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[11] Champion
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All of those are BD only right?
Cus i remember talking to Hajime at EVO and he says that Flea 6A+K , A+K, FLEA K is a tech trap alrdy
Also, what about A+B+K setups? Some of those combos were good, but impractical. I would like to see situations where they are forced to Block A+B+K, or 44bA
Hajime: Against BS, like every other troublesome stuff in the game! you mustnt look for an opening, but rather create one.
ex if you duck at max range, voldo BS A+B will wiff, and you can punish, and his other options are out of range yet. BUT why would he wiff BS A+B? That is b/c you will be coming at him and forcing a mix up. 33B TC and has great range. 214A at a closer range is troublesome. Eventually, even basic spacing works well, but you have to keep in mind -
there are two ways to approach this, 1) one is to counter the maximum number of options with minimum effort. 2) The other is to deal maximum damage out of the correct guess.
In your game with OOF i think your main problem becomes apparent. you really lack adapatation. more than anything, you miss it in your own patterns, b/c you are too dedicated to certain stuff. You definitely overuse Tekken moves! sometimes they are not needed b/c you could have read your opponent and deal damage, but you still go for them. I mean, when I see you play I'm like WHOA this guy has a great yoshi. but then you lose horribly w/o any real reason except your inability to get over your own gameplan.
On DTN vs Saitoh.
DTN has very inconvinient playstyle, very strange, maybe that is the reason Saitoh has such a hard time against him. On the other hand DTN vs Astaroth is lacking, especially with yoshimitsu.
- Yoshi speed (and not just iMCF) can create a huge problem to astaroth in game. Especially to Saitoh who tend to throw away frame advantage for dubious mindgame.
- Throw punishing with WS A that leaves asta in BT and +0? That is a no-no. FC 3K is the way to go OR 214A anticipating a throw works decently too.
- Astaroth can definitely hurt Yoshi DFG game, so that kind of abuse is prohibited. Tech Jumping agains astaroth is another thing to reconsider, really. (which happend quite a few time especially 2K 8K is not a pattern you want vs Asta if even for him not having 2A)
- Too much 33B, I guess its a part of his gameplan, but yet, vs Astaroth getting in is more important than forcing a reverse mixup (if any), also he has a hard time with 33B, B+K variations.
- Astaroth can't really punish unsafes like 3B. iMCF spam... asta has no way to punish. (well, maybe 3A_B+G) etc.
There are more to that games , but I couldnt really watch it all till the end. ^_^
DTN said:Thank you very much for analysing my game. This is going to help me a lot improving my Yoshi
My playstyle has a lot more fantasy in freeplay than in a FT5/FT10 challenge, where my movelist is much more limited. I think I should work on this to become more unpredictable.
About the WS moves, I have this habit from playing Siegfried. I will train to do 6K2K more naturally.
[.. stuff about DNK that was said in FR forum ... ]
I think I have found a solution to not abuse DGF. I noticed I abused it a lot during my matches vs Dina and Keysona.
33B B+K / [B+K] is just an execution mistake. I will have to correct this.
I can do iMCF easily now, but I'm not the one to abuse it everywhere in a match, I try to set it up properly at the right moment and not just randomly. I realize that in certain moments or against certain people I could abuse it, but it's just not my style.
My Yoshimitsu is sort of weird. I try to play him like I played Yoshi in SC1, using a lot of 33B like it was Siegfried's 3B. If I tried to play like every Yoshimitsu does it, it would be silly. I play in my own way. People can find it ugly or sometimes unefficient. But I can't change my whole style and the way I see the game either.
Regards,
because basic dfg mix-up fails to be one against Belial. There is a timing for 2G, which allows your oppenent to block dfg K/ avoid dfg A, and be up for upcoming dfg B, Belial uses it quite well;Why so much stance dancing?
well, 1K or 214A will do much better job; 3B should be punished with 6K and FC1B with AAWhy not punish RLC A with 6K2K?
