Yoshimitsu Tech Thread

Air Target Combo tech
*Keep forgetting this stuff exists since it’s not a trial or in the movelist. Today was my first trial.

I really only found out about this target combo very recently so this tech I post might be old news.
The target combo in question: F.Jump > B.LK > MK

While it can’t be used as Air to Air (until the update),
it can still be used in combos , as Air to ground or to extend combos and I believe it has Tag Cancel and C.Assault potential.

On his own, Yoshi can use this move by doing J.HK and then converting of the ground bounce.
The timing isn’t too strict, it’s either possible or impossible to do depending on how you hit the HK
Do HK as your descending or as close to the ground as possible so this move can hit at the peak height of the ground bounce.

Yoshi can also do this move after poison breath but I’ts generally hard to get a jump in after regular poison breath,
in theory EX poison breath should be easier

King Method: With King you can Tag Cancel after kneelifts and Yoshi can do the target combo off that.
Bob method: With Bob you can Tag Cancel after Spiral Rocky into either the ground bounce or target combo, your preference.

Move properties:
The first hit has no knockdown property which is why foes flip out in air to air and this prevents the second from hitting.
The second has soft knockdown (in combos at least since it’s almost impossible to hit)

I’ve tag cancelled this after it hits (King method) and King comes back in and is able to land a full combo.

It can be used as A2A. You just need to store a counter hit or hit them out of their jump attack. And even without counter hit, Yoshi’s air target is still a good A2A because you can get an ambiguous cross-over while they’re flipping in the air (basically they need to guess on which side you’ll land and you get a free mixup).

The best use for his air target is that it can be used as a 50/50 with j.lk. It’s a very ambiguous cross-up (sometimes hits behind twice, sometimes first hit is in front and second hit goes behind, sometimes both hits are in front)

And it can also be used to alter jump arc trajectory to blow up AAs (since it moves you up and forward). It can be used just like a dive kick.

True.
Yeah I noticed the jump trajectory thing, can stop Guile’s Flash kicks from auto correcting and sometimes even trades (crossing up the flash kick).
I’ll try and look more into the distance and timing for the 2.
It’s like the unblockable thing, more of a trick up the sleeve than something you’d want to spam since it’s not really safe.