended with it but it was rare... depends on how deep your 4K is into their body when you hit them... Either way nobodys gonna normal stand and instantly JG... Most wont even realise you can do that...

So again stop posting you cant do this or that or that doesnt work stuff everywhere till you test things out

Yeah, I started to notice that last night when I was testing combos. For that string I ended up using 2[A+B] > FLE 66 as the ender.
 
Yeah, I started to notice that last night when I was testing combos. For that string I ended up using 2[A+B] > FLE 66 as the ender.

FLE 66 leaves you at - even when it hits I believe, 3B is the best because after it you have enough + to do whatever you want for oki...
 
It's definitely looks like negative frames either way for FLE 66. I'll test some more in a sec.

EDIT: Yeah, DNK > 3B is much better.

Yoshi has to work so hard for 100 damage. I look at Cerv and Natsu forums and get mad jealous. My bnb for walls with Yoshi is 4K > 3B > 66A(BE) > iMCF > 66B > DNK > 3B and that still is only 108 damage. Fuck. I've been loving post a:B+K deathcopter traps though. Did you do very well against Mick's LX? I have massive trouble in that matchup because of how safe she is.

I haven't seen anyone mention A+B > 66B > DNK > 3B for 88 dmg with a possibility of clean hit. There's also A+B > 6B(BE) > 66B >DNK >3B for 95 dmg. A+B is a pretty big weapon now if it ducks high horizontals so we should be looking for good bnb for it. You can substitute most of the post 66B options after you land that. The brave edge iMCF can reach them with the slight step forward but the regular cannot but it's obviously not worth the meter for that combo. I've also been trying to get used to using this new wall combo-- DGF B > 3B > 4K > 66A(BE) > iMCF > DNK > 3B for 121 dmg.


And with that, I'm off to go hang with my valentine before she flips the fuck out.
 
I don't really think this is a viable move (as of yet). Since you have to be right in there face for A+B to hit and it is a slow high move. But it does garnish a 3B launcher after it connects. Tested against pyrrha, leixia, and natsu, since I felt they were the smallest/smaller of the cast. If any of these don't work against a specific character please let me know and I will edit it.

A+B:
3B, 6k - not natsu
3b, a:B+K, 3B - I seemed to connect the last hit as their feet started to fall after a:B+K, (not natsu)
66B, DNK, 3B
66B, 66A+B
66B, 2A+B,6[6]

CH A+B:
3B, 6k
9K
4k,b
3B+K, 6k - at closest range
3B+K, 3a,b - BE third hit can be AC'ed

You can add 6b BE after A+B connects if you think it has the opportunity to ring out. I didn't add it to the list cause it only did a few more points of damage and it took meter.
 
Yoshi has to work so hard for 100 damage. I look at Cerv and Natsu forums and get mad jealous. My bnb for walls with Yoshi is 4K > 3B > 66A(BE) > iMCF > 66B > DNK > 3B and that still is only 108 damage. Fuck. I've been loving post a:B+K deathcopter traps though.

here's my BnB wall combo. it's fairly easy which is why it's my go-to.

7_8_9 K

2A+B B, DNK, 3A bA+B+K, 6K 123-130 damage

you can do that combo off of any wall splat depending on angles.

my favorite is when they're guarding along the wall and i bust out-

A+B, 6K, W! (and proceed with the combo above) 2A+B B, DNK, 3A bA+B+K, 6K. (152 damage)

sometimes the 6K at the end will whiff depending on certain angles as well. but by that time 2/3 of their life is gone. lol
 
i've noticed that this wall combo naturally send the opponent the left of yoshi (i'm guess DNK does that...??) so when i'm at the point of the combo where i input 3A bA+B+K 6K the wall is to my right. it varies every time depending on what move you start for the wall combo.

if you're facing the wall after 3A bA+B+K wall, it'll whiff.... if they end up behind you it'll whiff.. :)
 
here's my Bnb wall combo, I use it cos it's easier to me than the one above (for some reason sometimes I end up BT after 3A-bA+B+K so I miss 6K or a:B+K on the above one, anyone can tell me why?)

DGF B-3B (the attack that usually causes the launch for me due to opponent phobia of DGF K spam) W!, 2A+BB, 3B/6K (dependent on position) W!, 66aA+B+K, 2a:B, 66B, DNK ender. Deals more dmg than the aforementioned wall combo.

