The Yoshimitsu Thread

yoshi is pretty much guaranteed to be low tier he can’t jump out of shield and he has a crappy recovery - regardless of all his powershield tech this dude isn’t going to be winning anything important anytime soon.

Max messes around with Yoshi starting at 29:30 while talking to Seth.

[media=youtube]OHNqq2X9-c4[/media]

Nothing extraordinary, but we can confirm that Yoshi can still combo after his DP as seen in his reveal trailer. One thing I noticed also is that it doesn’t look like Windmill knocks down anymore. It could be that Heavy Windmill causes a knock down, but I haven’t seen that happen since his reveal trailer. Normals still look mad slow. I do really like his jump kicks, though. One seems to work similarly to Ibuki’s roundhouse (which causes a ground bounce) while another looks like a great cross up. Also Seth said that Yoshi is one of his favorite Tekken characters in SFxT and he has some interesting combos with the suicide move.

Yeah, suicide is almost completely unexplored at this point, I’m certain you can Switch Cancel it, at least the EX version, to do a command grab with the incoming character.

[media=youtube]XyhCEUGShrU[/media]!

So sick! Okay, so his spinning moves are safe–that’s good to hear. His triple roundhouse looks awesome. His overhead has followups. The only negative thing I’ve seen from this is that his EX Windmill and Super do not punish fireballs. Although, considering they punish whiffed normals on reaction, punishing fireballs might’ve been too good. Also LPN suggests that Yoshi will need a lot of meter for his mixups, so it sounds like Meter / Speed gems will be Yoshi’s main priority. LPN summed up Yoshi’s playstyle as a zoner, so Raven / Yoshi might actually be the most viable official team. My current question is, does Indian stance serve any purpose? Eventhubs lists it as a move, do you think he can heal?

I think it’s the teleport.

Also, no cancellable heavies? What gives? He’s not a grappler.

Maybe they’re used more for pokes? They seem to do a lot of damage. His standing medium kick might be his go-to special-cancel normal.

Still, a cancellable heavy is quite important imo. Probably some specials he won’t be able to combo into grounded now. Hopefully he has some unique move or tekken string that is special cancellable and have as much hitstun as a heavy.

It looks like he kinda sucks in this game tbh.

Specially because his sword normals don’t have sword normals hitboxes.

http://img405.imageshack.us/img405/721/hitbox.jpg

That’s from a non-gem build. That could have been fixed with the latest version

If only capcom’s logic wasn’t to nerf stuff further I might be tempted to agree. That’s the only footage of actual matches with him I’ve seen tho so I can’t compare.

Anyone have any ideas on teams? I’m thinking either Yoshi in the 2 spot with a good zoning character like Guile or Yoshi on point for tag cancels outta windmill for an easy charge super from the teammate? Maybe Yoshi with a grappler? Using his windmill to get other characters in might work. Could always just go with Yoshi/Heihachi, Team SC2.

I’ve been messing around with Kazuya/Youshi. Kazauya does so much damage. Yoshi, not so much but his combos (the ones I’ve found so far) are pretty flashy. You can use most of them in one combo which is pretty sick.

Didn’t know you could combo after the uppercut. Jab uppercut->cr.ab->suicide looks hilarious. Yoshi may be low-tier, but I’ll make him work

Edit: jab upper->cr.jab->s.fwd->suicide

Raven/ Yoshi is still probably going to be my day 1 team. I think he’s just weird. Once people adjust to his weirdness he’ll be awesome. Maybe like Vanilla SFIV Viper.

Who knows how good he could be…but Marvel 3 sword normals are not the standard for SF games.

Yoshi’s trials 9-16. Credit goes to youdonnome from Gamefaqs.

[media=youtube]VM8xTJxoOTI[/media]

The only bad thing about Yoshi is his mobility, gosh his walking speed is atrocious. Everything else is managable.

His combo damage is lacking though, he needs to either switch or use meter which is not good and the only special move that knocks down is his DP and EX twirl.

