This took me a lot longer than I thought. First I just wanted to make a short video but I kept discovering new stuff so I ended up putting everything I found together and made a big video guide out of it.
Long version (25 mins, no music, detailed information, will add notations later)
[media=youtube]tkK4eCZBcAU[/media]
CONTENT:
00:05 - Combos
03:33 - Anti-Airs
05:34 - Air-to-Airs
06:38 - Staying safe on block
07:10 - Frame Traps
9:00 - Footsies
14:00 - Counter Zoning
17:28 - Meter Building
18:40 - EX Poison Breath Reset
20:24 - Oki Game
24:35 - General Strategy
Short version (7 mins, cool music, no details)
[media=youtube]HVJ0e82Uqk0[/media]
credit to The Final Lion for discovering the air target combo. And to the people who posted Yoshi’s frame data.
Yoshimitsu Overview:
Yoshimitsu is a mid-range, whiff punisher with good footsies, decent anti-airs and air control. He is also a good support character because Windmill is one of the best and safest ways to tag out and build back a lot of meter on hit or on block. And he has a few mobility and evasion tools that always insure position advantage (teleports, EX Windmill to change sides, EX poison breath and EX SlapUSilly to carry the opponent to the corner). His main mixup game revolves around F+MK, CR.LK, Sweep and Stone Fists. But he gets most of the damage from counter hits and tag cancels.
Pros and Cons:
- Great Footsies
- Decent Anti-Airs
- Good Air to Air
- Good Air Control
- Great meter building techs
- Great Tag Cancels
- Good evasion tools
- Always has position advantage
- Troll moves
- Looks Super Cool
- Very slow walk speed
- Poor backdash
- Low Health
- Low Damage Output
- cr.MK doesn’t hit low
- Very unsafe on block
- Overall gimmicky mixups
EDIT: I will keep updating this thread. Below will be a written version of the guide but with more details. I will also add any additional information you guys provide.
…
LEGEND
FJ /BJ = Forward Jump/Backward Jump.
NJ = Neutral Jump.
EJ = Empty Jump.
s or st = standing
cs or sc = close standing
fs or sf = far standing
c or cr = crouching
L/M/H = Light/Medium/Heavy
P/K= Punch/Kick
Wall = Combo performed on the far side of either side of the level.
Dash/Back dash = Press forward/backward twice.
xx= Cancel into
…
Written version (work in progress)
1. Normals
LP – 4 start up. +5/+1. Hits high.
Far MP – 12 start up. -1/-4. Hits high.
Close MP – 5 start up. +6/+3. hits high. Best tool for pressure and frame traps.
HP – 16 start up. +1/-5. Hits high. Forces stand.
LK – 5 start up. +3/-1. Hits high.
MK – 8 start up. 0/-4. Hits high. Good range.
HK – 16 start up. -6/-11. Hits high, whiffs completely on crouchers. Good range and it can catch people if they try to jump out of the corner but overall very unsafe and unreliable poke.
cr.LP – 4 start up. +4/+0.
cr.MP – 10 start up. +2/-2. Hits High. Yoshimitsu’s best footsie poke. It has very good range for a cancelable normal.
cr.HP – 11 start up. +1/-5. Hits High, forces stand. Most reliable anti-air. On counter hit you can juggle opponents with st.mk xx Gehosen/Cross-Art.
cr.LK – 4 start up. +3/-1. Hits low. Not a lot of range on it but it’s still an important poke since it’s all Yoshimitsu has to hit low quickly. Use this to make them crouch block then mixup with Overhead.
cr.MK – 7 start up. +1/-2. Hits Special Mid. Can combo into Windmill. This is your go to poke to punish and counter poke.
cr.HK – 12 start up. Hard knockdown/-12. Yoshimitsu’s sweep has great range.
f.MK - Hits Overhead. Low Crush (can hop over low pokes and Sweeps) and airborne (cannot be thrown). On counter hit, it can lead to full combos but only if the opponent is crouching when they get hit by it. Otherwise, it doesn’t stun them long enough.
f.HK, f.HK, F.HK – Triple Roundhouse Kick. Works as anti-air,
(in air) b.LK, MK – air-to-air target combo. Hits twice and allows you to juggle on counter hit.
LP+LK – Forward Throw (Sword Face Smash). 7 start up. Puts Yoshimitsu at st.mk and cr.mp range.
b+LP+LK – Back Throw (Oni Killer). 7 start up. Puts Yoshimitsu at st.hp range.
Complete frame data avalaible here: https://docs.google.com/spreadsheet/ccc?key=0ApPlWhz-bEuHdDM2blEydzhDY1BJOC1Qdm9mZ09yRlE#gid=78
2. Links & Chain
Hit Confirm Links:
st.mp, st.lp (easiest)
st.mp, st.lp, st.lk
st.mp, st.lp, cr.lp
st.lp, st.lp, st.lp
Chains:
st.lp, st.mp (safest chain, -3 on block, creates nice pushback. This is a good way to frame trap the opponent or set up an ambiguous cross-up).
st.lp, cr.mp, cr.hp (gives the most pushback, safe on block unless done at point blank range).
st.lk, st.mk, st.hp, st.hp (most reliable way to get the cross-rush).
3. Special Moves
Flea Stance - d+KKK
Sword remains active until struck by opponent, then inactive until crouch or Jumping Flea, input f,f to dash
Flea to Sing Headbutt - K during flea
Jumping Flea - ub,u,uf during flea
High Jumping Flea - (d,ub),(d,u),(d,uf) during flea
Flea to Poison Breath - hcb+K during flea
Flea Release - P during flea
Gehosen - f,d,df+P
Anti-Air and combo ender.
