Yoshimitsu Namu Combos

tylergoodguy

[08] Mercenary
The definition of a combo is a series of inputs/moves that are guarenteed to connect to the opponent, one input/move after the other. If there is a combo that only works during a specific scenario i.e. wall, character, position around character, then please specify. Much credit to RDDK for his combo video.

REF = Reflection stance (4B+K)
INT = Intimidation stance (6B+K)
DGF = Dragonfly stance (8B+K)
SDGF = Super Dragonfly (DGF 8B+K)
DNK = Doorknocker (6A+BBBB)
iMCF = Instant Manji Carve Fist (2a:B)


Juggles that end in a:B+K, 66B are only guaranteed on Maxi, Hilde, Siegfried, Nightmare, Astaroth, Rock, and Lizardman unless stated otherwise.

9A+B_SDGF B, DNK, DNK, 3B combos are only possible on Raphael, Taki, Zasalamel, Tira, Lizardman, and Algol.


Natural Combos(NC)
  • AA
  • 1AAA
  • 4AAA
  • BB
  • 33B B+K
  • 33B B+K A+B K - The last two hits are a NC.
  • 4KB
  • 6K2K
  • 66B+K A+B K - The last two hits are a NC.
  • FC 1KKK
  • 6A+BB
  • 3B+KB
  • 3B+K
    [*]REF BK



Natural Combos on Counter Hit (NCC)
  • 2A+BB
  • 3AB
  • 6[A+K]
  • 6[A+K]4

4A jfs
  • DNK
  • iMCF combos
3B
  • a:B+K, 1B (52 dmg)
  • a:B+K, 66B (58 dmg)
  • 4A: A: A: A, a:B+K, 1B (71 dmg)
  • 4A: A: A: A, a:B+K, 66B
  • 33B B+K (60 dmg)
  • 6K (48 dmg)
  • DNK, 3B (55 dmg)

CH 3AB_CH 3B (Damage is based off of a CH 3AB starter)
  • a:B+K juggle
  • 4A: A: A: A, a:B+K, 1B
  • 4A: A: A: A, a:B+K, 66B
  • 44bB, 44bB,...
  • 44bB, a:B+K, 1B (64 dmg)
  • 44bB, a:B+K, 66B
  • 44bB, 33B B+K (68 dmg)
  • 6K
  • 33B B+K
  • DNK, 3B

214A
  • 66B
  • DNK, 3B
  • 66A+B (68 dmg)
  • 9B+KK (71 dmg)

1K
  • 8K
  • a:B+K, 66B (73 dmg)
  • 8A+K (~77 dmg)
  • 2A+K (109 dmg)
  • 33B B+K (75 dmg)

CH iMCF
  • 214A combos
  • 22B, CH 3AB_CH 3B combos
  • CH 3AB_CH 3B combos
  • 66B combos
  • 66 combos
    [*]66A+B, 3B (64 dmg)
    [*]3[A+B], FLE 66 (38 dmg)
    [*]RCC 3B+K:B, a:B+K, 66B
    [*]RCC 2A+BB, 3B+K:B, a:B+K, 66B
    [*]RCC 2A+BB, 3B+K:B, a:B+K (62 dmg)
    [*]RCC 2A+BB, 66 combos


CH 22B
  • 3AB_3B combos

CH 33B
  • 33B B+K
  • a:B+K, 66B (63 dmg) - Works on all characters.

CH 11A
  • 3B (49 dmg)

CH 22A
  • 3B

(33B B+K)A+B K
  • 8A+K (76 dmg. Can vary based on # of hits)
  • G 8K

66B
  • a:B+K, 66B
  • DNK, DNK, 3B (77 dmg)


66{B}
  • INT B
  • INT K, DNK, 3B (72 dmg)
  • INT K, a:B+K, 1B (67 dmg)

33K
  • a:B+K, 1B (48 dmg)

A+B
  • 3B
  • 66B (50 dmg)

B+G4_6
  • K
  • a:B+K

CH 6[A+K]
  • K
  • iMCF, 1B+K, 6[A+K], a:B+K (100 dmg + life gain) - Credit to RDDK.
  • iMCF combos
  • a:B+K, iMCF combos

A+B on block; GB
  • 6K2K (51 dmg)

CH A+B
  • CH 3AB combos

9A+B2_9A+Bg_9A+B
  • 66B (68 dmg)
  • 2[A+B], FLE 66 (76 dmg)
  • DNK, DNK, 3B (90 dmg)

66A+B
  • 3b (57 dmg)
  • 66B from max range hit (63 dmg)

11_77_99_33 A+B (80-90dmg typically)
  • iMCF Combos

FC 3K
  • 2K
  • DNK (58 dmg) - Mitsu only. From Mitsu's front to his left side.

