Yoshimitsu Combo Thread

Good to know it works. But it’s so hard to do that I probably won’t ever go for that in a real match. Hell, even the link into EX Gehosen, HP Gehosen isn’t all that practical considering we can just switch cancel the f.mk, mp then launch back to Yoshimitsu for more damage anyway. I’m probably only going to use Poison Wind Bronze Fist for frame trap purposes and footsies.

btw Yoshimitsu can now combo s.mk into EX Suicide! This is new. :slight_smile:

-j.mk, s.mp, s.lp, s.mk xx EX Suicide = 363 damage for 1 meter hit confirm.

-j.hp, s.mk xx EX Suicide xx switch > Juri BnB = 572 damage 2 meter punish (652 in the corner) or 502 damage into reset

OUCH. My old 2 meter punish did 506 (and the j.hk ground bounce wasn’t even guaranteed in vanilla).

EX suicide xx switch into normal grab. Hold that loss of red health. it’s so silly it has to be done.

I haven’t seen this mentioned, but if you are in the corner you can do:
srk. cr.lp, cl.mp. cl.mp xx srk

Omg, that’s awesome! I’ve been relying on CH cl.MP and meaty Flea slide to combo into it, but now I can just do it off of anything? I liek. It allows for so many cool tag combos. Did s.MK get more hitstun, or is EX Suicide faster?

I think it’s s.mk that got buffed. Because cl.mp, cr.mp and cr.mk can’t combo into EX Suicide. If s.mk got buffed it also could mean less disadvantage after CADC.

New links that weren’t possible before:

-f.hk, s.lp (feels like a 2 frame link. Unfortunately, cl.mp deals more damage than f.hk and the link only works vs crouch)
-MK PB (ch), s.lp/cr.lp

Hey, got a question…

Yoshi has a move that hits twice in the air, right? What is it?

I realized that when I tried it out. I also noticed s.MK combos into MK PB, for whatever good that does.

Jump forward b.LK xx MK. Dunno why they still haven’t added it to the movelist.

<h1><b>Combo into throw off tandem with Asuka (2 bars)</b></h1>

Tandem, tag cancel, do “ex tatsu” with Asuka, dash cancel and then do cr.hp

Will crumple opponent leaving them throwable. Does 340 damage.
If you start with j.Hp, cr.mp into above it then does 421 damage.

Timing is strict in my opinion but it’s pretty doable, tried with every other character with crumples/crumple normals,
none are fast enough to work with Yoshi,
but most work with Steve and they might work with Law( haven’t tested and don’t intend to, that character doesn’t need new tech lol).

Sorry if this has been mentioned already but Yoshimitsu can combo into his grab without the need of assistance and only 1 meter. s.MK xx EX Poison, walk forward, normal grab. Off of a j.HP this is 312 damage i believe, removing red health at the cost of 1 meter.

