HajimeOwari
[11] Champion
An important note on stuns in wall combos
Like all combos in SCIV, you are not allowed to re-stun with the same type of stun twice. For Yoshimitsu, it's important that I say same type of stun and not same stun, because Yoshimitsu's stuns are separated into fives categories:
So, if you start a combo with CH a:B+K, iMCF, 22B, 3B and end up hitting the opponent into the wall, you cannot re-stun with any stun on the wall thereafter. At that point 3AB becomes your best option.
Wall Combos
Listed by Starter
W! = Wall Stun
6K(W!)K
CH 3B, W!
33B, W! (Non-CH 3B causes a face-first wall splat)
CH 33B, W!
33K, W!
9K, W!
Other Notes
- If you're too far from the wall, 3B does not always wall stun.
- If you have your opponent's back to a wall, CH DGF A, DGF B, 3B will usually push them far enough to get a wall stun. iMCF, 22B will also do this.
- Unless your lined up with the wall it's possible that the 3A in 3AB will whiff. This is especially true if you're on the opponent's left side. 3B is the safer bet to use unless you're positive you're lined up correctly.
Like all combos in SCIV, you are not allowed to re-stun with the same type of stun twice. For Yoshimitsu, it's important that I say same type of stun and not same stun, because Yoshimitsu's stuns are separated into fives categories:
- CH 22B
- CH WS K
- CH DGF A
- CH iMCF, CH FC a:B, CH 6B
- Everything else:
- CH a:B+K
- CH 44bB
- CH 2A+BB
- CH 1B+K
- CH A+B
So, if you start a combo with CH a:B+K, iMCF, 22B, 3B and end up hitting the opponent into the wall, you cannot re-stun with any stun on the wall thereafter. At that point 3AB becomes your best option.
Wall Combos
Listed by Starter
W! = Wall Stun
6K(W!)K
- 3B
CH 3B, W!
- 2A+BB, DNK, iMCF, 22B, 3B, W!, DNK, 3B - 92 dmg
33B, W! (Non-CH 3B causes a face-first wall splat)
- 1B+K, A+G
CH 33B, W!
- 2A+BB, DNK, iMCF, 22B, 3B, W!, DNK, 3B - ~101 dmg
33K, W!
- 2A+BB, DNK, iMCF, 22B, 3B, W!, DNK, 3B - 89 dmg
9K, W!
- 1B+K, A+G_B+G (Back throw. Back throws can be broken by Astaroth and Voldo).
- 2A+BB, 33B, 1K, 8A+K
Other Notes
- If you're too far from the wall, 3B does not always wall stun.
- If you have your opponent's back to a wall, CH DGF A, DGF B, 3B will usually push them far enough to get a wall stun. iMCF, 22B will also do this.
- Unless your lined up with the wall it's possible that the 3A in 3AB will whiff. This is especially true if you're on the opponent's left side. 3B is the safer bet to use unless you're positive you're lined up correctly.