Yoshimitsu Combo Thread

(Imma post the Thread, but it is obviously incomplete, just a placeholder so to speak)
Please post/share new combos you find in this thread. :slight_smile:
It would be prefered if you did not post combos with either Jump ins, or hit confirm start ups (i.e. st. lp xx st. lp xx SRK)

Some Notes:
3 max on poison breathe loops, after the last loop, the second hit of your combo will cause them to fall out.
On juggles on Gehosen (srk), st.lk can be interchanged with cr.lk, or cr.lp.
The juggle after the st.lk can be interchanged with cr.mp, cr.mk, st.lk, cr.lk etc.

Special Moves:
Gehosen = SRK
Poison Breath = PB
Slap U Silly = SUS
Sword Poke Windmill = Windmill
(Super) Sword Poke Windmill = Super

Normal Moves:
s. = Standing
cr. = Crouching
p = Punch
k = Kick
l = light
m = medium
h = heavy

Others:
xx = Link
> = Sequence (Magic Series/ABC)
, = into
[ ] = Notes

Combos following Gehosen (SRK)

Spoiler

SRK xx s.lk > st.mp > st.hp - 245
SRK xx s.lk, SRK - 255
ex. SRK, SRK - 267
SRK xx s.lk xx s.lk, SRK - 268
SRK xx cr.mk, SRK - 285
M.SRK xx s.lk xx s.lk xx s.mk L.Gehosen ~291 [Vongo1a]
SRK xx s.lk xx cr.mp, SRK - 292
SRK xx s.lk > sr.mk, ex. Windmill - 337

Hitconfirms into Windmill
cr.mp, Windmill - 180
cr.mk, Windmill - 180
st.mk, Windmill - 180

Triple Roundhouse Follow-Ups
f.hk > f.hk > f.hk, SRK
Flea - Slide, f.hk > f.hk > f.hk, Super - 400+ dmg

Poison Breathe Combos

Spoiler

st.lk > st.mk EX. PB x3, SRK - 259 (3 meter)
s.mp xx s.lp > s.mk, EX. PB xx c.mp > M.SRK xx s.lk s.lk s.mk > L. SRK - 308 (1 meter) [Vongo1a]
lk > mk EX. PB, SRK xx cr.lp xx cr.mp, SRK - 290 [mugetsu]

Spoiler

J. Hp, close mp, lk > mk, ex breath, srk xx cr lp xx cr mp, srk 367 damage

J. Mk, close mp, lk > mk, ex breath, srk xx cr lp xx cr mp, srk 332 damage

J. Hp > close mp> lk, mk (chain) xx ex breath > ex srk > srk 374 damage

J. Mk > > close mp> lk, mk (chain) xx ex breath > ex srk > srk 339 damage

J. Hp > close mp> lk, mk (chain) xx ex breath > srk > cr lp > cr mp xx ex windmill 384 damage

J. Mk > close mp> lk, mk (chain) xx ex breath > srk > cr lp > cr mp xx ex windmill 349 damage

J. Hp > close mp> lk, mk (chain) xx ex breath > srk > cr lp > cr mp xx ex suicide 365 damage

J. Mk > close mp> lk, mk (chain) xx ex breath > srk > cr lp > cr mp xx ex suicide 330 damage

J. Hp > close mp > lk, mk (chain) xx ex breath > super 458 damage

J mk > close mp > lk, mk (chain) xx ex breath > super 423 damage
[credit to mugetsu]

Combos off of: close s.mp
close st. Mp> l.atk, SRK xx cr. lp xx cr. mp xx SRK - 358 dmg [mugetsu]

Hit Confirms into Windmill

  1. cs.mp (CH), cr.mk xx Windmill.

  2. f.mk (CH), st.mk xx Windmill.