I'm not very good at RCC (stupid pad...) but if I can get it, 3B W!, 2A+BB, 3B/6K W!, 66aA+B+K, 2a:B, RCC, 3A-bA+B+K, a:B+K, (ender or deathcopter)

If at edge between 2 walls, 6K, W! 2A+BB, 6K (dependent on position) W!, 66aA+B+K, 2a:B, CE does a total of 192-195 dmg.
 
  • Like
Reactions: mkl
Just a correction, 6A is not i15. It doesn't connect after A+B on guard (which is +15), while 6K does (which is also listed as i15).

That's the only error I've found so far in the guide frame data for Yoshi.
 
(wall)
DGF B > 3B >W! > 2A+BB > 3B > W! > iMCF > RCC > bA = 126 dmg. 3B instead of 6K here because 6K sometimes makes the opponent BT.
DGF B > 3B >W! > 2A+BB > 3B > W! > 66aA+B+K > iMCF > RCC > bA = 153 dmg, 0.5 meter
DGF B > 3B >W! > 2A+BB > 6K > W! > iMCF > 66B > DNK > 3B = 144 dmg. Sometimes the last hit of the DNK doesn't connect, making it 123 dmg. Not sure why (someone else test too?)
DGF B > 3B >W! > 2A+BB > 6K > W! > 66aA+B+K > iMCF > 66B > DNK > 3B = 158 dmg, 0.5 meter
DGF B > 3B >W! > 2A+BB > 6K > W! > 66aA+B+K > iMCF > RCC > 3B > a:B+K > DNK > 2K = 161 dmg, 0.5 meter. Props if you can do this in an actual match.
22B+K > W! > iMCF > RCC > 3B > 2A+BB > 66B > 3B > 6K = 126 dmg
22B+K > W! > iMCF > RCC > 3B > 2A+BB > 66B > DNK > 3B = 137 dmg

Replace 6K with 3B if the opponent is *not* slightly to Yoshi's right before the wall splat, or you'll 6K him/her into space and not wall. 6K best used at corners between walls.

If you've spent your iMCF stun just before the wall:

(CH) iMCF > RCC > 3B > W! > 2A+BB > 6K > W! > 66B > DNK > 3B = 117 dmg
(CH) a:B+K > iMCF > RCC > 3B > W! > 2A+BB > 6K > W! > 66B > DNK > 3B = 109 dmg (somehow it's less than without the a:B+K)
(CH) iMCF > RCC > 3B > W! > 2A+BB > 6K > W! > 3B > a:B+K > DNK > 2K = 124 dmg
A+B > iMCF > RCC > 3B > W! > 3B > W! > 3B > a:B+K > DNK > 2K = 114 dmg (can't do 2A+BB because the A+B stun is used)

(open)
(CH) a:B+K > iMCF > RCC > 3AbA+B+K > a:B+K > DNK > 3B = 93 dmg, 0.5 meter. Big characters on open space. Use for RO
(CH) a:B+K > iMCF > RCC > 3B > a:B+K > DNK, 2K = 90 dmg, which makes the above one kind of pointless, really.
Except he steps forward for a longer distance if you can RO. Note that for some reason, 3B is blockable hence the 2K ender.
(CH) a:B+K > iMCF > RCC > bA = 90 dmg
(CH) a:B+K > iMCF > RCC > 3B > 6K = 93-4 87 dmg
<edit> the above combo does 87. Sorry guys. So RCC > bA does more than 3B > 6K but the difference is almost negligible.

Compare with:
(CH) a:B+K > iMCF > 66B > DNK > 3B = 88 dmg.
So having to RCC or no, you still get roughly the same amount of damage. Except you get to throw in deathcopter trap instead of DNK if you want. DNK after a:B+K doesn't work without wall with LX, Lizzy, works sometimes on Natsu, should work on most big characters, doesn't work on Asty. Haven't tested the full roster yet.

<edit> From lolo's post:
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.
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

Oh yeah, if you happen to FLE K near a wall such that the other guy splats and you can't A+B grab, you'll get a FLE K > W! > DGF K > DNK > 3B instead for slightly less dmg.
 
Back
Top Bottom