He has good jump ins and air to air stuff though, j.MP has good range I think you can jump safely knowing you have this move! j.HK gives you ground bounce > juggle on normal hit! Most characters need a counter hit to get a juggle off an A2A move. j.MK is his cross up, very easy to land and sometimes very ambiguous! j.HP looks to have good priority as well.

I dunno about the previous mentioned spin safety…the only special that seems to be safe are his medium strength spins, 236+MK or MP. I went to training and did the light and heavy versions and they are punishable by well timed jabs 3-4f stuff. I would take the risk of trying it and getting hit simply because it doesn’t knock down and you don’t seem to have much advantage afterwards. Of course I guess thats where you mix up different strengths but I’m just gonna stick to the medium versions.

My bnbs so far (the list is pretty short)

j.MK, close standing MP, st./crouching LP/LK xx to either:

  1. DP knockdown (does the most damage at 231)
  2. 236+MP/MK (safer and chips on block, but lower damage 182)
  3. link to LK > medium > sweep to knockdown or heavy > launcher ( overall does more damage depending on your partner, you can just go straight to this after st.MP for more ease of use)

basically I go for 236+MP/MK most of the time, but you have plenty of time to hit confirm off j.MK , st.MP to cancel to DP.

You also have the option of going into LK>MK xx EX gas or twirl but it really seems like a waste of meter.

Yoshi incoming juggle off tag launcher is pretty barren as well.

The only normals you can really get are LP/LK, sometimes MK if you have good timing.
You can cancel really only to DP or Spin.

I would recommend going into LP spin since it sets up a perfect cross up attempt if the opponent quick rises you can j.MK.

Whereas a DP knocks down and gives more damage but you don’t get that jump in spacing

I think he’s currently one of the weaker of the Tekken cast honestly, he can do some pretty nice damage but his normals are fairly slow. I do think J.HP will catch a lot of people as it never crosses up but it damn sure looks like it does.

Not sure if its possible but delaying the Ex.bad breath into a HK bad breath could be a nice mixup every so often?
Ex.bad breath> Cr.Mk xx HK. Bad breath?

In any case here’s what I’m doing so far:

(Using J.HP as the jump in)
Jump in of choice> Mp xx Gehosen > LK > LK >MK xx Gehosen
Damage: 366

1 Bar of Meter:
Jump in of choice > Mp > LP >MP xx Ex.Bad breath> Cr.MK xx Slap U Silly/Stone Fists/Windmill/
Damage:336 or 338 with the windmill

Jump in of choice > Mp > LP >MP xx Ex.Bad breath> Cr.MK xx Gehosen > LK > LK> MK xx Gehosen
Damage:366

Corner only:
Jump in of choice > Triple Roundhouse > MP xx Ex.Windmill
Damage:364

2 Bars of Meter:
Jump in of choice > MK xx Ex.Bad Breath > MK xx Ex. Bad Breath xx Gehosen > LK >MK xx Gehosen
Damage:412

Jump in of choice > MP > LP > MP xx Super
Damage:432

Jump in of choice > MP xx Gehosen xx Super (corner only)
Damage:495

Pretty basic and shit, hopefully come up with some nicer stuff with more time with Yoshi.

good stuff,

I like the round house > MP idea but too bad I’m not gonna use it as I rather have my hit confirm string.

Yeah, I am not going to waste meter on ex loops when Steve can use it better for more damage.

I can pretty much just see myself sticking to either tag launcher or safe strings, no reward for using meter.

Also found interesting note, forward +MK on CH gives you link to crouching string combo!, blow up those crouch techs!

I like the combo opportunity off flea xx slide but I have no ideas how to incorporate flea into his game. I’m pretty much just focused on jumping all day since I don’t like his teleport and I have j.MP/HK to scare people.

anyone have any ideas how to use ex suicide? If it hits you can tag cancel and get some good damage that doesn’t scale much! I’ve tried to juggle into it and even off the heavy advantage from MP or MK but it doesn’t combo…