  3. Flea Headbutt, st.mk xx Windmill.[Vulcan Hades]

Follow Up after Flea
Flea headbutt > Triple Roundhouse Kick, st.mk xx M Gehosen TC > BnB combo ender = 370 damage for 1 bar.
Flea Headbutt > L Gehosen, st.lk, st.mk xx M Gehosen TC > BnB combo ender = 434 damage for 1 bar.
Flea Headbutt > st.mk xx Windmill TC > nj.hk, Launcher > cs.mp, st.mk xx M Gehosen = 433 damage for 1 bar or 410 if I keep partner in.
[All credit to Vulcan Hades]

Ex Suicide combos:

J.mk > close mp > jab xx srk > lk > mk xx ex suicide 319 damage

J.hp > close mp > jab xx srk > lk> mk xx ex suicide 354 damage

[mugetsu]

Best Combos (updated for ver 2013): (All credits to Vulcan Hades)

Spoiler

Punish:
j.hp, cl.mp xx HP Gehosen, s.lk, s.mk xx HP Gehosen (365 dmg)
j.hp, raw Launcher > BnB ender (~360-420 dmg)
j.hp, s.mk xx Windmill xx switch > BnB ender or launch back to yoshi (~478-510 dmg, 1 bar)
j.hp, s.mk xx EX Suicide xx switch > BnB ender or launch back to yoshi (~628-678 dmg, 2 bars)
Hit-confirms:
j.mk, cl.mp, s.lp xx HP Gehosen, s.lk, s.mk xx HP Gehosen (323 dmg)
j.mk, cl.mp, cr.lp xx HK Stone Fists xx switch > BnB ender or launch back to yoshi (~360 dmg, 1 bar)
j.mk, cl.mp, s.lp xx s.mk xx EX Poison Breath, throw (290 dmg, 1 bar)
j.hp/air target, s.mk xx Windmill xx switch > BnB ender or launch back to yoshi (~470-510 dmg, 1 bar)*
*It’s possible to hit confirm with j.hp or air target alone since it’s multiple hits. (you can visually see/hear if the opponent is blocking or not)

Overhead combos:

f.mk, mp xx switch > BnB ender or launch back to yoshi (~315-350 dmg, 1 bar)
f.mk, mp, bb xx EX Gehosen, HP Gehosen (289 dmg, 1 bar)
LP Suicide xx switch > BnB ender or launch back to yoshi (~510-567 dmg, 1 bar)
EX Suicide xx switch > BnB ender or launch back to yoshi (~600 dmg, 2 bars)
Counter/Reversal combos:

EX Gehosen, HP Gehosen (250 dmg, 1 bar) xx switch (~450-470 dmg, 2 bars)
EX SlapUSilly/Stone Fists xx switch > BnB ender or launch back to yoshi (~478-510 dmg, 2 bars)
EX SlapUSilly/Stone Fists xx switch > charge EX to Super (500+ dmg, 3 meters)
Anti-Air combos:

LP Gehosen, s.mk xx HP Gehosen (228 dmg) xx switch (~375 dmg, 1 bar)
LP Gehosen, HP Gehosen, HP Gehosen (278 dmg) xx switch (~400-440 dmg, 1 bar)
cr.hp (ch), s.mk xx HP Gehosen (298 dmg) xx switch (~420-460 dmg, 1 bar)
cr.hp (ch), s.mk xx Cross-Art (~550-600 dmg, 3 bars)
Air-to-Air combos:

fj.hk, cl.mp, s.mk xx HP Gehosen (285 dmg) xx switch (~400 dmg, 1 bar)
bj.hk, Super (415 dmg, 2 bars)
air target, s.mk xx HP Gehosen (235 dmg) xx switch (~350 dmg, 1 bar)
air target, Super (377 dmg, 2 bars)
bj.mp (ch) xx switch (~300 dmg, 1 bar)
Post-Launch ender:

cl.mp xx CADC, cl.mp/cr.lp, s.mk xx HP Gehosen (max damage)
cl.mp, s.lp, s.mk xx LP Gehosen (best okizeme)
cl.mp, cr.hk xx CH store
cl.mp, cl.mp, cl.mp xx HP Gehosen (corner)
Post-Switch ender:

same as post-launch
HP Gehosen, MP Gehosen, HP Gehosen
(j.mp/hp/hk), cl.mp, s.mk xx HP Gehosen
Possible links for hit confirming:

  1. cs.mp, s.lp (this one is all you really need to practice)
  2. cs.mp, cr.lp
  3. cs.mp, s.lk
  4. cs.mp, cr.lk
  5. s.lp, s.lp
  6. s.lp, cr.lp
  7. s.lp, s.lk
  8. cr.lk (ch), cr.lk
  9. s.lk (ch), s.lk
  10. cs.mp (ch), cr.mk (great for counter hit hunting because cr.mk can combo into Windmill unlike lights)

Mid-range buffers:

  1. s.lk xx s.hp xx Launcher
  2. s.lk xx s.mk xx EX PB / EX Windmill
  3. s.lk xx s.mk xx EX SUS xx switch
  4. cr.mp xx Windmill xx switch
  5. s.mk xx HP Gehosen / MK PB

You should punish things with (fastest to slowest):

  1. cr.lp/s.lk xx boost/HP Gehosen (4f)
  2. EX Windmill or Super (6f)
  3. cr.mk xx HP Gehosen/Windmill (7f)
  4. s.mk xx HP Gehosen/Windmill (8f)
  5. Cross-Art (8f)
  6. cr.hp xx Launcher (11f?)
  7. Flea to Sling Headbutt, s.mk xx Windmill xx switch / HP Gehosen / Launcher (17f)
  8. Windmill xx switch (18f)
  9. j.hp, s.mk xx Windmill/EX Suicide xx switch (for long recovery moves like raw tags)

Jump in combo:

J.fierce>f.hk>f.hk>f.hk>SRK>SRK
meterless bnb

Corner combo

cr.mp>SRK>cr.lp>windmill>tag
^just flashy, not efficient

Gehosen Combos
s.mp xx s.lp M Gehosen -> s.lk s.lk s.mk L.Gehosen 291 damage

1 Meter
s.mp xx s.lp > s.mk > EX poison breath xx c.mp > MGehosen xx s.lk s.lk s.mk > L Gehosen 308 damage

My bnbs

You can loop the s.lp > s.mk Ex poison breath for shenanigans but it scales to badly.

You can tag out after the second Srk for damage, which is why I use L Gehosen. Any other version will cause most people’s normals to whiff.

You can add a jump in to add extra damage.

I like to use cr. lp> cr. mp xxSrk for Srk juggles, one less hit than lk, lk, mk xx srk to help with scaling in longer combos, like if yoshimitsu is coming in for a switch cancel. Also it’s easier to juggle with cr lp than st. Lk. Just my preference though, so in all of this you can substitute any cr lp and cr mp for the kick versions. Crouching lp or cr lk comes out faster than st lk, but cr mp comes out slower than st mk and cr mk. What’s more important is that you will mostly just want to use just one light before the medium, and depending on how many hits you’ve already done you might not even want to do a medium and just cancel into srk from the light attack.

For jump-ins, j.mk or j.fp are great starters for combos, obviously the difference is that j.hp has more hits/damage, and j. Mk is used for cross ups.

I do combos that confirm the jump in hit with cl. St mp, then link into standing or crouching light attacks to cancel into Srk. I use the close standing mp instead of mk because it’s the same damage, 3 frames faster and I don’t run the risk of fucking up with a random overhead input. Plus it’s easy to confirm off of. You can still cancel directly off of the mp to save a hit.

There are some interesting uses for his chain combos during a juggle: lets say I do a combo into srk, and juggle with lk, close st. Mp, hp chain (you can link between lights and the mids to increase damage). This puts the opponent in a perfect spot for a jump in cross up while sacrificing some damage. This would be used mid screen, obviously. And if you don’t want to risk the jump in, it’s also a perfect range for cr. mp and st. Mk pokes into poison breath confirms. Too far away for cr. mk (I’m using a rolento dummy).

So anyways:

J. Hp> close st. Mp> light atk xx srk > cr. lp (cr lk, st. Lk)> cr. mp ( cr mk, st mk)xx srk. Works everywhere, 358 dmg. Canceling into srk from the cl mp will get 365 dmg.

Substituting j.mk for j. Hp gets you 323 dmg. Canceling off the mp will get you 330 dmg instead.

Ending with Ex windmill instead of srk in the corner will get you 392 dmg starting with jhp, 357 with j mk, 408 and 373 respectively by canceling off the mp.

For ex breath off of the lk, mk chain, I think the best thing to do is raw uppercut, then cr lp, cr mp xx srk. Will get you 297 dmg. if you did two light attacks then a mid you’d get 2 less damage (omg). If you just cancel ex breath off the st mk and follow up the same way, you get 330 damage instead.

So I mean the scaling really makes you think about how many hits you want to do and when to use chains, you’re going to aim to set up positioning more than getting the most hits possible. Especially coming in off a tag, you’ll want to keep it short and sweet. Ending with the chain combo juggle I mentioned earlier will put you in a nice spot for a jump in or pokes.

