Here is a deceptive Cross Up combo.
[media=youtube]bXYUE0aKszY[/media]
So I guess a video thread should be well in the works soon.
Here is a deceptive Cross Up combo.
[media=youtube]bXYUE0aKszY[/media]
So I guess a video thread should be well in the works soon.
^^ you can add any attack before the cancel into Gehosen to add a bit moredamage
Hey guys, my game’s not coming in the mail until early next week, so I was wondering if anyone has checked what the BradyGames guide had to say about Yoshi or his combos?
Grounded you definitely cant connect a J.HK after a DP in an anti-air situation you probably could but there would probably be better options.
but doesn’t j.hk groundbounce?
It causes a ground bounce but unless you’re going to tag off of it you can’t get much of a follow up as it seems to only allow you to do one normal and a special after Yoshi’s ground bounce.
Just testing it out I cant catch them on an anti-air situation with the J.HK from Gehosen.
Ahh, ok. Well thanks anyways.
Any general tips for Yoshi? I really have no clue what to do with him as it is now. He just feels like hes really slow, doesnt have enough range, cant apply pressure well, etc.
Who are you running him with? I think you need to be quite patient with Yoshi, try to poke with St.MK, if you get a hit and your reactions are quick you’ll be able to convert that into a gehosen juggle/windmill tag/super/ex.bad breath. His overhead is pretty good and can lead to some counterhit setups. A lot of the time I think you’ll be fishing for the Windmill tags and on knockdown you have the choice of a decent crossup in J.MK and J.HP that doesnt crossup but it’s deceptive - if you think they will roll you can always be ready to windmill and tag to safety.
I have Yoshi and Ken as my anchor right now, but Yoshi I’m not having success with so I may switch him. I ussually try to get a windmill off with Yoshi and tag cancel to Ken for a combo, or go for a cross up/overhead.
St.mk reminds me of Dan’s in SFIV (which was actually a really good st.mk, its better than Yoshi’s to be honest) and I’ve been trying to use it that way. Is crouching mp any good? what other moves to poke with and how do I apply pressure? Whats the safety of his spins/windmills on block?
Wow, trial 20 is ridiculous. Took me almost an hour and I don’t think I can do it again. Smh.
cr. MP into windmill can be buffered/option selected, so i think you can do the same with st.MK
Yoshimitsu isn’t really as bad as everyone says he is. He’s not a HUGE combo character, but he’s huge on footsies.
Really? Honestly I didnt have too much problems with his trials.
1 through 19 were the easiest I’ve tried other than Law. Then I get to 20 and my hands won’t do the jab > short xx c. strong
according to the brady games guide, pretty much all of Yoshi’s specials are unsafe on block.
Even though people think the follow up for Slap U Silly and Stone Fist are safe, they are -62 on block.
EX Gehosen is the only invincible SRK Yoshi has.
Jumping HP is actually very effective against projectiles (from what i’ve seen/played), In theory Flea - Jump would be good.
Punch version of teleport can punish fireballs on reaction.
trial 20 shud be bnb after a hit confirm man, and I got pics from Yoshi’s part in the guide. Got his frame data…its horrible haha, ill try to upload right now if my comp doesnt become slow.
i know its gotta be pretty awful i’m curious just how negative on block some of his normals/specials moves are though…
i ordered the guide but wont be here for a few days so if you up those pages thanks
-62…are you sure thats only with mashing? How are they on block without the mashing?
and thats bad news about the specials…if he had some frame advantage on at least one special, he’d be that much better
my friend took pics for me, sorry if the edges are kinda blurry, but the frame data is good enough for now
Crouching Normals:
Standing Normals:
http://desmond.imageshack.us/Himg860/scaled.php?server=860&filename=standingnormal.jpg&res=medium
Jumping Normals:
http://desmond.imageshack.us/Himg40/scaled.php?server=40&filename=jumpingnormal.jpg&res=medium
Throws + Supers:
http://desmond.imageshack.us/Himg215/scaled.php?server=215&filename=throwssupers.jpg&res=medium
Flea Stance:
http://desmond.imageshack.us/Himg402/scaled.php?server=402&filename=fleastance.jpg&res=medium
Poison Wind:
http://desmond.imageshack.us/Himg690/scaled.php?server=690&filename=poisonwind.jpg&res=medium
Specials Part1:
http://desmond.imageshack.us/Himg32/scaled.php?server=32&filename=specialspt1.jpg&res=medium
Specials Part2
http://desmond.imageshack.us/Himg404/scaled.php?server=404&filename=specialspt2.jpg&res=medium
Overview:
http://desmond.imageshack.us/Himg401/scaled.php?server=401&filename=overviewzr.jpg&res=medium
Combos Part1:
http://desmond.imageshack.us/Himg109/scaled.php?server=109&filename=combos1.jpg&res=medium
Combos Part2:
http://desmond.imageshack.us/Himg820/scaled.php?server=820&filename=combos2.jpg&res=medium
Its depressing how unsafe Yoshi is. Oh well, I guess we’ll have to make do or switch.
Even though he has unsafe moves, he has some pretty good option selects, although he isn’t what a lot of people thought he would be =/