Yoshimitsu Concise Guide

Senzait

Steamed Buns!!
Yoshimitsu Concise Guide:

Yoshi is an extremely versatile character, tackling all he's got to offer can be a daunting task. Here is a little guide to help anyone try to understand the finer points of Yoshi's crazy and amazing gameplay.

~~ Props to Djinn, Crimson and HotNikkelz for all the help with this

Key:
  • iMCF: Instant Manji Carve Fist = 2a:B
  • DK: Doorknocker: 6A+B.
  • DGF: Manji DragonFly: 8B+K.
  • SDGF: Super Manji Dragonfly: 8A+K.
  • MED: Meditation: 2B+K
  • FLE: Flea: B+K
  • REF: Reflection: 4B+K
  • INT: Intimidation: 6B+K
  • i15 : Move take 15 frames to execute.
  • (B= #) : Move leaves at # frames of advantage or disadvantage on block.
  • (H= #) : Move leaves at # frames of advantage or disadvantage on hit.
  • KND: Knocked Down
Top Moves:
  • 33B, B+K i17 (B= -14)(H= -4) [33B = -12] Mid
  • iMCF i9 (B= -6)(H= +4) S.Mid
  • 6B i17 (B= -12)(H= +4) Mid
  • AA i11 (B= -5)(H= +5) High
  • BB i16 (B= -6)(H= +4) Mid
  • 6A i15 (B= -3)(H= +7) High
  • 6K i15 (B= -21)(H= KND) Mid (6K,K/ 6K,2K)
  • 7_8_9K i21 (B= -8)(H= KND) Mid
  • 3K i14 (B= -8)(H= +2) Mid
  • a:B+K i12 (B= -9)(H= +3) High
  • FC 3K i19 (B= -24)(H= KND) Low
Notable Mention Moves:
  • 22_88K i28 (B= -1)(H= KND) Mid
  • 2[A+B] i22 (B= +15)(H= +24) Mid
  • 214A i28 (B= -17)(H= KND) Low, Combos into DK+ Combos
  • Jmp A i29 (B= -6)(H= +4)
  • WR A: i17 (B= -9)(H= +1) Mid, Leaves you BT.
  • 3A: i15 (B= -14)(H= -4) Mid.
Iron Fist Moves:

