I just started playing Yoshi and I found something pretty cool in training mode. If you tag cancel out of EX SUS, you have enough time to either charge a meterless EX move or a 1 meter super. Tested this with Marduk but I think the charge times are universal so it should work with anyone. I’m not sure if this is new or not though. If not, I apologize for being free.
Apology accepted.
Yeah you guys are right. Yoshimitsu is and should be played like a support type character. Not to say he isn’t a good character to be played on point. But the big chunk of your damage will come from your partner or from Yoshi’s tag cancels into the partner. His pokes and mixups aren’t good enough to really open people up. The way Yoshimitsu wins is by baiting and whiff punishing. Or by running away for a time out when you have life lead.
The rest is mostly building meter while zoning/conditioning. Then using that meter to setup ambiguous resets off Windmill, SUS or EX Stone Fists/EX Suicide.
He’s also great at carrying the opponent into the corner so you might want a partner that is good once you get there.
Yoshimitsu is a character built yo support other characters. When you use him, you can get the big combo damage off of windmill, which snatches up a lot of shit, by tagging in Steve/Asuka/Kuma/those characters. He builds a TON of meter for this purpose. When you play Yoshi, you’re gonna switch about 1000 times more than you see players doing on stream now. When you keep him on point, you want to be the biggest nuisance/troll you can possibly be until you get meter or catch something stupid. Despite the walkspeed/lack of AA it is actually pretty difficult to stay in on Yoshi. Hint: abuse teleport. Eventually they’re gonna have to come at you and eat something, all his TC moves will get you back 50% meter on hit. Character 2 gets a free combo/reset depending on who it is.
It may sound silly, but Yoshimitsu is a troll character who excels at just that, being a goddamn troll. Act a clown until you have a meter, then get anywhere from 400-800 damage from one easy as hell hit confirm. If that’s not trolling on an excellent level, idk what is.
Pretty much, I don’t think its even really worth it to combo with Yoshi too much.
I mentioned this before, but I have been switch cancelling windmill into Zangief for the lull for awhile now
Can you throw people out of blockstun, or do you have to wait until they recover?
You have to wait a bit, maybe jab with yoshimitsu’s windmill once and then once without, and then hit it.
Its as easy as jumping anything jab SPD
Online I do it with very easy input gem to make it seem OP, which its not.
Ok, so by now you’ve probably noticed that Yoshimitsu’s main anti-airs are not really reliable online. It’s nearly impossible to react early enough unless you know they’re about to jump at you. And even then, cr.hp, Gehosen and Triple Roundhouse Kick can often trade or lose flat out making you lose 40-50% of your life. I know I’ve lost many rounds just because I tried to AA but reacted a few frames too late. Yoshimitsu’s EX moves allow you to react late but they can still trade or miss so they’re not all that reliable. So that’s why I spent some time in the lab trying to find other ways to beat jump in attacks instead of trying to AA.
1. Dashing under
When the opponent attacks in the air, they actually have 1 or 2 frames of recovery when they land before they can block. That’s why Windmill and Super only hit when the opponent presses buttons in the air. So one viable way to counter close jump ins and cross-ups is to dash under and hit them as they land. The window is pretty tight though so make sure you have the means to stay safe even if they block your cross-under attack.
Here are the best options for dash under follow ups:
-Dash under, cr.lk xx H Stone Fists
On Hit:You get a safe combo (170 -190 damage I think). You can Switch cancel for more damage.
On Block: You’re fucked unless you have a bar to make SUS safe via tag cancel. So only try this if you have 1 meter to spare.
-Dash under, cs.mp
If you dash under early you have 2 options: 1. hit them out of the air with cs.mp. 2. hit them as they land.
(air) On Counter Hit: Juggle with st.mk xx Gehosen. (223 damage)
(air) On Normal Hit: Creates an air reset and you can follow up with overhead/Sweep/H Poison Breath/Flea Stance.
(ground) On Hit: You can hit confirm into BnB or Launcher (290+ damage)
(ground) On Block: You can use Yoshimitsu’s safest chain (st.lp, cs.mp) to create some pushback. That chain is punishable by 3 frame moves so remember that.
-Dash under, st.lp
Same as above. Deals less damage but has faster start up so probably easier to land.
