Yoshimitsu Combo & Tech Trap Discussion

You guys are better Yoshis. Pocky Yoshi pouts.


Joking aside, I used a really risky "gimmicky don't ever use this unless you're insane" combo. It requires execution and luck(mostly luck though). You're best off with earslicer after 3B or whatever launcher you used for Yoshi.

3B>JF 4AAAAA for 60 damage.

But I tried 3B>JF 4AAAAA>3B for 73 damage.

Then I repeat it the process with 6K to end with 86 damage.

I can't really do earslicer, so this may sound stupid of a question to ask but: can anyone see how much damage output would earslicer add and can anyone explore this combo?

I know earslicer is the go to(and I'm still not getting anywhere with it due to learning it still), but I'm just curious of the damage output since I was able to do 6K after 3B> JF 4AAAAA.
 
I would, but...
How is it that you can't do earslicer but can do JF 4AAAAA D:

JF 4AAAAA is not that hard for me to do because I practiced it via SCIV. SCV it's kinda like cake to me .

I could do the earslicer in SCIV, but this isn't the SCIV Yoshi lol. It's the SCV one and I'm still stuck on doing that move lol.
 
A few new things I've been working with.
CH a:B+K > iMCF > RCC > 66A (BE) > bA = 119 damage for 25% meter.
DGF B > 3B > W! > 2A+BB > 6K > W! > 3B+K > a:B+K > 66A+B = 148 dmg meterless (140 starting with 3B). For 66A+B to catch they must be left close after the wall.
6K > W! > 2A+BB > 6K > W! > iMCF > DNK > 3B = 182 dmg meterless (clean hit opportunity)
6K > W! > 2A+BB > 6K > W! > 3B+K > a:B+K > 2K = 172 dmg meterless (clean hit opportunity)
6K > W! > 2A+BB > 6K > W! > iMCF > CE = 207 dmg 50% meter.
Yoshi has a MASSIVE wall game. The second 6K is especially touchy, so if you wanted to swap it out for 8K/another 3B for less damage but more reliability it works just as well.

My bnb combos in general:

Meterless:
DGF B > 3B > a:B+K > Tech Traps
CH iMCF > RCC > bA*
CH a:B+K > iMCF > RCC > 3B > 6K
CH a:B+K > iMCF > 66B > DNK > 3B
A+B blocked > 6K
A+B CH or NH > iMCF > bA*
A+B > bA
(A+B in general is great for oki surprisingly)
1K/MED K > G > a:B+K > Tech Traps
1K/MED K > 8A > 4/6A+B to get closer to them > SDF A
1K/MED K > G > a:B+K > DNK (I haven't been using this much, but I go for it occasionally)
I generally don't like 1K/MED K

25% Meter:
CH iMCF > RCC > 66A (BE) > bA*
CH a:B+K > iMCF > RCC > 66A (BE) > bA*
CH a:B+K > iMCF > RCC > 3AB (BE) > a:B+K > Tech Traps
CH 3AB (BE) > a:B+K > Tech Traps
CH 66A (BE) > iMCF > 66B > DNK > 3B
CH 66A (BE) > bA

50% Meter:
CH 66A (BE) > iMCF > RCC > 3AB (BE) > a:B+K > Tech Traps
I really never use a full bar with Yoshi for combos, I save that for CE combos/CE punishment.
* = character specific

Tech Traps = 8A+B/66A+B for counter clockwise tech (8A+B also for standing block ukemi). 3B for all tech rolls.
 
Having 2 6Ks in a combo is a little iffy though. Unless you're really at the corner, sometimes I have problems adding a single 6K to the combo due to angle. Btw who's the one who came up with 1K > G > a:B+K > 2[A+B] > 66? I'm not sure if it's just me but it seems techable to the right, though it's 87 damage over the 76 you get with 1K > 8A
 
2 6Ks work fine if you are parallel to the wall and it's on the left side. Make sure the training dummy is facing you or it won't connect properly. Yes, it seems the direction the opponent is facing affects where 6K sends them.
 
Yeah, I usually do 3B / 9K instead in fear of dropping the combo. Btw, CH a:B+K > iMCF > RCC > 3AB (BE) > a:B+K > Tech Traps does less than using 3B instead of the BE for some reason so it's a waste of meter. 1K/MED K > G > a:B+K > DNK doesn't work on some characters like Ezio, Pat, Aeon and also not when the other player is down-facing the floor. a:B+K > 3B seems the only guaranteed option apart from 2K and it does less than 8A; I use it mainly for reset to oki.