CH a:B+K
  • iMCF Combos
  • 66A+B

CH 1B+K
  • bA
  • 3AB_3B Combos
  • 66B Combos
  • 4KB
  • 66A+B
  • 9B+KK

BT 2K
  • 66B (33 dmg)

FLE {B}_CH FLE B
  • a:B+K Combos
  • 33B B+K (64 dmg)

FLE K
  • DGF A (slightly delayed)
  • DGF A+B (66 dmg)


CH DGF A
  • DGF B, 3B combos

DGF B (Close to medium distance)
  • 3B combos

DGF B (max range)
  • 66B

DGF K
  • DNK, 3B (64 dmg)
  • 2[A+B], FLE 66 (62 dmg)
  • FC 1K JF (66 dmg)

SDGF B
  • 2[A+B], FLE 66 (85 dmg)
  • 66A+B (82 dmg)
  • DNK, DNK, 3B (89 dmg)

INT A
  • 66A+B (62 dmg)
  • DNK, 3B (67 dmg) - Close range only.
  • 9B+KK (62 dmg)

REF A
  • DNK, DNK, 3B (64 dmg)
  • FC 1KKKK
  • 9B+KK

REF K
  • BT 2B (32 dmg)
  • BT 2K (28 dmg)
 
Hey, thanks for posting all of this over from caliburforum. Haven't play SC since 2 and then I didn't know what the hell I was doing. But I picked up 4 and I'm getting pretty into it, mainly with Yoshi.

Anywho, 66B>INT K>a:B+K>66B. Timing seems hard at first, but it's pretty easy to get down. Does around 81 dmg with all armor on I think.
 
Hey, thanks for posting all of this over from caliburforum. Haven't play SC since 2 and then I didn't know what the hell I was doing. But I picked up 4 and I'm getting pretty into it, mainly with Yoshi.

Anywho, 66B>INT K>a:B+K>66B. Timing seems hard at first, but it's pretty easy to get down. Does around 81 dmg with all armor on I think.

Shit, Swoops, it's been a while. We gotta get some games in once I get a PS3. Also, get on brawl online more.

On topic: CH a:B+K > 3AB > a:B+K > 66B is sex.
 
Oh shit, beta from zaibatsu? At first I thought, "man, I'm pretty sure you have me confused with another guy" then I actually triple checked the username and sig and put two n two together...it makes 4 by the way.
Also...I dont have a PS3 :p...360. And I've been hooked on SC like mad. But me and Brahma signed up on gamebattles for doubles and singles that we need to get working on.

Right, something on topic. I know it's not posted above, but after the first doorknocker string on REF A, they can tech before the second one. It was posted on caliburforum somewhere but I just thought I'd let people know :p.

edit...well that's certainly a gay tongue out smiley.
 
More of a flashy combo but I finally found a way to put it in a combo so i'm happy lol

B+K, 3B+K:B Its only like 70 damage i think but off the launcher

B+K, a:B+K, 66B is awesome does ALOT of damage....Ducks highs and Jumps lows so only thing u can get hit with is a mid pretty much...

Wall Combo going well for me now are

2[A+B]~A+B~B, 6B, 3AB, 3B

Massive one includes

CH a:B+K , 3AB, 6B, 3AB, 3B If your turned just right u can end both of those with 66B too I believe

also off

WS K CH you can get 1K into whatever combo you choose, I like following it up with K, 9B+K, K or 9B+K, K , G for oki set-ups
 
Just want to let people know.
For some reason, a clean REF A against Sophi makes door knocker miss.
Does not hit at all. Hit box is broken about that.

I also posted a few matches I had with a few really well known players who wished to be anonymous.
Maybe you guys can guess who they are. LOL

New Combo
---------
33B, [B+K] (CH), A:B+K, 66B

AND FINALLY, THE HARDEST YOSHIMITSU COMBO YOU'LL EVER DO.