You hit confirm with st.lp, st.lp, st.lp xx Launcher/Gehosen
2. AtA Switch
As you know, we can only juggle from an air to air attack if we get a counter hit. But that’s why storing a counter hit is so good. It’s basically hit confirming your air to air juggle.
So one thing you can do for example is store a counter hit, then when the opponent jumps at you: back jump MP Switch cancel > whatever juggle.
J.HP however doesn’t require you to get a CH because it hits multiple times and creates a knockdown on hit even if they empty jump. So bj.hp xx Switch also works.
i picked up yoshi/ bob as my sub this week… i really like yoshi. and i like bob. so much so that im moving bob to my main team with juri.
so now, i need someone to go with yoshi. other than juri/bob/ryu/ken, who could possibly make a case for the BEST partner for yoshimitsu??
I think I’ma make a yoshi team synergy thread…
How’s:
“Assisted Seppuku: The Yoshi Team Synergy Thread”
Sound?
Good idea man. Do it.
I suggest someone with really ambiguous cross-ups, a low and/or overhead combo starter and good enough anti-airs.
Ideally it should also be someone who can handle zoning pretty well as Yoshimitsu can sometimes struggle against characters like Guile, Sagat and Raven.
geeez i wish dudley was here he would be a sick partner…
id almost just use sagat but he doesnt have much of a high/low that i know of… and i hated him all the way through sf4
might check out that steve guy
and @ mugetsu
please do it
I honestly think we should put Yoshimitsu first on our team. Here’s why:
When the match starts, you have no meter so you can’t rely on a tag cancel to get Yoshi out. Which means you’ll have to deal with something until you build your first bar of meter. This forces you to learn matchups and find defensive solutions other than relying too much on Windmill Switch and on your partner.
By putting Yoshi first, I’ve lost many rounds and matches, but I also learned a lot. As a result I’m starting to feel pretty confident in my Yoshimitsu’s abilities to handle difficult characters on his own. If I had Juri first I probably would have an easier time (since I would likely get a life lead more often than with Yoshi), but my Yoshimitsu would still suck/have less MU experience. So that’s why I think it’s a good thing.
You shouldn’t rely too much on your partner. Because your partner needs to rely on Yoshimitsu.
Yeah, I’ve actually put my partner at 0% when friends comeover, or even in arcade mode to learn Yoshimitsu better, often forgetting about a teammate so my Yoshi gets a solo act often when I play.
When you mash SlapUSily or Stone Fists for the full 8 hits, is he safe when he is falling or can certain moves punish him?
it’s a match up thing, most characters/players don’t now how to punish it, but cammy’s super can
I’ve tested this in training mode with Yoshimitsu as the dummy:
**HP SUS On hit no reps: ** 80 damage, +0f adv, 0.2 meter gain. Yoshimitsu is 100% safe.
HP SUS On hit full reps: 142 damage, -4f adv, 0.4 meter gain.
I tried mashing Ryu’s cr.lp, cr.lk, cr.mk, st.mk and Sweep but they all completely whiffed. The only things that worked to punish Yoshimitsu were: Shoryuken, cr.mp/st.mp and Super Art.
With Hwoarang and Cammy: All versions of their shoryuken kick/Cannon Spike completely whiffed.
With Zangief: All command throws and Lariats whiffed. But his Super worked.
This leads me to believe that only 3-4 frames and under are able to punish Yoshimitsu but he seems to have a much smaller hittable box when he is falling so most crouching jabs and shorts are unable to reach him.
HP SUS On block no reps: 20 chip damage, -8f adv, 0.125 meter gain.
HP SUS On block full reps: 45 chip damage, -11f adv, 0.33 meter gain.
Yoshimitsu is very punishable on block. All characters can punish him with a full combo no matter how many reps you do.
Note: I’ve only tested Slap U Silly so far and I’m assuming it’s the same thing for Stone Fists but I might be wrong.
I dunno about the frames but stone fists leaves you even farther away from the opponent so it should be even safer on hit right?
Love you guys but think I’ll be moving on from SFxT soon.
I may stay or not, but Yoshi is S tier <3
Gook luck on whatever you do next, and thanks for everything