6K > W! > 2A+BB > 6K > W! > iMCF > DNK > 3B <-- you can add 66B after iMCF for added damage. Disclaimer for this specific combo though, I think I said it before but sometimes the last hit of DNK does not connect, causing your 3B to whiff. (I have a vid of that happening in fact). I think the most reliable option after the second W! is to iMCF > RCC > 3B > a:B+K > DNK (which isn't guaranteed on some chars midscreen but should definitely catch the opponent since you're at the wall) > 2K. Does 4 more dmg and doesn't whiff stupidly. Alternatively, iMCF > 66B > 66A+B. More dmg, not guaranteed but it's barely techable when your position is so close to the wall you're able to do two 6Ks in the first place.

I've no idea how you're getting so much damage, but stuff like 6K > W! > 2A+BB > 6K > W! > iMCF > CE does not do 207, it does 185-188. Even if you plug in 66A BE before the iMCF, it goes between 198-204 dmg (I just tested with Ivy, Viola and NM) This applies for the rest of the combos as well. Are your counterattack settings on?

He's definitely a monster before the wall though, I believe after a while experienced players will start standing guard when facing DGF before the wall because they'd rather eat a 70+ dmg DGF K than B which can lead to 130-190 dmg combos. A+B as wakeup sounds really interesting, gotta try that out later!

CH iMCF > RCC > bA, I'm not sure if it's just me but I have a hard time doing it on certain characters. It's far easier to do it on Natsu / Zwei than, say, Mits for some reason (aren't they relatively the same size?!) Having a CH 44bB / a:B+K / A+B just before the iMCF somehow makes it easier to connect.
 
He's definitely a monster before the wall though, I believe after a while experienced players will start standing guard when facing DGF before the wall because they'd rather eat a 70+ dmg DGF K than B which can lead to 130-190 dmg combos. A+B as wakeup sounds really interesting, gotta try that out later!

Experienced players already do this. There's really no reason to duck against Yoshi if you can see his lows. The nice thing about SCV is that if they stand all day we can go for a guard break and force a combo down their throats anyhow. Preferably on the wall. =/
 
I've no idea how you're getting so much damage, but stuff like 6K > W! > 2A+BB > 6K > W! > iMCF > CE does not do 207, it does 185-188. Even if you plug in 66A BE before the iMCF, it goes between 198-204 dmg (I just tested with Ivy, Viola and NM) This applies for the rest of the combos as well. Are your counterattack settings on?

CH iMCF > RCC > bA, I'm not sure if it's just me but I have a hard time doing it on certain characters. It's far easier to do it on Natsu / Zwei than, say, Mits for some reason (aren't they relatively the same size?!) Having a CH 44bB / a:B+K / A+B just before the iMCF somehow makes it easier to connect.

Yeah for testing parting thrust/iMCF combos, I figured on wall combos only the first hit would count as a counter. Without CH on the 6K CE wall combo does 189-198 (207 is consistent for the CH starter) dmg because dmg scaling is strange. And I only use bA after iMCF > 66A (BE) nowadays because it stands them up further than iMCF does. Although I still have trouble consistently getting it on smaller characters.
 
You guys are better Yoshis. Pocky Yoshi pouts.


Joking aside, I used a really risky "gimmicky don't ever use this unless you're insane" combo. It requires execution and luck(mostly luck though). You're best off with earslicer after 3B or whatever launcher you used for Yoshi.

3B>JF 4AAAAA for 60 damage.

But I tried 3B>JF 4AAAAA>3B for 73 damage.

Then I repeat it the process with 6K to end with 86 damage.

I can't really do earslicer, so this may sound stupid of a question to ask but: can anyone see how much damage output would earslicer add and can anyone explore this combo?

I know earslicer is the go to(and I'm still not getting anywhere with it due to learning it still), but I'm just curious of the damage output since I was able to do 6K after 3B> JF 4AAAAA.

