The Yoshimitsu Thread

Since it seems people are catching on with the Yoshimitsu zoning strategy, I wanted to share my team strategy.

I have been using Yoshi/Gief for the past week, and I have been using the very easy input gem on zangief to hide the sound of which special I choose, making them unable to hear button or joystick inputs, and making the sound of every special attack (that i use with a very easy input, the normal input is still there) sound the same, so they cannot guess which one is coming.

The very easy input gem method for Zangief was posted on the front page last week

Anyway, with meter building gems, I zone with Yoshi charge, meaty j.hp, and roll/teleport away. But if I catch them being pulled in by windmill while I have a meter, I switch cancel to Zangief and force them to move with jab>jab>

  1. SPD which beats neutral, non-invincible attacks
  2. EX.FPB eats a normal and beats walk back, absorbs an instant overhead from a jump
  3. EX.Greenhand fully invincible beating normals, backdash, follows opponent, leads to juggle combo, combos into itself
  4. More jabs for a hit confirm

Forcing your opponent to block and guess if your going to SPD them within 2 jabs forces them to play a game that they dont intend to play, applying pressure, easy damage, and wakeup game for being patient.

I believe Yoshi is that point character that builds meter and creates positioning instead of harboring damaging combos.

This jab jab jab offense Renic is talking about is pretty common online, so I decided to create a playstyle that makes people respect my zoning and crap-tier character. I enjoy those kneejerk ex.windmill punishes, those unavoidable SPD’s, and the rage.

Lets make the FGC respect zoning, because everyone and their plumber is jabbing and jumping in this game.

Edit:

Shouldn’t that song be in a Poison combo video?

Definitely agree. Been using Yoshimitsu/Steve and Yoshimitsu works pretty well as his point character. The tag combo potential is also great and sets Steve up to make use of his high damage output that would otherwise be difficult to set up on his own, due to Steve’s lack of solid mix ups.

Yoshi just seems like an unfinished afterthought. Hardly any decent normals, nothing safe, 1 close normal, etc. Hopefully they balance him at some point, because he needs a lot of work =(

Great and informative post! I find that I’m landing a lot of cr.mp > windmill charge dash cancel > grab works wonders. Yoshi has fast grabs.

Thanks for the appreciation. Just posted a whole bunch of stuff in the combo thread including some flea stuff.

For example the reason that combo in the video works is because it’s a super jump flea, which apparently causes enough hit stun to combo the headbutt.

lurk lurk lurk
While I have nothing big tech wise to add, I would just like to say Yoshi, despite all the hate he gets for being supposedly bad (Something I hope we, the Yoshi community can turn around at some point) he’s very fun to use and isn’t unsuable at all, abusing dat j.HP is working out great. My standard BnB with him is simple and does 337 meterless
j.HP s.MP DP + MP s.LK s.MK s.HK . It’s pretty minute, but i’m looking forward to more yoshi stuff we figure out in here. Is there any use for Poison Breath as an anti air, I feel like it’s hitbox somehow extends upwards.

I’m using Yoshi anchor with Law on point, I haven’t found too much synergy yet since I haven’t practiced tag combos as much as i’d like to, regardless team synergy isn’t as important as it is in UMVC3. I know teleport is technically unsafe but using it in reaction to being zoned say doing teleport on reaction to a fireball’s startup frames it could make it so Yoshi is unpunishable out of teleport. It’ strange how a character with a teleport is bad.

P.S While Yoshi being the worst is debatable, the lack of creative thread titles here disappoints me :confused:

i play Yoshi/Hei thinking bout switching Hei for Steve because i’ve always loved boxing characters in fighters. but anyway…

my basic strategy is right off rip of fight to teleport back and assess my opponent play style while keeping him away and aggravated with poison mists, windmill charges and fear of flea stance headbutts. i have trouble with jumpers tho. havent figured out Yoshi’s AAs away from dp p. what attacks should i be using as anti-airs and what combo’s do you try to get off w/ yoshi? basically i use j.H s.M windmill tag outs but i wanna learn offense with yoshi on screen. always looking to tag out with every combo is becoming lack luster. i know yoshi has to have some dmg potential in him. thanks for any tips you all can give

This just came to mind to me today, if your opponent is playing keep away and you Pandora Mode Yoshimitsu while you have your opponent backed up into the corner, what is going to stop them from taking Ex.Suicide to the face?

