You Shall Repent: Yoshimitsu Punishment

Oboro Shogun

[03] Disciple
Sophitia Punishment

AAA- can interrupt 3rd with AA/ 4B
AK-4B
6AA-can't jump but can GI between
3A-BB
1AA-3B
4AAA-3B/ can interrupt 2nd hit with AA to cut options / can 4B+K second hit to avoid mixup
4AB- 6K/ can interrupt 2nd hit with AA to cut options / can 4B+K second hit to avoid mixup
4(A)AAA-WS A/ 6K
4(A)B-6K/ CANNOT 4B+K 2nd hit or interrupt
WS A- AA
66A- AA/ 4B
11A- WS K also interrupts 2nd A
11AA-BB
6b- AA
6BA- AA/ 4B
6bA-AA/ 4B
3B- 6K close/ BB med/ 4B far
FC_2BB- 3B
FC_2BK- AA
1BBBB- 4B
1BBB- WS K
1BB- WS K
1B- WS K
22BAK- literally anything
44B- 6K / BB max range
K- AA
FC_2K- WS K
1K- WS K
BT 2K- WS K
66K- BB
8A+B- 6K/ WS K
B+K- AA
B+KB- 3B
6B+K- AA medium and close
8B+K-AA
8B+KA- 6K/ WS A combo/ can interrupt 2nd hit even on hit
8B+KAB- 3B
66A+B- AA
22A+B- BB
66B+KA- 3B
66B+KAB- BB

Twin Angel Step
A- BB
AA- WS K
AB- can 4B+K around 2nd hit
B- BB

Angel Step
A- 3B
AA- 6K/ WS A
B- 3B

Soul Charge
BBBB- can interrupt 2A
44AB- can 4B+k around 2nd hit
AnS AAB- can 4B+B around 2nd hit
AnS B- 3B
 

Oboro Shogun

[03] Disciple
Astaroth punishment

AB- AA/ 4B if close
3A- AA/4B
2A/ FC A- WS K
1(A)A- CE/4KB if close
4A- AA/ 4B
4AB- step to Asta's right in between
PT- BB
PTAAAAAA- 6k
9A- BB
66A- 4KB if close
66AB- AA can interrupt
22A- AA
22AA- AA/4B
44A-AA if close
BB- AA can interrupt
bK- WS K/ 4B 4B cuts off all options and interrupts 2nd K
3B- AA/ 4B
1B- 4KB/ WS A combo
WS B- 4B
9B- WS K
11B- 6K
6K- AA/ 4B
2K/WC K- WS K
1K-4KB cuts off all options also
4k- AA
9k-AA
WC 3K- AA/4B
WS K- 4B/ AA if close AA cuts off all options
BT 2K- WS K
66(K)K- AA
6A+B- 4B
2_8A+B/22_88A+B- 4B
4A+B- 3B
6B+K- BB
6(B+K)- AA

SOUL CHARGE
6BA- can interrupt with AA
6BB- can interrupt with 4B
4BB- can interrupt with BB
66KK - AA
 

Oboro Shogun

[03] Disciple
Siegfried Punishment

AA- AA close
AAA- AA/4B
(A)- 4B beats options except at max range where A+B can avoid and punish.
Aa4- must be fast to beat stance options
aB/a:B- 6K
a:g(A)- stance transitions easily interrupted even with 3B
6A- AA/ 4B
6AB- 6K
6(A)- interrupt stance options with 3B
3A- BB
2A /FC A- WS K
1A- 6K/ WS A
1AA- WS K
4A- 4B
44(A)- BB/3B interrupt stance options
WS AA- CE/ WS A/ 6K
WS Aa2- can be interrupted easy
9A- AA if close as in back to wall
66A- AA trades with K on block
BB/bgB- BB very close ie wall/ 4B close to med
B6- 6K
66B- 4KB/ ws A combo med to close
6BB- can step between
6(B)- 2A/ BB interrupt stance options
3B/WSB/9B/33B- 3B/ 4KB long range
3(B)/WS(B)/9(B)/33(B)- AA interrupt stance options
4B- 6K close/4B med
44B-BB
22B-AA
22BB- BB/4B far
22(B)- step to Siegfried left to step stance options and be able to low block
22BBB-can step 3rd
BTBB- 6K/WS A combo
3KKK- 6K
3K-AA
3KK-4KB/ WS A combo
2K- FC 2A/ FC 2B
1K- 6K/ WS A combo
1(K)- WS B trades with K for launch
4KAAA- 6K/ WS A combo
4K(A)- can interrupt options if you react
4KAB- can interrupt B with AA/ 4B
4KK- BB
236K- WS A/ CE after pushback whiff
9K- WS K punishes and interrupts 2nd K
9KK- 6K
66K-AA
44K-3B
66A+B- 4B far/ WS A
2A+B- 6K close/ WS A medium
4A+B- WS K