A:B+K (CH), 3AB, 4AAAAA (JF's), relaunch, A:B+K, 66B.

You can choose whatever you want after launch but recovery will be the one taking your time. Have to be precise not to press anything after. No notation or buttons. Just let last A hit then let go immediately. Then continue with the combo.

If you do not get the 4AAAAA in JF, the 3rd spin will miss. JF's make it all hit.
Don't try with 1AAAAA, the last hit misses.

:eek::eek:
If you get this in a match, I vote for certified WOAH!! from the audience.
I got it like 3 times last night and i tried many many times.

:eek::eek:

Thank you MASAKUN for informing us about the relaunch of JF 4AAAAA
 
Just want to let people know.

A:B+K (CH), 3AB, 4AAAAA (JF's), relaunch, A:B+K, 66B.

Wow that combo is just sick! must see this in a video ;) haha and whats the dmg???


Edit: I was playing around with wall combos again :) and found something SICK duno if anyone has found it yet....
but herrrre goes
3B+K:K is sick on walls it automaticly gives the stun counter hit for the bounce up combo!

22_88K (W) 3B+K:B a:B+K 66B Dum da da dummm 110 damage ! lol replace the 22_88K with 3B for 104 dmg
 
Posted this at CF as well, but CH 66A, 6A+B,B,B,B works. Still need to retest it but from what I tried I couldn't shake the stun nor AC doorknocker.

EDIT - after more testing it seems as though if the 66A hits the opponent off axis that doorknocker will whiff after a couple of hits. Still useful though. Maybe some 9B+K antics could work here as well (goes back to testing.)
 
It makes me sad that...

CH a:B+K, 3AB, a:B+K, 66B takes off more than....

CH a:B+K, 2:A:B(MCF), 3AB, a:B+K, 66B ... the 2nd one feels so much more satisfying to pull off...

Now i need to work on the silly 4A:A:A:A:A JFs in combos :(

My new goal is to land...

CH a:B+K, MCF, 3AB, 4A:A:A:A:A, a:B+K, 66B in a match!
 
WS K CH you can get guaranteed 1K into whatever combo you choose, I like following it up with K, 9B+K, K or 9B+K, K , G for oki set-ups

So you can't shake WS K? I guess that's good considering that move is a lil slow + high!

I'm gonna start throwing that out lol....
 
wow, i wish you would post a vid of that 4AAAAA JF hitting in a launcher, im having a lot of trouble landing it hehe, you werent lying about that being the hardest combo to land
 
So you can't shake WS K? I guess that's good considering that move is a lil slow + high!

I'm gonna start throwing that out lol....


No you can shake it lol i dont know why i said guaranteed ;) but if you ever hit them with WS K CH most of the time u will get a 1K haha online though.... but real time yes it probably would be shook off ;)
 
wow, i wish you would post a vid of that 4AAAAA JF hitting in a launcher, im having a lot of trouble landing it hehe, you werent lying about that being the hardest combo to land

It really isnt even worth your time and effort to practice it.... Working on other things are much more important then any of the aaaaa or kkkkk JF's....
 
It's really just for style points. But I'll get a vid for you.

i still think that people should learn the 4A: especially, not just FOR juggle purposes. Reason being is that the JF makes the series VERY safe, to the point where you can interrupt attacks (from thsoe who block it) with a 2a:B, or evade with 4A+B or 214A etc. It's a nice pressure string that chips away at the soul gauge nicely. Not only that, if the block the first, you must block them all, because you can't duck in between them. There's no magic whiffing or anything. I think 5-8 of (if so much) of these blocked series = depletion of the gauge. Breaks head armor too.
 
How do you keep him from falling down after the 4A: Half the time it cancels and half the time he still falls down? Someone explain?
 
How do you keep him from falling down after the 4A: Half the time it cancels and half the time he still falls down? Someone explain?

You have to not hold any directions as you do the 4:A series..... soon as you push 4A pop it back to neurtral and you can only push exactly 5a's after that just wait an he will recover automaticly....

EDIT: !! This info is incorrect.... The recovery is random
 
i think 7_8_9A+B~G, 2A+B,B is a great follow up and combo. good for oki too

I do that all the time ;) pushes them away i usually sit down and teleport behind them after it.... i'm starting to like 66A+B more after the DeathCopter though
 
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