- 4A+K
  • At Minute 56, 46, 36, 26, 16, 6 : Running Evade
  • At Minute 54, 44, 34, 24, 14, 4: Deathcopter Teleport
  • At Minute 53, 43, 33: Electric First Parry
  • At Minute 23, 13, 3: Tekken Upper-Cut Unblockable
  • At Minute 26, 16, 06 (When ones life is less than one's opponent): Lee's Kick
  • At Minute 22, 12, 02 (When ones life is less than one's opponent): Devil Jin's Uppercut
Stances:
  • Flea: Flea TJ Lows.
    • B/ [ B ]: 20 Damage, 30 if charged. Mid. Charged Combos into a:B+K, 1B.
    • [K]: Mixup Low. Leaves you on floor.
    • 66: Low.
    • A+B: Low, Use on downed opponent.
    • 4/5/6 A+K: Great SG Damage, TJ Lows and Mids
    • 7/8/9 A+K: Also Great SG Damage, TJ L, M, H
    • 2 A+K: TC's Mids and Highs
    • A - A sometimes tricky low
    • B+K Roll Cancel into WC: also tricky can be used to set up CH WS K or any other WC moves.
    • 22/88 - Used alone to step/evade attacks while in FLEA.
    • Of course canceling into his other stances.
    • Throwing out of flea - Animation is weird and fools opponents. (Good Damage)
    • ** Special note the transition from FLEA to DGF is different. it jumps higher and will go above mids and highs just for a second while he goes into DGF.
  • Med: TC's High's
    • A+B: aGI. Very situational.
    • K: TC's, Mid, launches into 8A+K Combo. Also very situational
    • B: UNB. Steppable, very easily visable.
    • A: Another sometimes tricky low. Sets up for several things on hit.
    • 2B+K - Yoshi Heals.
    • 2A+B - Yoshi Teleport behind opponent unless near walls or ring edge
    • 2A+K - Sitting Suicide. Useless really cept in certain combos or if your just feeling lucky.
    • 6A+B,A+B - Yoshis belly slide. Tricky low can be nice for that last hit of dmg. Also you can get up with FC 3K to tack on more dmg if they dont punish you.
    • Throws - Animation is Super weird from MED.
  • Ref:
    • A: Low, Combos into double DK. Very Visible.
    • K: Mid, Useful for when opponent expects A, situational.
    • B: High, Useful on CH sets up for BT throw.
    • B,K: High, Mid, The finisher after B combo with BT 2K or BT 2B.
    • A+K: Quick Suicide. Useful against walls.
    • A+B: ( A, B, K ) - Take your guess on which attack they are going to hit you with. If you guess right yoshi will teleport and do a UB dive on the opponent. Land the dive with K:K
    • Throws - Love throwing out of REF.
  • Int: TC's Highs???
    • K: High, Safe. Most opponents don't see it coming. Can be delayed.
    • [K]: Goes into Ref
    • B: Mid, Good SG dmg.
    • A: Low, Takes a big step back then goes low. Useful if opponent likes to attack after 66{B} on block.
    • **Special note when canceling INT into DGF you will take a large leap forward and go into the air. Unlike other times where he just goes into the air where he stands.
  • DGF: TJ Lows
    • K: Low, Combos into DK + Combos.
    • B: Mid, Combos into 3B + combos.
    • A: GB, High, CH Combos into DGF B + combos.
    • 8B+K: Goes into SDGF. 8B+K, B is one of the fastest unblockables in the game, and can only be avoided by stepping.
    • Throws - DGF throwing is Nice.
    • **Note SDGF B can also be avoided by just hitting you out of the air, air grabs, or by being JI'd.
    • He can go into any stance out of DGF cept REF and INT.
  • SDGF:
    • B: Unblockable. Fast.
    • K: K : JF, Fastest Input version aGI's Mid's and Highs.
    • A: Mid, Nice option when you need to get down fast, safely. Can ring out from a good distance.
    • B+K: UB into FLEA. SEVERAL nice follow ups on hit or even if you whiff.
    • 2B+K: Guard Break mid into MED. Nice if the opponent isnt knowledgeable about yoshi.
    • 2A+K: Falling Suicide. HUGE damage. Nice to go for if they are in a corner or you set them up for it.
    • 4/6 A+B - can be used to maneuver over your opponent or away from them.
    • Throws - Throwing out of SDGF catches people all the time. Specially if they expect SDGF B.
Frame Traps for iMCF on block:
  • AA, 6A, 2A, iMCF, FC A, 8A, BB, 4B, A+B, 1B+K, 44bA:G, 22_88K, FLE {B}, DGF B, BT A, BT K
Basic Staple Combos:
  • 3B, a:B+K... [Check a:B+K post air mix-up]
  • 3B, 33B, B+K
  • 33B, B+K
  • DGF K, DNK, 3B
  • DGF B, 3B, a:B+K...
  • Flea [ B ] , a:B+K...
  • CH a:B+K, iMCF, 22B, 3AB, 44bB, a:B+K...
  • CH iMCF, 22B, 3AB, 44bB, a:B+K...
  • CH Flea B, a:B+K...
  • SDGF B, 66A+B (Add 3B in the end and you get a tech trap)
  • 66A+B, 3B
  • FC 3K, 2K
  • CH iMCF, RCC, 3A+B:B, 9A+B2
  • 214A, DNK, 3B
  • 214A, 9B+K,B
Honorable Mention Alternate Combos:
  • iFC 3K, slight step right > DNK.
  • Near edge, BT 2K > DNK RO's.
  • CH 3A,B,(or FLEA{B}) slight step, DNK Combos.
Usefull Cancels and Un-blockables:

  • 9A+B,4 : Fast, good for mind tricks.
  • 9A+B, B+K: UNB cancel into DGF.
  • 66A+B, B+K: Cancels into Flea.
  • 66A+B, 2B: Hard to block, adds another mix-up to 66A+B
  • 9B+K, K, G: Cancels into DGF
  • 44B+K Cancels
  • A+B, A+K: Does a back flip backwards.
Mixups and Mindgames:
  • 7_8_9A/ 7_8_9K. Fast Low and Fast Mid.
  • Flea 66, Flea B, Flea [K]
  • 33B/ 33B delay B+K.
  • 44B+K,B+K PG B or {B}, 66, A or 6A+K to do some jump mind games
  • 44B+K,2B+K, A,B, or K or teleport... 2A+B
  • 66A+B cancels
  • 9A+B, B+K cancels (Easy to defend against if the opponent is smart.) Risky against anti air characters... IE Zas, Cerv, Taki, Ivy, Asta. )
  • 6B+K,8B+K DGF mind games the leap forward will let you reach them with A or cancel DGF for more mindgames.
  • [B+K], A+B, Kg(Turn Around) a:B+K is great for mix-up from 8A+K. You can even get 44bB's from it! Red mentioned using 8_9 B into 44bB's and it works.
Earslicer (a:B+K) Air-Hit Follow ups :

  • Standard combo, 1B, 66B, by walls DNK,3B or 2{A+B},66
  • 66[ B ], INT stance follow ups
  • 66A+B or 236B for sleepers (Huge DMG) risky though...
  • Delay 9A+B,G till you see them roll, get up, or tech ( DTN does this all the time )
  • You can also use deathcopter trick 9A+B4 which is difficult to evade unless they know which way to go.
  • If the opponent lands face first 9A+B,G is guarateed tech trap.
  • Tekken move Lees Super kick 19,09 on the timer is a tech trap after a:B+K as well. (Super nice for ring outs)
  • By wall or ring edge 9A+B,G is a tech trap.
 
You should add the + frames on hit to your moves up there... That can be pretty key in setting up certain situations. If your going to have the Block frames might as well have the Hit... Also DGF B AND DGF K isnt really a mix up... Maybe online but its pretty simple to defend against offline... Basicly you just duck when hes in DGF and your safe... once you see the B coming you just let go of 2 and you will guard the DGF B.

6K,6K,K and 6K2K isnt really a mix up either... for the same reasons I stated for the DGF... basicly after the first 6K you can duck and if the low doesnt come then raise up for the mid if the mid doesnt come after you raise up you can punish... Again maybe online this is a mix up but not offline...

Your flea mix ups could add aloooooooooot to them... Also your missing alot of moves out of your stances up there... Did you do that for a reason? Or do you just not like those moves?

I could add alot to this guide... but really its not my style at all so I really cant help you much, cept for the things your missing and things you should probably add into your stances/mix up games...

You didnt even put down 9A+B, B+K fakes where he cancels into DGF... thats a fav of mine... or the Flea Dig 2A+K, or the Flea Hop A+K, 7,8,9 A+K...

What about lees kick in your tekken moves? Thats a very important move comes out at 26,16,06 when your life is less than your opponents. 19 and 9 everytime...

Jins spinning punch also comes out at 22,12,and 02 when your life is less than your opponents. There are aloooooooooooot of mix ups your missing... and you can Throw out of any stance... Dont forget about that as those throws are some nice damage.

It wouldnt hurt to add some basic staple combos and tech traps for your guide either, just to make you remember them that much more. I could add a shit ton more but This is just some food for though and a couple corrections. Also iMCF is a S.MID not mid

Adding all moves on block that provide a set up for iMCF would be a good idea too. Really helps when your trying to cement them in your brain to know everything you can throw it out after on block.
 
Thanks millions Djinn for all the info I tried to add most of the things you said, I even got your list from the frame thread for iMCF frame traps. I still have little knowledge of Mix-Ups with my Yoshi though (All i do is spam iMCF and Tekken moves) specially when in stances so if you'd still like to add/ correct anything else that would be amazing.
 
Thanks millions Djinn for all the info I tried to add most of the things you said, I even got your list from the frame thread for iMCF frame traps. I still have little knowledge of Mix-Ups with my Yoshi though (All i do is spam iMCF and Tekken moves) specially when in stances so if you'd still like to add/ correct anything else that would be amazing.

