There are only 5 Yoshimitsu players in the world. And we just lost one of them.
Played against Vulcan Hadesâs Yoshi a few times in ranked matches over the last week or two. Think I even managed to steal a few while he was cursing at his TV at my laggy internet, lol.
When I see Yoshi charging windmill from 3/4 screen, what are my options? I know itâs -11 on block (right?), so sometimes I try to walk into range and block, so I can get a punish (or alpha counter on reaction to tag), but this rarely works, I usually just get sucked in. I canât jump, because by the time I can react to what heâs doing and footsies my way into a range, Iâll just get EX windmillâD by letting him charge. Basically it kind of feels like he can get free counter-hit charges whenever he wants? I have to take a huge risk to walk into windmill range, because for one bar and an easy hit confirm, he gets huge damage on hit. If heâs doing it at smart ranges, heâll never let me jump at him without EX charge ready.
I play Jin/Ryu, so I was throwing HP orbs/fireballs at him, but it doesnât really seem like the most amazing long-term strategy, I dunno.
You can empty jump for free when he charges windmill. The move will only hit you if you press buttons in the air. But if you empty jump you will be able to block Windmill and punish it hard unless he burns a meter to stay safe on block.
According to frame data, Windmill is -11 on block like you said. So mash your light or medium attacks to make sure you punish with a full cross rush combo or whatever. Online lag might make it a little harder to punish than it really is.
Pretty much. Unless you are at jumping distance. At jump distance you can blow up Yoshimitsu with a simple jump in attack. And from far away you can throw hadokens with Ryu. They prevent Yoshimitsu from safely storing counter hits.
Whatâs your GT btw?
Ah, this is the key. Thatâs good to know, I guess it makes sense, though I have to do it pretty quickly on reaction or else Iâll eat EX windmill, right? If I wait 15 frames to confirm and jump, my jump arc is gonna take longer than the 50 frame charge to EX and Iâll eat it?
Gamertag is Infilament.
EX Windmill also loses to empty jumps. Just like his Super.
Of course, the yoshi player can always CADC in anticipation of your jump and AA/AtA you. Or wait for you to land and mixup with throw/overhead/sweep/cr.lk. So at the end of the day, Yoshimitsu is still controlling your movements and forcing you to play his mindgame. Which is one of the reasons why I love that character haha.
Can someone tell me what can I do against Ryu? Just started using Yoshi yesterday.
I just started playing sfxt and this is my first capcom fighter.
Yoshi is my favourite character by far.
What do you guys think of this combo? Iâm thinking of using it as my bnb until i become more confident in the harder links
J.mk st.mp st.lp gehosen st.lk st.lk st.mk gehosen
Does like just over 300 damage I think
Also can you guys tell me some easy beginner meter combos.
Or the best meter combos in your opinion.
Sorry for the noobish questions.
Remove a st.lk from your BnB and it will be easier and scale less.
For meter combos, 2 things:
- Windmill tag cancel
- f.mk, mp tag cancel
Windmill is the best way to get a lot of damage and creates an opportunity to go for a reset (basically trade the last half of your combo for a mixup/ambiguous cross-up that could lead to another full combo and more damage in the end).
f.mk is Yoshimitsuâs overhead. And you can follow it up with MP which will do a small SlapUSilly. Now you can tag cancel the overhead follow up for good damage (usually around 250-350 damage which is very good for an overhead).
Yoshimitsuâs Super and Cross-Art are not worth the meter. Itâs often better to do Windmill/overhead tag cancels and save the rest of the meter for EX Gehosen, EX SlapUSilly/EX Stone Fists and Alpha Counters.
Lastly, Overhead on counter hit on a crouching opponent gives you enough hitstun to combo into a full st.mk xx Windmill combo. And j.mp counter hit tag cancel is also very good. So try to often store a counter hit (charge windmill until Yoshi flashes then cancel with a dash or backdash) for those 2 purposes: land the overhead CH and air-to-air CH tag cancel.
Oh, and welcome to the forums.
Thanks Vulcan, first capcom fighter, But kinda liking it cuz the execution doesnât seem as crazy high as SF4 lol.
So off any tag cancel, i just go into the bnb of my tag partner right?
Also can you explain how resets work in this game. Do I just drop the combo early?
Sorry coming from MK, alot of this stuff is new cuz im used to f+4 stuff with Kabal, or 1,1,2 with Sonya/Skarlett
Yeah iâve been meaning to start incorporating his overhead into my game.
Havenât really put much though into it cuz iâm still trying to just get his basic links into my muscle memory.
Been making do using his cr.mp for spacing and footsies though.
So much more of his stuff I need to incorporate.
Been being a scrub and just anti airing with Gehosen into combos for most of my combos. And spamming it out to get out of pressureâŚ
So badâŚ
Last question, what do you think of me using Xiaoyu as my tag partner lol.
Currently im playing just cuz she was one of my favs from Tekken, and because I saw chris G do that cool sweep combo lol.