Isn’t that unblockable?

a. it’s not unblockable (according to memory)
b. forward jump on reaction
c. this is my 100th post :slight_smile:

Tag Canceling the overhead follow up has gotten me TONS of free damage today.

Ex suicide is a mid (overhead)

Best anti airs are cr hp, triple roundhouse, srk and especially ex srk. Maybe ex stone fists or normal windmill but you have to time it early. I dunno maybe just standing jab sometimes is best for a trade but you stop a combo.

However, if your opponent is going for a cross up, you gotta block.

It’s better to just air to air with j hp, or j mp which has crazy range.

I noticed ex stone fists has a bit of control to it, you can’t go back and forth but you can make it move forward less and more. Probably some tech there to make it safe-ish.

Check out my posts in the combo thread for other ideas and a block string that is pretty safe and sets up an ambiguous cross up.

Important things to remember are that a lot of yoshis moves don’t have an extended hurt box. There is a certain range yoshi should be fighting at that will make him shine. Use close st mp to confirm all your jump ins, it will result in the safest situation if blocked, sets up frame traps with light hits, and is crazy easy to confirm into light links into combos. It’s also the main factor for setting up that ambiguous cross up I was talking about. If you want to learn close offense with yoshi, start there and see where it leads you.

Combo thread, check it out. Also a good law/yoshi vid posted in there with some interesting tag combos.

Edit: big post in tech thread.

I might be dreaming but Hugo Lariat Charging with that hyper armor seems to absorb the suction hit from Yoshis windmill

Confirmed…such a stupid character, that move needs a nerf

Also EX-Stone Fist has hyper armor, so its a great AA, and also a his best reversal, although I don’t know how slow the start up is, this game lacks invu windows, so hyper armor is always good, especially with a move that goes forward

Actually, the game does have invul windows. Ex gehosen has full invul on 7 frame startup.

Ex stone fist has armor the first 14 frames, same with ex SUS

How does Yoshimitsu do against Zangief and Hugo?

There’s a few things that really annoy me about Yoshimitsu that don’t allow me to play like I would like to play with him.

For example: Sometimes I want to teleport behind my opponent but the game thinks I want to do an EX Gehosen. :confused: And if I use the 3 kicks sometimes a random Stone Fists will come out. This basically prevents me from using forward teles after chains and links. Thank god I can at least cancel normals into back teleport.

I had some setups in mind that just seem impossible because of this. Well they’re still possible but you basically have to delay your teleport, which is so dangerous if they’re mashing reversal. You sometimes have to treat teleport like it’s a 1 frame link.

Another thing that bothers me: Sometimes the hurtbox of Flea Stance (sword) isn’t active when I most need it to be (usually after a blockstring). And it’s pretty small. I’ve seen so many limbs go right through my sword but never get hit.

Other than that, he’s a really cool character and I’m going to stick with him for sure. I just find it unfortunate that I can’t do all the things I’d like to do with him.

Something really minor that I found out is that you can hit Akuma out of his HCB Fireball with the Flea Stance Headbutt.

Yoshi’s few good matchups. Zangief/marduk can do nothing against windmill. Hugo could use his super armor to avoid the suction but most of the time he will get sucked in. Way to inconsistent in yoshi’s favor.

Can’t Zangief just SPD after blocking the windmill?

I meant he can’t approach without eating a windmill. He can obviously punish it but you can literally charge your windmill for free and he just has to stand there blocking or eat a ex windmill. If he doesn’t block then you can either set up some offense or backdash and do it again. If you do somehow mistime a windmill, you can just tag out.

Edit: Anyone with terrible mobility might have trouble with the windmill. Paul comes to mind. Juri can’t do much about his windmill either.

Edit 2:Just keep in might characters that can extend their hitbox can just jump in and beat it, like rufus’s J.HP, Ryu’s J.HK. Unrelated to my first point but as I’m different characters, I tend to spam the windmill just to see what beats it.

Yoshi might have some good things but he is pretty unplayable because of Ryu