No it's not. I mean sometimes it connects, yes, but it's not guarantedFC 3K, DNK (6A+BBBB) is a combo against Mitsu.
i use them from time to time, but not on a regular basisHave you considered integrating Tekken moves into your game? There were several situations where you could have escaped Belial's Oki game with T2 (drunken stance) and T3 (Jin fists). There were also a couple ST3 (Kazuya UB) opportunities missed.
HajimeOwari
Hi, sorry for delayed reply
because basic dfg mix-up fails to be one against Belial. There is a timing for 2G, which allows your oppenent to block dfg K/ avoid dfg A, and be up for upcoming dfg B, Belial uses it quite well;
more to it, MED A\B can be avoided with step->2G, SDFG A\B\B+K\2B+K - same story, but step->G
so i have to to do something to setup, actually, the only mixup yoshi has - i try to disrupt his timings with idle stance transition animations, to make him anticipate more options than he was ready to and so on
at first 8B+K 6A+B worked like a charm, but now u see what i ended up with.
well, 1K or 214A will do much better job; 3B should be punished with 6K and FC1B with AA
but that's not what this is about
there was a time i always entered defensive mode when i saw rlc or mst crawling nearby and focused on antisipation rlcA\rlcB to punish it like a pro, and if there were rlc K's i thought: "what the hell, i'll take those, but u cant do them forever..", well that worked until i realised that i've been overwhelmed with options and all i did: stand guard, ready to hit 6k.
no question, rlc+mst are tasty and juicy, but i'm full of it, tnx =] u have to come up with something other than just spamming G, so your options + his options + reaction time and ect. sometimes u're just lost (well at least i'm)
you played Belial at EVO, u should get the idea that u cant antisipate and react properly to everything that goes beyond basic low\mid mixup.
or maybe i'm just getting old =]
No it's not. I mean sometimes it connects, yes, but it's not guaranted
u can combo dkn for like 5 times in a row and then it start whiffs for no reason
or did i miss something?
What about the Kazuya UB (23, 13, 03)? I find that very useful. Especially if you knock the opponent down first. 100% tracking and good damage. =) Considering Belial steps the Kunimitsu UB, I understand why you don't use it against him.i use them from time to time, but not on a regular basis
mostly because forget about them in heat of a battle + i dont find them that useful in my play, especially vs Belial, except maybe auto-gi to pwn rlc, yeah, i should do it moar =]
I noticed you wondered why i use 4b so often, well, i wonder why you wonder =]
I think that's the main tool to keep opponent pressured and one of the best yoshi's moves:
a) mid, -4
b) leaves opponent crouched
c) delivers massive guard damage
actually iMCF alone, forces your enemy to sit tight afterwards (not to mention step\backdash) since his options are limited by his position
also i often aim for soul crush (or at least make my opponent consider this possibility) by using 4b in aggregate with 66\33A+B, DFG B, 33B B+K (keep in mind that all those options major part of yoshi's damaging tools)
well that's how i see it =)
It might be irrelevant, since mitsu has the best stance in the game, but I only was able to play like I do b/c everytime my stance got countered and it seemed nothing I can do I told myself to get over it and keep looking for a way to use it effectively. Yoshi stance is pretty decent, so I dont think its a good idea to give up on it just b/c your opponent counters that perfectly. w/o stance yoshi is very limited char. I played Masato (FR yoshi player) and he really used stance in a way I hardly could defend against it, so it is possible, just ... you have to use all options yoshi has and stance shifts.I just feel like once you get an opponent who understands how to deal with mostly everything, then stances become worthless and way too much work for little reward
It might be irrelevant, since mitsu has the best stance in the game, but I only was able to play like I do b/c everytime my stance got countered and it seemed nothing I can do I told myself to get over it and keep looking for a way to use it effectively. Yoshi stance is pretty decent, so I dont think its a good idea to give up on it just b/c your opponent counters that perfectly. w/o stance yoshi is very limited char. I played Masato (FR yoshi player) and he really used stance in a way I hardly could defend against it, so it is possible, just ... you have to use all options yoshi has and stance shifts.