The Yoshimitsu Thread

Yeah seems so I just tested it, its vulnerable between the transition of the manji/slaps but invulnerable during the actual fall. Pretty silly, because the transition between states is pretty long - i assume most characters could do a very strong punish.

His EX Slap U Silly seems good, though, especially for air juggles. I’ve noticed that a lot of multi hitting special moves like Ken’s EX Tatsu or Vega’s EX RCF work great on the ground but in the air their opponents fall out of the move pretty early one. Your opponent tends to…“stick” more into SUS and stay in the juggle state for the entirety of the move’s duration. Which seems nice.

Same for his forward roundhouse combo. He seems to be good for switch cancelling, both into and out of as they touched in the video.

I’ve been maining Yoshi, even though he doesnt seem that good, imma just stick it out for a while and see.

his normals feel really stiff and slow, and the hitboxes are deceiving, his s.mk has alot of range and is a good poke, if you have a good hit confirm eye, you can press Fierce x2 and get the launch.

his forward dash recovers quick soo thats always useful to get in range to poke.
his overhead is amazing, and once you have bar you can mix it up nicely.
ill be playing at Big Two on wednesday, ill try my best to rep, but my ground game with him is pretty lacking, i got some pretty cool stuff though =)

Too bad it wasn’t fixed. Watch Levelups raven/yoshi walkthrough. They mention the sword being just for show as well.

Trag did like 45% combo with Yoshi using one bar…people can say what they want. He has a great AA (as shown in the level up video), a teleport, and can hold people for tag cancels. Yoshi/Gief confirmed…

yoshi still looks pretty good to me but it looks like we’re missing some properties on his moves. maybe he’s better on defense than offense. i really like that j.rh groundbounces and his teleport still looks to be one of his goto moves. too bad no version of bad breath crumples air opponents anymore. i had some devious ideas for that.

Thought I’d link the trag13 video FGC HugoEgo mentioned. He’s right, there’s a 1 meter roughly 50% combo by Yoshi starting at 0:48. It looks pretty badass too.

[media=youtube]0PGVPfuJvTU[/media]

It looks like it’s: Jump :hk: Close :mp: xx EX Bad Breath :mk: xx :dp: :p: :lk: :mk: xx :dp: :p:

My bnb with him right now is close st.:mp:, cr.:lp: xx :hp:Gehosen, cr. :mk:, st. :lk:, st. :mk: xx :hp:slap then mash. For more damage, you can do a chain after the
st.:mp:[ cr.:lp:, st. :mk: xx EX bad breath] x n and continue with the combo.

I think his forward :hk: can be really good in the corner for combos, though you need to know your spacing. From what I can tell, his combos will all look the same since he doesn’t really have much to work with in conjunction with bounces (st.:mp: link into whatever light button you want). :hp:Gehosen is the main combo tool right now I think. Flea is kinda useless and his teleports are pretty good for defensive purposes. Offensively, it’s on the slow side so be careful with it. His best button is probably st.:mk: for range and cancel ability. Overhead is pretty good if you tag during the fists part. Fists and Windmill is good for combos since they can to leave opponents standing. He does okay damage with one bar, but again a lot of the other characters can do things much better than him.

I also don’t agree with anyone saying to put Yoshi second. He sucks at big damage after a tag and his ability to hold so nicely for a tag cancel screams, “PUT ME ON POINT!!!” Using teleport mixups on wake up as well as high low games…heh. Low tier my ass.

The thing is though if you put Yoshi first, he can’t really take on the rest of the cast. His footsie game is not the best, and coupled with his slow speed and start up on everything, he kinda losses to most of the other characters. At least if he’s second, you can have someone faster and can open up opponents easier. As for high/ low game, he kinda has a hard time confirming the hits (unless you use chains all the time, which realistically, is something we should learn to not do frequently as there are better damage options). You can’t really do worthwhile combos without spending a lot of bar using Yoshi (unless you have gdlk confirms because remember, he can’t cancel his :hk::hp:), which kinda reiterates why I feel he’s pretty weak .

if you land combo into Gehosen in the corner you can continue with cLP, sMP, sMPxxwhatever for better damage than 2 lights and MK
after a raw launcher/cross rush form partner in the corner he can sMP*3 xx whatever
EX windmill is good for frontal AA is you have good reactions, and covers a huge range. A 195 damage reactionary antiair that cover almost every possible range, I call that a good AA, honestly so far the only better AA in the game I can think about is Hugo’s EX backbreaker (which could arguably be the best AA ever in a capcom game lol)
EX Slap U silly (didn’t check manji) has armor

Tag cancelling an EX Slap gives your opponent:

  • enough time to space himself and do a fierce jump-in combo on hit
  • go for ambigous crossup on block

Overall I think he has very good options with meter, and his meterless bnb builds nice meter (and being in 300 damage range I don’t see it as weak, though for sure there are more damaging characters)

I think he doesn’t have neither 3 nor 4 frame grounded normals :confused:
I still have to find uses for suicides
f+MK crumples opponent on croching counter hit
sHK is the weirdest move ever. Huge pushback on block/hit but it’s crouchable and super slow which takes away the point. I hope it has some special/hidden property

[media=youtube]rRH4n9nfMu8[/media]

Some combos with Steve I’ve already listed but its nice to see them too. Apologies for the quality - I’ve got nothing to capture with other than my phone.

Edit: Also I like Ex-slap for tag cancelling. My problem is Ex-slaps count toward the damage scaling so whilst it’s nice to use every so often you probably can’t get huge damage off of it as opposed to tag cancelling a Gehosen but it’s great for setups.

Edit 2: My mistake, ex-slaps doesn’t change the damage scaling only the regular version

Edit 3: Changed the video added some Hugo Combos and some more playing around with Gatling Gun

Good stuff. I am also messing with Yoshi/Steve. Steve really compensates for the damage that Yoshi kinda lacks. Kazuya/Yoshi works pretty good as well, you can loop a few things with them and the damage is good too.

Yoshi/Steve was the team I decided on day -100. Funny that it actually works somewhat.

Agreed entirely, characters that have a lot of extended combos will benefit quite well from Yoshi’s windmill tags. Off the top of my head I’d imagine most of the Mishimas would work quite well with Yoshi and pretty much anyone who has long strings. Hugo works with everyone too but you have little against zoning characters.

Hello everyone, i’m kinda new and i’m really looking forward to unlock the real Yoshi potential (too bad I don’t have the game yet, damn you amazon).
Can you connect a j.hk after his dp? Maybe if you hit them while jumping you’ll have enough time to recovery
Can you perform option selects in this game? An anti-backdash os with his super should be great
Can you dash under the opponent after a dp?

I don’t think it’s possible to perform unblockables in this game…

[media=youtube]xhcbRXofYGc[/media]

But it is a completely safe tag set up, so there is some good that comes from this.

It’s nice but it’s not safe. If the opponent has meter he can Cross Cancel (the “alpha counter”) and hit both characters. If he has 2 meters he can counter into tag > Juggle for good damage.

os works in this game, so yes, it can be done

I should’ve added that in there. Cross Cancel will indeed beat that set up, but my main focus was to just show that it’s not possible to perform unblockables from tag setups.

Edit: According to Nerd Josh (Cross Assault Winner) unblockables are possible from tagging, but only on the first frame of the tag…