If you end with an srk instead, you are too close too jump, however, you do more damage and you recover faster. Throwing out a meaty mk/hk poison breath will force a block from a quick recovering opponent. A blocked mk/hk poison breath puts you in a good position to do a jump in cross up or try the overhead into slap combination if you think they’re going to block low/poke with footsies, also still in range for a neutral jump hp. If you don’t want to meaty poison breath take a step (not a backdash) back for a good range to jump cross up.

So…yeah. Lastly don’t forget that charging windmill to ex and dash canceling will give you counter hit properties on the next move (whiffed or not) and will add some damage. You can retain this property while doing teleports too.

Something I didn’t see mention anywhere is that his overhead (forward + mk) can lead to full combos on counter hit. (opponent must be crouched when they get hit otherwise it won’t do as much hitstun)

So for example if you read that your opponent is going to crouching forward or sweep, you hop over it and get a counter hit and from there you can do stuff like cs.lk, st.mk, st.hp xx Launcher or even cr.mk xx windmill tag cancel for disgusting damage. Or you can just throw a naked Cross Art and it will connect.

His overhead is also great to throw bait and beat crouch tech attempts. (so a good follow up after an empty jump). If they try to throw, you win but don’t get a counter hit. And if they try to crouch tech, you can get a counter hit (though it depends on how soon or late they try to tech). I’ve been testing this in training mode and it seems like I only get the counter hit 30% of the time so keep that in mind.

Don’t turn the combo thread into the tech thread, even though its good info ;D

Thank you for posting this …I was going to but I didn’t think I was on here enough to moderate it.

Cleaned up a bit, and added a few more combos.

After the triple roundhouse followed by srk, I can’t follow up with anything else, not calling the originator a liar, I just cant get it, whereas I can follow up any other srk easy.

If you’re in the corner, you can do j hp, triple roundhouse and then do lk, lk, cr mp xx srk, but I can’t do an srk, then follow with a light like the combo says in the first post. You can do triple roundhouse then srk then super like in trial 19 if you’re in the corner.

You can also follow up triple roundhouse with cr. lp/ st lk, cr mp/ cr mk xx cross arts.

Also for mid screen after triple roundhouse, only an hp srk or a cross art will work for follow ups. Cross arts after triple roundhouse mid screen looks especially sweet.

After testing vulcans post on the overhead counter hits, you can only follow up on crouching counter hits, not standing. But that’s fine because that’s obviously what you’re looking for anyways. You’ll know you can follow up if the opponent falls on their ass. If not then you hit them standing and can’t follow up (as far as I’ve tried).

Last but not least the combo you credited me for at the end of the post is correct (after close st mp), but that damage is only after doing a j. Hp first, so the exact combo you posted actually does 290 damage.

No Special are Safe:(
The Character select is at the bottom

[media=youtube]bXYUE0aKszY[/media]

This video confirms srk>st.lk>st.lk>st.mk>srk

Yeah I know in a normal srk combo you can do two, I’m talking about after the triple roundhouse. You can only follow up with one srk.

After triple roundhouse you can only get one srk.

Same here, cant follow up the first SRK.

Just want to say this again because everyone is still doing it because of the trials or because it looks cool. Do NOT do two lights before your medium hit xx srk, you will change the scaling too much for the srk. Test it out. The only time it doesn’t really matter is off of an anti air srk or really short combos. If you are doing combos after jump ins or tags you will be doing less damage with two lights, one is plenty.

For example:

J. Mk > lk xx srk > lk> lk > mk xx srk is 301 damage

J. Mk > lk xx srk >lk > mk xx srk is 300 damage

That’s how drastically you are scaling the srk when you do two lights, one less hit, same damage. You may be saying “that’s not so bad, what’s the big deal?” thats the least amount of hits i can think of off a jump in. Here’s another example:

J mk > close mp> cr lp xx srk > lk> lk > mk xx ex windmill 346 damage

J mk > close mp> cr lp xx srk > cr lp > cr mp xx ex windmill 357 damage

As you can see, just adding one hit makes a difference after ~5 moves. I used punches instead of kicks so the example is easier to see, the damage is the same for any light or medium.

The next thing you are asking is “why is mugetsu even doing close mp after jump ins?” Besides being easy to confirm with and adding in early damage,It is +3 on block, the best normal he has for that, and the only medium that you can link after. If your jump in is blocked and you follow with close mp, it is your safest option. Also, if it is blocked, you can jab or cr lk for free basically. But enough of me ranting…

Ex Suicide combos:

J.mk > close mp > jab xx srk > lk > mk xx ex suicide 319 damage

J.hp > close mp > jab xx srk > lk> mk xx ex suicide 354 damage

I want to see videos of people getting the KO with these! Work mid screen or corner.