Best Combos (updated for ver 2013):<br>
<br>
<b>Punish:</b><br><ul><li>
j.hp, cl.mp xx HP Gehosen, s.lk, s.mk xx HP Gehosen (365 dmg)</li><li>j.hp, raw Launcher > BnB ender (~360-420 dmg)</li><li>j.hp, s.mk xx Windmill xx switch > BnB ender or launch back to yoshi (~478-510 dmg, 1 bar)</li><li>j.hp, s.mk xx EX Suicide xx switch > BnB ender or launch back to yoshi (~628-678 dmg, 2 bars)</li></ul>
<b>Hit-confirms:</b><br><ul><li> j.mk, cl.mp, s.lp xx HP Gehosen, s.lk, s.mk xx HP Gehosen (323 dmg)</li><li>
j.mk, cl.mp, cr.lp xx HK Stone Fists xx switch > BnB ender or launch back to yoshi (~360 dmg, 1 bar)</li><li>j.mk, cl.mp, s.lp xx s.mk xx EX Poison Breath, throw (290 dmg, 1 bar)</li><li>j.hp/air target, s.mk xx Windmill xx switch > BnB ender or launch back to yoshi (~470-510 dmg, 1 bar)*</li></ul><p>*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)<br></p><p>
<b>Overhead combos:</b><br></p><ul><li>f.mk, mp xx switch > BnB ender or launch back to yoshi (~315-350 dmg, 1 bar)</li><li>f.mk, mp, bb xx EX Gehosen, HP Gehosen (289 dmg, 1 bar)<br></li><li> LP Suicide xx switch > BnB ender or launch back to yoshi (~510-567 dmg, 1 bar)</li><li>EX Suicide xx switch > BnB ender or launch back to yoshi (~600 dmg, 2 bars)<br></li></ul><p>
<b>Counter/Reversal combos:</b></p><ul><li>EX Gehosen, HP Gehosen (250 dmg, 1 bar) xx switch (~450-470 dmg, 2 bars)<br></li><li>EX SlapUSilly/Stone Fists xx switch > BnB ender or launch back to yoshi (~478-510 dmg, 2 bars)</li><li>EX SlapUSilly/Stone Fists xx switch > charge EX to Super (500+ dmg, 3 meters)</li></ul><p>
<b>Anti-Air combos:</b></p><ul><li>LP Gehosen, s.mk xx HP Gehosen (228 dmg) xx switch (~375 dmg, 1 bar)</li><li>LP Gehosen, HP Gehosen, HP Gehosen (278 dmg) xx switch (~400-440 dmg, 1 bar)</li><li>cr.hp (ch), s.mk xx HP Gehosen (298 dmg) xx switch (~420-460 dmg, 1 bar)</li><li>cr.hp (ch), s.mk xx Cross-Art (~550-600 dmg, 3 bars)<b><br></b></li></ul><p>
<b>Air-to-Air combos:</b></p><ul><li> fj.hk, cl.mp, s.mk xx HP Gehosen (285 dmg) xx switch (~400 dmg, 1 bar)</li><li>bj.hk, Super (415 dmg, 2 bars)</li><li>air target, s.mk xx HP Gehosen (235 dmg) xx switch (~350 dmg, 1 bar)</li><li>air target, Super (377 dmg, 2 bars)</li><li>bj.mp (ch) xx switch (~300 dmg, 1 bar)</li></ul><p><b>Post-Launch ender:</b><br></p><ul><li>cl.mp xx CADC, cl.mp/cr.lp, s.mk xx HP Gehosen (max damage)<br></li><li>cl.mp, s.lp, s.mk xx LP Gehosen  (best okizeme)</li><li>cl.mp, cr.hk xx CH store<br></li><li>cl.mp, cl.mp, cl.mp xx HP Gehosen (corner)<br></li></ul><p><b>Post-Switch ender:</b><br></p><ul><li>same as post-launch</li><li>HP Gehosen, MP Gehosen, HP Gehosen</li><li>(j.mp/hp/hk), cl.mp, s.mk xx HP Gehosen</li></ul><p>Possible links for hit confirming:<br><br>1. cs.mp, s.lp (this one is all you really need to practice)<br>2. cs.mp, cr.lp<br>3. cs.mp, s.lk<br>4. cs.mp, cr.lk<br>5. s.lp, s.lp<br>6. s.lp, cr.lp<br>7. s.lp, s.lk<br>8. cr.lk (ch), cr.lk<br>9. s.lk (ch), s.lk<br>10. cs.mp (ch), cr.mk (great for counter hit hunting because cr.mk can combo into Windmill unlike lights)<br><br>Mid-range buffers:<br><br>1. s.lk xx s.hp xx Launcher<br>2. s.lk xx s.mk xx EX PB / EX Windmill<br>3. s.lk xx s.mk xx EX SUS xx switch<br>4. cr.mp xx Windmill xx switch<br>5. s.mk xx HP Gehosen / MK PB<br><br>You should punish things with (fastest to slowest): <br><br>1. cr.lp/s.lk xx boost/HP Gehosen (4f)<br>2. EX Windmill or Super (6f)<br>3. cr.mk xx HP Gehosen/Windmill (7f)<br>4. s.mk xx HP Gehosen/Windmill (8f)<br>5. Cross-Art (8f)<br>6. cr.hp xx Launcher (11f?)<br>7. Flea to Sling Headbutt, s.mk xx Windmill xx switch / HP Gehosen / Launcher (17f)<br>8. Windmill xx switch (18f)<br>9. j.hp, s.mk xx Windmill/EX Suicide xx switch (for long recovery moves like raw tags)</p>

Thanks for the rundown Vulcan…this is exactly what I was looking for.  :3

How strict is the timing to cancel st.mk? Im assuming I havent practiced enough yet so ill keep trying. Also his cr.mk is cancellable so has anyone found uses for it? I like it when i catch people slightly out of close range but i feel like im just getting lucky.