Finally succeeded doing this on a Natsu dummy, 97 dmg on 3B > JF 4AAAAA > a:B+K > DNK > 2K. But like you said, "Gimmicky don't ever use this unless you're insane." =/
 
Finally succeeded doing this on a Natsu dummy, 97 dmg on 3B > JF 4AAAAA > a:B+K > DNK > 2K. But like you said, "Gimmicky don't ever use this unless you're insane." =/

If you can consistently do the JFs it might not be a gimmick. I believe a launch will make the falling animation safe. 97 damage (off a simple 3B) isn't anything to disregard even if it requires some tight execution and luck.
 
If you can consistently do the JFs it might not be a gimmick. I believe a launch will make the falling animation safe. 97 damage (off a simple 3B) isn't anything to disregard even if it requires some tight execution and luck.

that's true, with a full JF 4AAAAA you will see some electrical animation, the person launches high into the air and you won't fall from dizziness leaving you to do the a:B+K. With the 4th hit as a JF but the 5th as a normal, there's electrical animation, the person launches high but lower than with all 5 and you'll fall from dizziness. Somehow this does 64 dmg, 3 more than with all 5 JFs, but without getting the a:B+K / K followup. JF three 4As and below and you'll be open for punish after opponent AC. It's the same as in SCIV but the JFs are harder to spot. For now I'm at like, 10% consistency... without throwing a:B+K into the equation.
 
Anyone else having problems getting CH iMCF->66A BE->bA to get the Attack Throw out?
I'll probably be playing Yoshi since my original main got drowned in band-wagon players. Yoshi has the execution requirements I like, is a solid character without people being able to cry o.p., and his combos look pretty sick so I'm in.
 
Anyone else having problems getting CH iMCF->66A BE->bA to get the Attack Throw out?
I'll probably be playing Yoshi since my original main got drowned in band-wagon players. Yoshi has the execution requirements I like, is a solid character without people being able to cry o.p., and his combos look pretty sick so I'm in.

Givin' up Cerv?

Yeah, I almost have to step forward then slide. To make things worse I have more trouble with the slide after that BE than something like iMCF to be honest. I think the big problem is waiting for the cool down from the brave edge. I really doubt it will work on a CaS with Size 1 as well.
 
Givin' up Cerv?

Yeah, I almost have to step forward even after the RCC and then slide. To make things worse I have more trouble with the slide after that BE than something like iMCF to be honest. I really doubt it will work on a CaS with Size 1 as well.
Yeah, I get bored playing him now and I feel like I let the character play me rather than how it should be. I end up on auto-pilot playing him and sadly it seems like I can afford to.

Kind of sucks about bA in combos. I was even trying it on LM who I assume is a "big" character. Thought it'd be easier. I'll probably just stick to doing RCC 3B stuff off iMCF's stun then.
 
Yeah, I get bored playing him now and I feel like I let the character play me rather than how it should be. I end up on auto-pilot playing him and sadly it seems like I can afford to.

Kind of sucks about bA in combos. I was even trying it on LM who I assume is a "big" character. Thought it'd be easier. I'll probably just stick to doing RCC 3B stuff off iMCF's stun then.

It's always good to go with the safer options out of iMCF I think.

I did extensive testing on iMCF > 66A (BE) > bA and this is what I discovered:

66A (BE) after iMCF will only connect on Natsu, Tira (??), ZWEI, Raph, Damp, Aeon, NM, Voldo, Asta, and Algol. Either I'm not RCCing fast enough for other characters or it's not possible. Aeon is a unique case though. bA will not give CH properties when you use it on him after the brave edge (at least patch that shit Bamco). bA is possible with the small but very doable window on all characters you can get 66A (BE) off on. If you're getting A after 66A (BE) for bA, you're doing it while you're still in the animation for the BE. If you don't connect at all because they fell you're doing it too late. It's a tight window of opportunity but it's very doable. Even if it's character specific it's 107 (109 w/ clean) if you start with CH a:B+K. This could be why Frostheart was having trouble getting bA off on certain characters after iMCF even without 66A (BE). I guess it just has to do with how a character crumples after iMCF because it has no relation to size. Tira is a Size 2 and it works fine. I say I'm guessing it's iMCF's fault because CH 66A (BE) > bA works on everyone.

The reason why I had higher damage outputs and could get 66A (BE) against everyone except Pyrrha was because my created Yoshimitsu was Size 3 instead of Yoshi's natural Size 4. Let my fuck up be a lesson... haha.
 
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