I was thinking of using Ibuki, Chun Li, Sakura(When the DLC comes out) or Juri maybe as well
Still havenât decided properly on who to use.
SORRY for asking so many questions. This game is just so different to MK.
Well a reset is something that resets the damage scaling and puts the opponent in a pressure situation where he needs to guess. To make a parallel with MK9, Kabal can end a juggle with f+4 that will hit the opponent out of the air and put them standing in a stagger state. They are vulnerable to a medium/low mixup and have to guess while taking chip damage. Now, Yoshimitsuâs Windmill is kinda like Kabalâs f+4 when you think about it: It keeps the opponent standing and if you tag cancel it allows your partner to come in and either continue the combo or wait and go for an overhead/low mixup or an ambiguous/fake cross-up. So instead of doing a 400 guaranteed damage combo, you can do 300+400 for 700 total damage. But resets are only powerful if your partner has a good 50/50 that can lead into decent damage.
I donât know anything about Xiaoyu tbh. But thereâs a team synergy thread that mugetsu made btw. He put some videos on the first posts. Check it out. Right now, the best partners for Yoshimitsu seem to be grapplers like Kuma, Zangief, Hugo, King etc. But also characters with good mixups/anti-airs/ambiguous cross-ups like Lili, Juri and Heihachi. Ideally you should pick someone who doesnât struggle too much vs zoners because Yoshimitsu can have a hard time vs characters like Guile, Sagat and Raven.
Havenât seen any yoshi/xiaoyu teams, so there isnât any character specific information for her in there, but the main post will give you an idea about what youâre looking for concerning tags.
Try watching vulcans vids in the video thread so you can see what he means by choosing characters that can set up good mixups on a windmill tag cancel. For example Juri and Cammy can do ground hits and jump cancel over the opponent for a mixup (for cammy you can close hk> jump forward> either dive kick or j Lk for a cross up) Juri has a 50/50 with whatever those buttons are.
For Xiaoyu I know that she has that overhead that ground bounces which is nice, but I donât know anything about her lows, cross ups and more importantly whether she covers any of yoshis weaknesses or not.
I just watched a replay of a yoshi using autoblock and it block attacks while he is in flea then it puts him back in flea when he is done blocking. He cant block the attacks himself tho so when people do multiple hitting moves its all blocked with the gem. I just thought this was kinda lame that people who use assist gems get this perk.
âŚwow
Thatâs proof positive that those gems are mega glitched.
I think i just noticed a small Yoshimitsu nurf of all things, i could be wrong but when Yoshi was in flea he could not get hit by lows even when he was jumping, i was messing with it today with the patch and it seems he now gets off of the sword before he jumps so not he can be hit on his jump start up by them. Also i read somewhere you only get a couple extra frames on counter hits, so is the frame data wrong about his suicide which says its over 20 frames startup because he can combo into the EX off of a counter hit.
I also noticed something weird about Yoshimitsu when I tried him earlier today.
Thereâs a small visual bug/change with jumping Flea that wasnât present before. You see Yoshimitsu go in âduckâ pose right before he jumps. This didnât happen before. Not sure if itâs a nerf or a glitch⌠But it makes no sense to me that Capcom would feel the need to nerf Yoshimitsu of all characters. And a move that clearly didnât present any problem to begin with. But itâs obvious they made some small stealth changes.
Iâm not sure about this, but I think they might have slightly improved Yoshimitsuâs back teleport (with Kicks). It just feels better for some reason. Like, before if you did back teleport point blank you would reappear around max sweep range unless the opponent was cornered. I recall Ryu being able to sweep Yoshi on his tele recovery frames without needing to walk forward too much. But now Yoshimitsu seems to reappear outside of sweep range and slightly further than PPP version. Again, might be my imagination so donât quote me on this lol. I need to do more testingsâŚ
Goddamn, that jumping flea animation is so glitchy and ugly now, theres no way thatâs a nerf, definitely a glitch. If you watch youâll see he goes into normal stance and does his normal jump startup animation and then is back in flea for the jump. So ugly.
Like lewis said Ex suicide definitely combos from counterhit st mk, cr mp, cr mk and also close st mp, though it seems more strict than the others. That wasnât possible earlier right?
Didnt notice anything else yet
Im pretty sure Ex Suicide combo was possible i just thought the start up was to slow to combo off of anything and was wondering the frames on it and the frames added to counter hits. I didnât even think of the flea jump being a glitch when this patch purpose was to fix some of them, but it makes way more sense especially with the Rolento stuff.
Well I knew you could juggle with it, didnât know until now that you could combo off a grounded counter hit.
Ex suicide has 22 frames of startup, and all those mediums give like +0 to +4 except close st mp which gives +6.
Probably has something to do with the counter hit adding hitstun and also canceling out of the normal.
Kinda similar to how we can get a windmill cancel to hit off a st Lp on counter hit (windmill starts up in 18 frames).