The Yoshimitsu Thread

Can you tag on the first hit if Ex.Suicide fast enough to hit low in time with Yoshimitsus’ second hit (both of which are overhead?)

You can’t create unblockable setup via tag cancel

Just found out that tonight. Interesting.

I put a few heihachi team combos in the combo thread. Anybody that has a ground bounce move will benefit yoshi, you can tag cancel the ground bounce move and super or chain into ex windmill. Looks pretty sick.

I’ve been using something to help in the shoto matchup (esp. Ryu), cr.mk will beat tatsu, I haven’t tested ex but regular works a treat, try it

Also, I’m pretty sure EX-Windmill beats Tatsu. It doesn’t suck them in, but if they use the heavier inputs they should fly right into it, getting their pound cake julienned to bits.

Another interesting thing to me, about Yoshimitsu and the game as a whole, the use of lp as an AA seems to be awesome, it’s like a jump in mk is meant to be punished by an air juggle and I haven’t tried but in theory this lp can lead to a cross art,

I think it’s good because the jab has no hurtbox, not sure on the science but that’s what it feels like, definitely worth practing for the Rolento, Rufus and Ryu match, ha all the Rs

Raven is feeling like Yoshi’s best partner atm. I’ll elaborate later.

Anybody have access to Mitsu’s frame data? They don’t sell Brady Guides here and I would like to know how much frame advantage he gets from s.short, and also the start up of his overhead

s.short is +3 on hit and overhead is 20f on startup, it sounds a lot but if you know they’re going to go low.

I think it would be handy for you to know that there is an e-book version of the guide that you can download off their site, there are a few links floating around to google docs with frame data too

Thanks, s.short is definetely Yoshis best normal

By the way has anyone noticed yoshimitsus jumping short actually moves him up in the air? And that you can cancel J.short into J.Forward making it a 2 hit air move, Yoshi is just full of surprises

Confirmed : Press away + short in the air then forward

Unique air attack that does not show up in Yoshimitsus move list in game, 2 Hit air move, Should be useful against Hyper Armor like Hugos Lariat

Would it be proper to call this move Yoshis air target combo? I think thats appropriate

Just been playing with that air target combo, it seems to be on a forward jump only, which is good that gives me ideas for an Asuka upkicks then tag into Yoshi then jump air target combo land and combo

I wonder why they decided not to put that in his move list.

Or maybe they just forgot about it, not a surprise with all the infinites, spelling errors, glitches and what not. Maybe other characters have these kind of “hidden” moves aswell.

I don’t know about you but I hope Yoshimitsu has an infinite, something silly with suicide would good,

and this air target combo i can’t seem to connect the second hit on a jumping hugo, it’s uses are limited, but the two-hit against armour sounds good,

I doubt Yoshi has any Infinites since he can’t use the re-stand mechanic/glitch and has very little normals that put him heavily on the positive or normals that crumple, but maybe suicide has potential I dunno.

Air Target Combo is useful because you can use j.short as a Air button and then hitconfirm some more damage and thinking time with the medium kick

Flea Stance seems to be extremely good against 'Sim, Beats all of his limbs from the air and on the ground, I need more research but It seems Dhalsim has alot of trouble dealing with Yoshimitsu, just because of his Flea Stance

4000 points with Yoshi and it might be time to drop him.

Only just started playing with himbut I having a hard time seeing his…bad side. For the cons he has he has goods. Its true he can exploit the game system as very one else but doesn’t seem to be designed on that manner.

He seems weakest in damag and combo but everything else feel manageable and his turtle game feels above average.

Anti-airing online is near impossible for Yoshimitsu lol. The only reliable anti-airs that work for me online are: cr.HP and EX Gehosen. Everything else I react too late and it trades or gets stuffed. I lost so many rounds just because I tried to anti-air with regular Gehosen or Triple Round House Kick. Offline I can easily pull it off on reaction but online it’s impossible.

Air to air seems the way to go for Yoshimitsu (air target combo ftw!). Also, I found that teleporting back or forward when they jump in on you is pretty effective (teleporting back is not entirely safe though because some characters can still reach you with crouching forwards and sweeps.). So is dashing under. So that’s what I’ll do from now on.

Teleport is not a good wake up option because Yoshimitsu is vulnerable on frame 0. That means any meaty attack will hit Yoshi out of his tele. So I think the best thing to do is block the first poke then reversal teleport. But that being said Yoshi’s teles are awesome for oki. I baited so many reversals with it that I punished with a full windmill combo. :slight_smile:

Also, people don’t seem to respect my Windmills which causes a problem because they keep jumping in on me and somehow avoid the Windmill hurtbox so they get a full combo. It seems there’s a space between the sword and the actual wind where the opponent does not get pulled.

Theoretical: Renic suggested that charging to ex.moves (lightening bolt) makes your next hit a counterhit.
He pointed out that typically, counterhit attacks have different properties, and I agree, that Yoshimitsu has excellent zoning with just windmill, but what if his offense requires a charged ex move to start an offense with a counterhit?

It would certainly fit the katana “one strike” style, but I cant find information about how many hitstun frames you get for counterhit attacks in this game, and I am unable to test attacks to find out.

Can anyone look into this?

Watch my recent video, I talk about it and show what Yoshimitsu can do off counter hits.

Yoshi has 2 main ways to full combo from counter hits:

  1. f.MK. His overhead on counter hit on a crouching opponent stuns them for a while. You have time to st.mk or cr.mp xx Windmill so I know the hitstun is at least 10-13 frames. But like I said this only works if the overhead hits them while they’re crouching. If they are standing you still get a counter hit but you don’t get enough hitstun to combo into anything.

  2. Flea Stance on counter hit (basically the sword coming into contact with a limb) allows Yoshimitsu to combo into Slide Headbutt and into Triple Roundhouse Kick. But the sword is only active for 1 counter hit. Then you need to “recharge” your sword again. And I read somewhere that you can recharge your sword’s counter hit properties by doing any move during Flea Stance (duck, jump, poison breath etc).

And all of Yoshimitsu’s anti-airs and air-to-airs allows you to juggle on counter hit.

I don’t know about other possible counter hit links. I’ll test this out later.