44B+K cancels ;) Love those as well! Cant type much right now but Ill try to add some stuff here and there then maybe this guide can help both of us remember a few things!

Also take out the REF set ups for iMCF they dont work :( I just thought they would in theory.
 
Hey guys, I have been wanting to get my Yoshi back into competitive status, and have thus been re-learning him. I created this guide for myself more than anything but I figured some people could benefit from it. The guide is NOT finished btw.

I am positive this guide has errors/ is missing essential parts to it. If ANYONE has anything to add, take out, or a general opinion towards it please speak your mind and I will try to edit the guide in whichever way possible. I need help making this half decent.

Thanks!

Stances:

  • Flea: Flea TJ Lows.
    • B/ [ B ]: 20 Damage, 30 if charged. Mid. Charged Combos into a:B+K, 1B.
    • [K]: Mixup Low. Leaves you on floor.
    • 66: Low.
    • A+B: Low, Use on downed opponent.
    • 4/5/6 A+K: Great SG Damage, TJ Lows and Mids
    • 7/8/9 A+K: Also Great SG Damage, TJ L, M, H
    • 2 A+K: TC's Mids and Highs
    • A - A sometimes tricky low
    • B+K Roll Cancel into WC: also tricky can be used to set up CH WS K or any other WC moves.
    • 22/88 - Used alone to step/evade attacks while in FLEA.
    • Of course canceling into his other stances.
    • Throwing out of flea - Animation is weird and fools opponents. ( Good Damage )
    • ** Special note the transition from FLEA to DGF is different. it jumps higher and will go above mids and highs just for a second while he goes into DGF.




  • Med: TC's High's
    • A+B: aGI. Very situational.
    • K: TC's, Mid, launches into 8A+K Combo. Also very situational
    • B: UNB. Steppable, very easily visable.
    • A: Another sometimes tricky low. Sets up for several things on hit.
    • 2B+K - Yoshi Heals.
    • 2A+B - Yoshi Teleport behind opponent unless near walls or ring edge
    • 2A+K - Sitting Suicide. Useless really cept in certain combos or if your just feeling lucky.
    • 6A+B,A+B - Yoshis belly slide. Tricky low can be nice for that last hit of dmg. Also you can get up with FC 3K to tack on more dmg if they dont punish you.
    • Throws - Animation is Super weird from MED.


  • Ref:
    • A: Low, Combos into double DK. Very Visible.
    • K: Mid, Useful for when opponent expects A, situational.
    • B: High, Useful on CH sets up for BT throw.
    • B,K: High, Mid, The finisher after B combo with BT 2K or BT 2B.
    • A+K: Quick Suicide. Useful against walls.
    • A+B: ( A, B, K ) - Take your guess on which attack they are going to hit you with. If you guess right yoshi will teleport and do a UB dive on the opponent. Land the dive with K:K
    • Throws - Love throwing out of REF.


  • Int: TC's Highs???
    • K: High, Safe. Most opponents don't see it coming. Can be delayed.
    • [K]: Goes into Ref
    • B: Mid, Good SG dmg.
    • A: Low, Takes a big step back then goes low. Useful if opponent likes to attack after 66{B} on block.
    • **Special note when canceling INT into DGF you will take a large leap forward and go into the air. Unlike other times where he just goes into the air where he stands.


  • DGF: TJ Lows
    • K: Low, Combos into DK + Combos.
    • B: Mid, Combos into 3B + combos.
    • A: GB, High, CH Combos into DGF B + combos.
    • 8B+K: Goes into SDGF. 8B+K, B is one of the fastest unblockables in the game, and can only be avoided by stepping.
    • Throws - DGF throwing is Nice.
    • **Note SDGF B can also be avoided by just hitting you out of the air, air grabs, or by being JI'd.
    • Pretty much you have most covered here, but he can go into any stance out of DGF cept REF and INT.
    • SDGF:

    • B: Unblockable. Fast.
    • K: K : JF, Fastest Input version aGI's Mid's and Highs.
    • A: Mid, Nice option when you need to get down fast, safely. Can ring out from a good distance.
    • B+K: A personal fav. of mine. UB into FLEA. SEVERAL nice follow ups on hit or even if you whiff.
    • 2B+K: Guard Break mid into MED. Nice if the opponent isnt knowledgable about yoshi.
    • 2A+K: Falling Suicide. HUGE damage. Nice to go for if they are in a corner or you set them up for it.
    • 4/6 A+B - can be used to manuver over your opponent or away from them.
    • Throws - Throwing out of SDGF catches people all the time. Specially if they expect SDGF B.