Are you talking about s.mk xx EX Suicide? It’s just a normal cancel. You
shouldn’t have to “time it” at all. Just buffer the Suicide motion
during s.mk.  You only need to time links, not chains so I’m not sure
why you’re having trouble with chaining.<br><br>cr.mk would be godlike
if it was a pure low crush. Right now it still trades/loses vs a lot of
lows unfortunately. Imagine being able to crush crouch techs and low
forwards with it!  Unfortunately, cr.mk is only useful for punishing (Yoshi’s only mid-range normal faster than 8 frames). So you use cr.mk to punish stuff that is around -7. But s.mk is just 1 frame slower and has a lot more range so that’s what I use most of the time.<br><br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/13973/Kail”>Kail</a> said:</div>
<div class=“QuoteText”>Thanks for the rundown Vulcan…this is exactly what I was looking for.  :3</div>
</blockquote>

No problem. :slight_smile: So you’re picking up Yoshi?! Teamed with Lili or Juri I assume? <br><br>

For whatever reason I’m not getting the HP Gehosen out after the s.mk. I get the lk to mk but afterwards nothing. I think I’m messing up with something but I’m not sure what.

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/84368/shinobispectre">shinobispectre</a> said:</div>
<div class=“QuoteText”>For whatever reason I’m not getting the HP Gehosen out after the s.mk. I get the lk to mk but afterwards nothing. I think I’m messing up with something but I’m not sure what.</div>
</blockquote>

I’m guessing you are new to the game.<br><br>It’s impossible to cancel a chain into a normal special move. You have to link into specials. Chains (like s.lk, s.mk) can only cancel into EX moves/Super.<br><br>Yoshimitsu’s best links for hit confirming:<br><br>cs.mp, s.lp<br>s.lp, cr.lp/s.lp<br>cr.lk (counter hit), cr.lk<br>cs.mp (counter hit), cr.mk<br><br><br>

I thought so, so I’m just mistiming the link to mk? Hmm alright I guess I am doing it too fast. Side note, can I also use 2 st. lk? I know i’m sacrificing damage, i’m hoping to use in the meanwhile practice links. Got it working with Dudley but keep messing it up with yoshi…

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/84368/shinobispectre”>shinobispectre</a> said:</div>
<div class=“QuoteText”>I thought so, so I’m just mistiming the link to
mk? Hmm alright I guess I am doing it too fast. Side note, can I also
use 2 st. lk? I know i’m sacrificing damage, i’m hoping to use in the
meanwhile practice links. Got it working with Dudley but keep messing it
up with yoshi…</div>
</blockquote>

No, you clearly don’t understand what I just told you. “s.lk, s.mk” is <b>not </b>a
link. It’s a chain. It doesn’t matter how fast or how slow you do it, it
will always be a chain and will never combo into a regular Gehosen (unless the opponent is in a float state like after a Gehosen then yeah in that instance you can link s.lk to s.mk and then cancel to another Gehosen). <br><br>s.lk, s.lk doesn’t exist. It’s not possible as a link unless the first s.lk hits as a counter hit. (or again unless you’re talking about juggles, in which case you really need to be more specific in your questions)<br><br>Again, I am repeating myself but you can ONLY do the following for links:<br><br>cs.mp, s.lp (this one is all you really need to practice)<br>cs.mp, cr.lp<br>cs.mp, s.lk<br>cs.mp, cr.lk<br>s.lp, s.lp<br>s.lp, cr.lp<br>s.lp, s.lk<br>cr.lk (ch), cr.lk<br>s.lk (ch), s.lk<br>cs.mp (ch), cr.mk (this one is useful for counter hit hunting because cr.mk can combo into Windmill unlike lights)<br><br>You
cannot invent your own links. They are possible because of frame
data. A normal that gives +4 on hit can link into a 3-4f start up normal
etc.<br><br>s.lk, s.lk is an impossible link because s.lk is only +3 on hit (I think) and the normal itself has 4f start up. <br><br>s.lk,
s.mk is impossible to link for the same reasons. But it combos because
it’s part of an ABC chain (light > medium > heavy). Like I said,
chains can’t combo into normal specials. If you could link s.lk into
s.mk (on the ground) then you’d be able to, but in Yoshi’s case you can’t because
his frame data doesn’t allow it. Again, the only instance were linking s.lk to s.mk is possible is during juggles.<br><br>If you really suck at linking, just use j.hp to hit confirm. You have enough time to visually see if they get hit or block so you don’t even need to link.<br><br>

Apologies, thank you for the help!

How strict is the timing fot cancelling ba kdadh after the spin overhead followup? Didn’t get that once today.

I was never able to combo into EX Windmill or Super.  EX Gehosen is much easier.<br>