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:
- 4A+K
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
- 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
- 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.
- 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
- 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.
- 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
- 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
- iFC 3K, slight step right > DNK.
- Near edge, BT 2K > DNK RO's.
- CH 3A,B,(or FLEA{B}) slight step, DNK Combos.
- 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.
- 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.
- 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.