Since Im a pretty stance oriented Yoshi. ( Its just fun for me ) Ill start with your stances to give you some ideas and things your missing. Anything I type or correct will be underlined like so.

Welp thats a lil bit for now.... Hope that gives you some more mix up ideas.
 
Since Im a pretty stance oriented Yoshi. ( Its just fun for me ) Ill start with your stances to give you some ideas and things your missing. Anything I type or correct will be underlined like so.

Welp thats a lil bit for now.... Hope that gives you some more mix up ideas.

Changed everything that needed changing, Again cant thank you enough. My Yoshi / this guide is improving exponentially because of your info.

Again if you have anything else please shoot and ill add.
 
Im thinking I should add some more... Basicly concerning follow ups after you hit a:B+K in a juggle... So much power and mindgames can stem from this juggle... Ive had an awakening lately and my game has greatly improved because of it.

Anytime you hit a:B+K while opp is in the air
Follow ups include...

1. Standard combo, 1B, 66B, by walls DNK,3B or 2{A+B},66
2. 66A+B or 236B for sleepers (Huge DMG) risky though...
3. Delay 9A+B,G till you see them roll, get up, or tech ( DTN does this all the time )
4. You can also use deathcopter trick 9A+B4 which is difficult to evade unless they know which way to go.
5. If the opponent lands face first 9A+B,G is guarateed tech trap.
6. Tekken move Lees Super kick 19,09 on the timer is a tech trap after a:B+K as well. (Super nice for ring outs)
7. By wall or ring edge 9A+B,G is a tech trap.

Super mix up time.

1. 44B+K,B+K PG B or {B} , A or 6A+K to do some jump mind games
2. 44B+K,2B+K, A,B, or K or teleport... 2A+B
3. 66A+B cancels
4. 9A+B, B+K cancels (Easy to defend against if the opponent is smart.) Risky against anti air characters... IE Zas, Cerv, Taki, Ivy, Asta. )
5. 6B+K,8B+K DGF mind games the leap forward will let you reach them with A or cancel DGF for more mindgames.

There are even more than I listed... These are just the ones I find the most effective. If you arent using something different everytime you hit a:B+K on an oppnent in the air, then you arent mixing it up well. Ive started to try using ALL of these options in the past 3 weeks after a:B+K in the air and it has sent my game to another level.

There are over 20 solid follow ups to this move... Use them all and get in your oppenents mind like never before.
 
a:B+K is for sissies unless you want ring out :p Real men, real OGs, use slight step right -> DNK in combos :) Then 3B -> wakes if they don't Just Ukemi and if they do, 2[A+B] into Flea mixups.
If you do use a:B+K i use 44B+K and UBs vs tech almost exclusively as Red pointed out.

Anyway nice guide you go there, I have my own way and style of doing things, but it's informative.
 
a:B+K is for sissies unless you want ring out :p Real men, real OGs, use slight step right -> DNK in combos :) Then 3B -> wakes if they don't Just Ukemi and if they do, 2[A+B] into Flea mixups.
If you do use a:B+K i use 44B+K and UBs vs tech almost exclusively as Red pointed out.

Anyway nice guide you go there, I have my own way and style of doing things, but it's informative.

Just trying to help... My nuts havnt missed you johnny LoL

And a:B+K is nice... simple with strong follow ups... too many mix ups after not to use this move!

I read your Wake-Up guide almost everyday ! LoL still waiting on that fabled video !
 
Will put all this stuff in later today. Thank you Red, ya never fail to help out, still owe ya big.
I was actually about to add some of these. Like INT 8B+K. I love the little jump forward it gives. Have used: CH iMCF, 22B, 3AB, 44Bb, a:B+K, 66[ B ] into 8B+K, DGF K (or DGF B Combos), DNK, 3B Pretty successfully. The jump forward from INT 8B+K puts you most times in DGF K range after 66[ B ].

