if you mash out the slap U silly, i’m not about other DPs but Sagat can punish you on what looks like the first frame of the fall, and I also use a neutral teleport or two when I’m at full screen first of all to avoid fireballs but also to make them think about every fire ball they throw,
As crazy as this this sounds the Flea > Sliding Headbutt is easier to land on charge characters if you hit them with a few over heads while their down backing, try going into flea after the back handspring from the overhead to spin (poison mist something fist)
Never… do yoshi’s windmill when you don’t have meter to make it ex or tag out. I just went into training mode and it looks like even on hit it can be punished easily.
You are invulnerable AFTER the 62 frames of recovery (i.e. start-up of falling animation)
Even if the opponent doesn’t know the match-up, he could probably mash to attempt to punish, and you would still be at a disadvantage if he whiffs.
Using windmill as offense is good, however get ready to tag in if your opponent is smart enough to walk in and block.
On hit it’s -2 on block, luckily there are no 2 frame shoryus in this game, so it’s actually kinda safe, just don’t get too greedy (i.e. after on-hit windwill try to go for BnB).
On block it’s pretty bad, punishable by jabs, SRK, throws, and command throws.
Yoshimitsu is unsafe on all his specials except Slap You Silly on HIT. (he’s at +0 which is neat because you can follow up with a throw, st.lp/cr.lp, instant copter out to throw bait, or just block if you think they are mashing shoryuken). His windmill is very unsafe on block but it builds a lot of meter and you can make it safe via tag cancel (you can potentially build back like half a bar).
Poison Breath is -11 on block but they can only punish it if they are close enough when they block it. From max range there are very little moves in the game that can punish it I think (need to do more testing). Some supers are probably fast enough though.
far st.hp, cr.hp, cr.mp and st.mk are his best footsie pokes. You need to use his fierce attacks at their maximum range. cr.mp is -2 on block and st.mk is +0 on hit.
For close up pressure, hit confirming and frame traps you should use close st.mp (+6/+3), st.lp/cr.lp and st.lk.
I went into the lab and put the com on auto block after it does a windmill and I could get hit with the windmill and punish with a combo into ex loop with ken. It even happen to me in an online match were the dude did a super right after he stopped getting hit with the windmill and I couldn’t block it.
I always use yoshimitsu…but in this game he feels so lackluster…
I’m curious to know, how have people been teaming him up to make up for what he lacks etc? I’ve been using Vega/Yoshi to kinda balance out the various movement speeds I may need.
you can catch rolling and combo into stone fists, and it beats tatsus on reaction and is good for letting your opponent know that he is in windmill and poison breath range
And im sure rolling is completely safe so I don’t see how you are using cr.Mk. even if you do a windmill on there wake up they can tech roll forward and be inside your windmill and still punish on wake up.
I can get 433 dmg off of a MK/cr.MK midscreen and corner, it’s a good normal, and funnily enough air to air j.MK is beast, I prefer it to j.HP and most definitely better than j.HK
cr.mk would be amazing if Yoshimitsu had longer legs. It would be able to go over most crouching forwards. But right now it’s kinda bad tbh, it loses 80% of the time against other cr.mks and doesn’t hit low.
I personally prefer using cr.mp. It has much longer range, seems to have more priority, trades less, is safe on block and it’s special cancelable. In fact this poke is so great I see very little reason to use cr.mk at all. The only reason why I sometimes use cr.mk is because it has 7 start up but that’s pretty much it.