Ex breath combos:

J. Hp > close mp > lk, mk (chain) xx ex breath > srk > cr lp > cr mp xx srk 367 damage

J. Mk > close mp > lk, mk (chain) xx ex breath > srk> cr lp> cr mp xx srk 332 damage

J. Hp > close mp> lk, mk (chain) xx ex breath > ex srk > srk 374 damage

J. Mk > > close mp> lk, mk (chain) xx ex breath > ex srk > srk 339 damage

J. Hp > close mp> lk, mk (chain) xx ex breath > srk > cr lp > cr mp xx ex windmill 384 damage

J. Mk > close mp> lk, mk (chain) xx ex breath > srk > cr lp > cr mp xx ex windmill 349 damage

J. Hp > close mp> lk, mk (chain) xx ex breath > srk > cr lp > cr mp xx ex suicide 365 damage

J. Mk > close mp> lk, mk (chain) xx ex breath > srk > cr lp > cr mp xx ex suicide 330 damage

J. Hp > close mp > lk, mk (chain) xx ex breath > super 458 damage

J mk > close mp > lk, mk (chain) xx ex breath > super 423 damage

In all these combos you can play around with different lights and mids, whatever works does the same damage.

Cross arts combos:

J. Hp > close mp > cr lp xx srk > cr lp > cr mp xx cross arts 372 damage before second characters anim, I got 540 damage with sagat.

J. Mk > close mp > cr lp xx srk > cr lp > cr mp xx cross arts 337 before second characters animation, 505 with sagat.

Flea:

If you want to combo off flea, you have a few things that are possible. If the opponent pokes your sword with a low attack, you can combo into head butt slide, you can also combo from a super jumped flea if you land right on the opponents head. If you crouch in flea, you can hit the opponent just by letting go of the stick, from here you can combo by jumping forward or going into headbutt. However, you can’t just dash up close enough to hit like that, BUT if you hop over the opponent for a hit, then crouch all the way, and release you’ll get the hit. When you crouch, highs will miss, when you release, the flea will hit automatically and you can confirm into headbutt or jump over and reset that situation. You cannot be thrown, and you have the power to make the opponent guess. Combo any two hits of flea for 120 damage.

After a headbutt you can do whatever combo you like.

Head butt slide> triple roundhouse > cross arts will get you 400+ damage if you have the meter.

Block strings:

Deep close mp > cr lp, cr mp , cr hp

This will put you at perfect distance for an ambiguous cross up. Cr. Hp is -5 and is worse from the chain, but you are pushed far away, and pretty sure they can’t hit your sword so you should be okay from that distance. You are also a pixel away from max range cr mp, so you can do that or sweep any whiff punish attempts.

The last thing I’ll say is if you want to push the opponent towards the corner or you have your back to the corner and want some space, end with lk poison breath instead of srk.

Edit: added some more combos and flea stance biz.

Cool, so is “cr.lp, cr.mp, cr. hp” the chain? If you end the string with lk poison is the combo: cl.mp > cr.lp xx lk poison or can you link cr.lp into cr.mp?

For that block string setup, it’s meant to be used after a jump in, that way you have a deep close st mp, then chain cr lp, crmp, cr hp. That’s the only one I came up with so far, if you change any of the inputs or the close mp isn’t deep you’ll either be too far away or too close.

The best part is, you should already be using the close st mp to confirm your jump in attacks for reasons I stated above, so if by the time you hit the st mp, you know they’re going to keep blocking, you can either try for a cr lk if they’re blocking high, overhead if they’re blocking low or trying to low poke you or push them away with that chain combo and jump right back in.

For the poison breaths I meant that you can use them to end any juggle combo that you started with one srk already. For example:

Whatever xx srk >lk > mk xx lk poison breath

Or if your other character did a chain combo to tag, catch with cr lp > cr mp xx lk poison breath.

Edit: tested it out, you can do deep close mp > st lp, close mp, cr hp chain. Time the next jump in to hit right on their head. Ambiguous as it gets. After playing around I’m pretty convinced its only when you super jump into it.

My apologies for the misinformation, could have sworn I landed it once, noted it, and moved to something else.

Also, amazing post mugetsu. I like the setups for crossup especially!