Base Hold
A- 4KB/ WS A
K- 6K

Reverse Side Hold
B- 3B
K- 4KB/ WS A also cuts off (K) options

Chief Hold
AA- 4KB/ WS A also cuts off (A) options
KB- BB
KK- BB

Side Hold
A- 2A
AA- 4B/ WS K close
(A) can interrupt options if you react
B- 4KB
K- BB
A+B- 4KB range limited
 

Oboro Shogun

[03] Disciple
Nightmare punishment

A A - can be interrupted by 3B on block
On hit can be interrupted by GI

(A)/ 6(A)- all option beat by 2A. b:A may dodge 2A but can still punish after it whiffs

aB- 6K

6A -close 6K, med 4B, tip range safe

6AA/ 6AaG- 2A interrupts 2nd hit and any stance options

3A- 3B

3AA- 3B, can GI between hits on block.

2A- close FC1AAA, far FC B/ WS K

1A- close/ med w meter WS A combo, no meter 4K B, max distance CE punish

44A - close ie back against wall AA/ 4B

6A GS- 6K interrupts all options use 2A if they empty GS to bait

22A- close/ med AA

22A- close ie back against wall 6K

9A- AA/ 4B close

WSA- 3B

WSAA-6K, WRA combo with meter


B- close/ med 3B, far 4K B, 4B

BB- close ie back to wall 6K, can step between swings to NM right.

Bb6- 2A/ MCF beats all stance options

2(B)- 2A/ MCF beats all stance options but at tip range will whiff on NLS A and get beat.

6B- 4B at all but max range
6BB - close ie back to wall 6K

4B/4BB- AA also interrupts 3rd hit in string.

4BBB- BB

1B- WS B, WS A combo w meter

22B- close ie back to wall 4K B

66B- 3B

66(B)- 6K beats all options, 2A if they empty GS to bait

44B,B- can step between

11B- 4KB also cuts off stance options.

FC3B- 3B

WSB- 3B

2K- WS K

4K- BB

4KB- AA/ 4B GI can interrupt 4KK or 4KB

66K/ 66K GS- 6K both punishes and beat stance options

WS K- 6K

2A+B- 6K close, 4B at distance

6A+B- BB

NSS A- if super close ie back to wall AA can punish. Must be very close.

NSS (A)- 2A beats all options.

NSS B- BB

NSS K- BB

NLS (A)- 2A beats all stance options

NLS B- AA if very close ie back to wall

NLS (B)- AA beats all stance options except at tip range where it will whiff.

NBS A/(A)- 6K, WS A combo of you have meter will also cut off stance options

SC WSKB- AA/ 4B 2nd hit can be ducked

SC WSK(B)- 2A beats all stance options

SC 66KK- 2A interrupts 2nd hit or can step

SC NSSaB A+B- can GI or step after first hit

SC NSA+B- 4B+K can evade 2nd hit for punish
 

b4k4

[10] Knight
Good shit Oboro.

Also, I've been maintaining a Yoshi FAQ along with @Signia who did a lot of the early work on frame data. I recently added a "Punishment" tab, where I sorted everything by startup and then trimmed out all the things that are useless or aren't Natural Combos.

If you know how negative a given move is on block, you should now be able to refer to this guide to find your optimal punishes.

Yoshi FAQ