Yoshimitsu Combo & Tech Trap Discussion

Anyone got any consistent combos against opponents in the air? I spam iMCF like crazy, so some people jump a lot against me. In SCIV, 44bB launched aerial opponents, does he have anything like that in V? or is a:B+K all he's got?

I spam iMCF like crazy too, so I get that a lot. Usually the opponents I fight against don't simply 8G but do an attack with it? e.g. Aeon 8B, Natsu 8K (both variants) I just 8_9K or BB if I'm expecting a jump. Afaik shark, 6K, a:B+K, JF 4AAAAA are the only damaging aerial variants he has. You can't 44bB /a:B+K after 44bB so that rules it out; I guess you could 3B to make them float a bit for a tech trap. My other problem with iMCF is that some players start to backdash against me, at least that's less dangerous than whiffing against a TJ. Mitsu 4B and LX 44B abares destroy me though.
 
Got down to testing some stuff. For step right (opponent's left)-FC 3K-DNK-3B, it works on the entire cast except LX for 61 dmg without CH. Same as pre-patch.

here's Hajime's video of a nice wall combo if you're squared to the wall. i use this any chance i get. :)

So I was testing this too, and I'm not sure if it's due to changes from patch (which shouldn't affect it) but this is pretty unreliable. That or something's wrong with my input.
Works on: Natsu, Maxi, Yoshi, Algol, Cerv, Ivy
Works only with 7K on: Ezio, Pyrrha, Opyrrha, Aeon, NM, Mits
Works only with 8K on: Zwei
Does not work because 236B misses: Pat, Raph, Dampierre, Voldo, Asty
Does not work because 7_8K both miss: Viola, Xiba, LX, Alpha
Does not work because 66A BE doesn't connect after 2A+BB: Hilde, Tira

Now the Hilde/Tira bit affects every wall combo involving 2A+BB 66A BE. So just 3B launch from 2A+BB into a W! if you haven't used your second one yet for the 66A BE to connect. That or 2A+BB iMCF straight instead of adding 66A BE.

This combo also depends on map e.g. I tried Pat's stage wall and Sieg's stage wall; something's wrong with Sieg's. I can't do it on NM in Sieg/Zwei's map and yet I can do it on Pat's one. I think it's because the map boundaries are straighter and more clearly defined for the latter.

Anyway have a JF Yoshi midscreen combo:

(CH) a:B+K, iMCF RCC 3B, JF 4AAAAA, a:B+K, 66A+B for 147 dmg midscreen.
Attempted on Pat's map as 1P as well. You get an RO from DNK after a:B+K, and that's from midscreen i.e. the very spot you start the match. Of course, 66A+B isn't guaranteed here but I'll rather eat 66A+B than 179 dmg with deathcopter trap kthxbye :)

So you can do A4x5 (JF), iMCF, RCC 1B+K, 6A+B (GB), aB+K or A4x5 (JF), iMCF, RCC 3B, A4x5 (JF) (...), aB+K, DNK, 3B.

Huh. From what I know 1B+K after iMCF causes you to flick the guy away from you on the ground, and when did Yoshi get a 6A+B? Just saying. a:B+K DNK 3B the 3B can be blocked, you need to 2K instead.
 
Is there anything you can do from CH 66B or 33_99K, other than FLE stuff? These moves arn't very useful but I feel I might as well find out.
 
^CH 66B DNK 3B. Combos off stunned 2A+BB or iMCF if you aren't confident of your RCC. 66B is actually pretty useful. 33_99K... he can't a:B+K after it anymore so that's that.
 
is 3B a:B+K 8A+B2 guaranteed if you take a step forward before doing the UB?

It seems to hit play-dead and left rollers and everything
 
is 3B a:B+K 8A+B2 guaranteed if you take a step forward before doing the UB?

It seems to hit play-dead and left rollers and everything

It catches certain ground rolls, all techs, and playing dead so it's pretty good. The later you do it the less chance it will hit though in my experience.
 
if your opponent just lays there after the a:B+K the 9A+B2 whiffs. is this only on certain characters??? Also, with Lexia, a perfectly timed crybaby will interupt lol. it happened to me :(
 
Actually, I've gotten crybabied before while doing DGF K. True story :(

<edit> scrap that, I mean crybabied out of 9B+KK
 
No, 8A+B2 is a tech catch.
Yeah if they tech there's a nice bonus, but do a step first and it seems to always hit grounded. Except when it randomly doesn't
It catches certain ground rolls, all techs, and playing dead so it's pretty good. The later you do it the less chance it will hit though in my experience.

So... if you can't roll, you can't tech it... it's guaranteed right? Isn't this the best 3B bnb then?
 
Yeah if they tech there's a nice bonus, but do a step first and it seems to always hit grounded. Except when it randomly doesn't


So... if you can't roll, you can't tech it... it's guaranteed right? Isn't this the best 3B bnb then?

You can always roll it... clockwise? And roll it either way if the copter is late. It catches all tech though.
 
Is there any point to 44bA aside from guard damage and W!/ RO?

When can you toss in a 6[A] into a combo; what combos into it (aside from wall splat)?
 
Ooook idk why I ask ima do the testing myself. This is 3B a:B+K, small step forward, deathcopter. The step forward makes it catch rolls and playdead.

You need to step to a spacing just a bit before you're touching their toes. If you're by a wall, you have to backstep to get to the right place.

Height of the a:B+K hit matters. The higher, the better, it seems. If you hit it low and late then sometimes they can roll it left.

Closer the better. Up close, it works most consistently. You only have take a tiny step forward before cancelling it into deathcopter. At tip range, you have to take a full step forward and they can escape it much easier.

They can usually escape it with a forward roll unless they're spaced too far away for it to have caught rolls. The delay also allows them to tech side or back and then step to avoid it as well, but it's not that easy.

So in reality, step-in deathcopter changes the trap from catching techs to catching everything but tech. Normal deathcopter can always be escaped by teching and JGing the UB, btw.


In conclusion: After launching and doing a:B+K, mix between deathcopter and step-in deathcopter and you cover all options except tech-JG. Step-in deathcopter does more damage than 66A+B and is difficult to escape even if they tech, but is punishable, unlike 66A+B. 66A+B will also catch left tech up close. I use step-in deathcopter until they prove they can escape it (hasn't happened yet).
 
There actually is an exception to this. 22_88B, a:B+K can be teched if you buffer a:B+K too early, this is due to how they bound with their head towards Yoshimitsu rather than away like it usually does.
 
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