SlapUSilly - qcf+P
Ending combos with SlapUSilly allows you to follow up with a mixup.
Repeatedly input P for additional hits, knocks down self after 6th hit, knockdown on airborne foes
Stone Fists - qcf+K
Poison Wind Bronze Fist - f+MK > MP > b,b
Poison Wind Steel Fist - f+MK > MP > f+MK
Poison Wind Silver Fist - f+MK > MP > K
Poison Wind Gold Fist - f+MK > MP > K > P
Poison Breath - hcb+K
L version
M version
H version creates a crumple state that allows you to combo or reset.
EX version creates a crumple state that allows you to combo or reset.
Indian Stance Vacuum Dance - f,d,df or b,d,db+PPP or KKK
Teleport. Yoshimitsu’s teleports are decent and have full body invulnerability from frames 1-29 on start up but they also have 50 frames of recovery so Yoshimitsu is unfortunately hittable during the last 21 frames. So you need to use his teleports wisely.
Forward PPP version: Teleports behind the opponent.
Forward KKK version: Teleports in front of opponent.
Back PPP version: Teleports back.
Back KKK version: Teleports back. If opponent is cornered, teleports to full screen.
Suicide - hcb,f+P
Sword Poke Windmill – hcb+P (Super Charge Cancel)
18 start up.
EX version changes sides and puts Yoshimitsu at max J.HP distance. It also has only 6 start up frames.
Super Art (Sword Poke Whirlwind) - hcb+PPP
6 start up. 63 frame cinematic freeze before attack begins, full body invulnerability frames 1-5.
Puts Yoshimitsu at max EX Windmill and max J.MK distance.
Cross Art - qcf+MP+MK
62 frame cinematic freeze before attack begins, full body invulnerability frames 1-10, airborne frame 1-37
4. Best Combos
Midscreen Combos:
-j.hp cs.mp, cr.lp xx Gehosen, st.lk, st.mk xx Gehosen (9 hits, 358 damage, good time to tag cancel)
-j.hp , cs.mp, st.lp, cs.mp xx Super (15 hits, 2 bars 438 damage)
-j.hp , cs.mp, cr.lp xx Gehosen, st.mk xx Cross Art (20+ hits, 3 bars 500+ damage)
-j.hp , cs.mp, st.lp, cs.mp, st.hp, st.hk (8 hits, hit confirm cross rush 281 damage)
-j.hp , st.mk xx Windmill (11+ hits 220+ damage, good time to tag cancel, good opportunity to frame trap/bait)
-j.hp , cs.mp, st.lp, st.mk xx EX Poison Breath (7+ hits, 1 bar 260+ damage + crumple state)
-j.hp , cs.mp, cr.lp xx SlapUSilly/Stone Fists (8 hits, 230 damage + mixup opportunity)
-j.hp , cs.mp, st.lp, st.mk xx EX Windmill (8 hits, 1 bar 335 damage + change sides)
-j.hp , cs.mp, st.lp, st.lk, st.mk, st.hp, st.hk (10+ hits, 287 damage + carry to corner cross rush)
-j.hp , cs.mp, st.lp xx EX Poison Breath, st.lk, st.mk xx EX Poison Breath, st.lk, st.mk, st.hp, st.hk (14+ hits, 2 bars 334 damage + carry to corner cross rush)
-j.hp , cs.mp, st.lp, st.mk xx EX SlapUSilly (10+ hits, 1 bar 250+ damage + carry to corner, good opportunity to tag cancel, good opportunity to mixup/frame trap/bait)
max j.HP range Combos:
-j.hp , st.mk xx Windmill (12 hits, 226 damage, good opportunity to tag cancel/frame trap/bait)
-j.hp , cr.mp, st.hp, st.hk (6 hits, cross rush 280 damage)
-j.hp , EX Poison Breath (2 hits, 1 bar 108 damage + crumple state)
Coming from Launcher/Cross Rush:
If partner connects with a Launcher, Yoshimitsu’s best combo options are (from least damaging to most damaging):
- st.lk, st.lk, st.mk xx Gehosen
- st.mk xx Gehosen
- cs.mp, st.mk xx Gehosen. (this one doesn’t seem to work in the corner)
Coming from Switch/Tag Cancels:
If partner connects with a Switch that keeps the opponent grounded, Yoshimitsu’s best combo options are (from least damaging to most damaging):
- st.mk xx Windmill
- st.mk xx SlapUSilly
- st.lk, st.mk xx EX Poison Breath
- Gehosen, st.lk, st.mk xx Gehosen
- st.mk xx Super
If partner connects with a Switch that sends opponent high in the air, Yoshimitsu’s best combo options are (from least damaging to most damaging):
- (dash up) Triple Roundhouse Kick, (st.mk) xx Gehosen
- Gehosen, st.mk xx Gehosen
- j.HP, st.mk xx Gehosen
- Gehosen x3
Wall Combos:
Anti-Air Combos:
cr.HP
st.lp
Gehosen
TRK
EX SlapUSilly
Windmill
Poison Breath
Air-to-Air Combos:
j.HP
j.MK
j.b+LK, MK (target combo)
j.HK (techable ground bounce)
Overhead Combos:
f.MK (counter hit on crouching opponent)
- dash up, cs.mp, st.lp
- dash up st.mk xx Windmill
- Cross Art
5. Strategy
Frame Traps
Footsies
Counter-Zoning
Meter Building
H/EX Poison Breath Reset
Oki Game (what to do after scoring various knockdowns)