Not sure how viable that is against a solid opponent but oh well it's been working :) .

@hotnikkelz step DNK is guaranteed instead of a:B+K air combos?? And ya I have started reading your guide too. Amazing stuff!! Might even borrow some of your basic stuff and put here. (Ill give ya due credit no worries ^_^)
 
Will put all this stuff in later today. Thank you Red, ya never fail to help out, still owe ya big.
I was actually about to add some of these. Like INT 8B+K. I love the little jump forward it gives. Have used: CH iMCF, 22B, 3AB, 44Bb, a:B+K, 66[ B ] into 8B+K, DGF K (or DGF B Combos), DNK, 3B Pretty successfully. The jump forward from INT 8B+K puts you most times in DGF K range after 66[ B ].

Not sure how viable that is against a solid opponent but oh well it's been working :) .

@hotnikkelz step DNK is guaranteed instead of a:B+K air combos?? And ya I have started reading your guide too. Amazing stuff!! Might even borrow some of your basic stuff and put here. (Ill give ya due credit no worries ^_^)

It works... Just against smart opponents eventually they will catch on to ONE follow up if you keep doing it... So try to switch it up between all of these I mentioned... Especially mixing them up with the UB tech traps or "Pseudo" traps as Hajime would say...

Hotnikkelz is leaving out the 44bB's before the a:B+K LoL also the 4A justs I just gave these for anytime a:B+K is hit on an airborne opponent... Even if they 9B and you knock them out with a:B+K you should know what to do now.

NamuSkull..... Dapinkpwner tells me you got iMCF down like a glove now! :) We must spar soon.
 
Red, it's too late for that video :/ i'm sorry hahaha. Besides, at your level now you won't need it anyway. Too many good Yoshis have contributed to this forum, i was just the beginning.

senzait:
Yes it works, of course, practice mode doesn't register it as a combo, but when done properly i couldn't escape it :p Might be hard for some though, but for me nowhere as hard as 4A: combos. 44bB combos give me trouble as well (the fast repeated button press ugh). The step has to be very slight almost to the point you don't see it. Harder to do after 3B and 3AB, but easy to do after Flea B(CH). I THINK you can do it after 66A+B hits as well vs some characters as a trap, at least on Sophie, tech traps all directions.
The wakeup guide needs much updating, but it was a good starter guide, and opened a lotta Yoshi players eyes, on the concept of ground adv. I think a lot of the pro players took the info and ran with it. Still an ok reference guide though. Also i care not for credit and all that useless crap. Not like i'm gonna get paid for it or something ;)
 
iFC 3K, slight step right > DNK deserves honorable mention.
near edge, BT 2K > DNK RO's.

Also [B+K], A+B, Kg(Turn Around) a:B+K is great for mix-up from 8A+K. You can even get 44bB's from it! Red mentioned using 8_9 B into 44bB's and it works.

Other than that flashy stuff, this looks quite good.
 
iFC 3K, slight step right > DNK deserves honorable mention.
near edge, BT 2K > DNK RO's.

Also [B+K], A+B, Kg(Turn Around) a:B+K is great for mix-up from 8A+K. You can even get 44bB's from it! Red mentioned using 8_9 B into 44bB's and it works.

Other than that flashy stuff, this looks quite good.

Great stuff!, Its all in. Appreciate the help Crimson, if you have anything else to add don't hesitate!
 
  • Ref:
    • A+B: ( A, B, K ) - Take your guess on which attack they are going to hit you with. If you guess right yoshi will teleport and do a UB dive on the opponent. Land the dive with K:K

I can’t believe I have something to actually contribute to 8WR, but you don’t need the second K landing out of Ref A+B A_B_K. The landing status (whiff, life, or aGI+Life) is based solely on the single K as you hit with the unblockable.

[EDIT: unless you meant "K or :K”? That would make sense. D’oh.]

Excellent, excellent guide btw. Learned a lot very quickly with it.
 
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