-------------------------------------------------------------------------------------------- Yoshimitsu Soul Calibur II Strategy Guide -------------------------------------------------------------------------------------------- by Toramitsu ============================================================================================ Contents: Introduction Disclaimer Quick List of Abbreviations Strategy Strengths Weaknesses What NOT to Do When... Closing Thoughts ============================================================================================ DISCLAIMER: Yoshimitsu and Soul Calibur II are NOT my creations. They belong to Namco. This strategy guide, however, is from my own head. So credit me if you distribute this piece. Please do not add to, detract from, or otherwise alter this document. ============================================================================================ INTRODUCTION: One of the main reasons I got Soul Calibur II was Yoshimitsu. I play him almost exclusively in Tekken 3, Tekken Tag Tournament, and Tekken 4, all of which are also from Namco. However, because I could care less about Heihachi, I got the GameCube version (w/ Link...oh yeah, but that's another story). So if you have PS2, just try to imagine I'm talking in PS2-language. I have a friend who uses the PS2 version, so I've a vague idea of the differences. Anyway, before you begin, you must understand that Yoshimitsu in Soul Calibur II is not only a different person than the Yoshimitsu in Tekken, but that he has many differences in gameplay in Soul Calibur II. The main difference is the focus on sword techniques. Whereas in the Tekken series fighters used their hands and feet almost exclusively (again, Yoshi is one of the exceptions), Soul Calibur fighters, with the exception of Heihachi (in the PS2 version), use weapons. Most of Yoshimitsu's signature moves are kept in Soul Calibur II, but they are accessed differently. In addition, Yoshimitsu possesses a number of moves unique to SC2. Needless to say, a Tekken fighter must practice a bit to become adept at SC2 Yoshimitsu. Please note that this guide is far from exhaustive. Do NOT use this as your only resource. Search around for other sources; practice for yourself. This is only one player's opinion, so don't expect it to be 100% failsafe. QUICK LIST OF ABBREVIATIONS: Most FAQs out there give a highly detailed list of abbreviations, but I find these confusing and time consuming. So I'll give you the basics: Attack buttons- A.= horizontal slash button (A button on GC) B.= vertical slash button (Y button on GC) --- note the period! K.= kick button (X button on GC) G.= guard button (B button on GC) Directional commands- f = tap forward F=hold forward b = tap backward B=hold backward u = tap up U=hold up d = tap down D=hold down combinations of forward/backward and up/down aren't too hard to recognize, are they? , = separates input commands + = indicates two or more inputs to be pressed simultaneously ~ = indicates two button inputs to be pressed in rapid sequence ok, that's it. Anything else you need to know I'll spell out. STRATEGY: STRENGTHS: Yoshimitsu has three main strengths. First, many of his moves are odd-looking, which may confuse the opponent. This he shares with Tekken Yoshi. You expect it from a guy who dresses as he does. Secondly, and most importantly, Yoshi has more moves than anyone else in the game to recover life, even without a life-recovering weapon. Thirdly, he can juggle like there's no tomorrow. For instance, F+A.+B. is his backhand fist strike. On a successful hit, this causes the opponent to face away from you. More importantly, however, holding in the forward direction causes Yoshi to go into his ever-popular Soul Possesion technique, which drains health from the opponent and gives it to you. This combo can be abused only to a certain extent, however. Its reach is limited, and it is easily blocked. Try it on an opponent who's just getting to his or her feet, or try to counter hit it for a better chance of successful soul possession, if the first hit connects. Be prepared for the recovery lag time, though. The most common health-recovery technique is actually a stance. The Indian Sit stance (B+K), also called Meditation stance, is another common move with Tekken Yoshi. While sitting, Yoshi regains health. However, his quickest way out of this stance is warping, which is a bit slower than desirable. Only use this move when you have distance on your opponent, and remember to Warp (in Indian Sit stance, F or B) away before you're hit. An advantage of SC2 Indian Sit as opposed to its Tekken counterpart is a new attack from this stance, the Warp Rolling Shark (in Indian Sit stance, A.). This move starts like the Warp, so the opponent may keep some distance, hoping that the warp attempt will fail. However, the move ends in a low-hitting sword slash (also hits grounded opponents) which possesses good reach. The recovery time isn't bad. You might also want to use the Warp Moonsault (in Indian Sit stance, B.), which is unblockable but with less reach and more possiblity for avoidance. Either way, good use of the Indian Sit/Meditation stance can bring you to victory. Yoshimitsu's basic vertical slash isn't bad at all either. It is quick and can be followed up with another vertical slash for a fast two-hit combo. Try it in a tough situation, but beware of sidesteppers (well...technically 8-way-runners, but you get the picture). Another awesome combo to use is f,F+B., B.+K.. The first hit is a slash that can juggle. The second is the first part of his shark attack combo. I'd advise against using the rest of the combo because of the possibility of ring outs. Unless you're in a wide-open stage, far from walls, and you need some recovery space, just go with this combo. Also be ready to attack them on the ground with D+B. quick slashes if your opponent is knocked down. If not, try another attack before using the same combo again. If the first hit doesn't connect, don't continue the combo. the B.+K. part can be delayed a moment or two, so make sure you're not exposed. By far Yoshi's most useful move in small arenas, the Knee Bash (f,F+K.) has saved my skin quite a few times. It has great knock back action and a near instant execution which make it hard to see coming. Don't rely on it entirely, but don't discount it either. Catch an opponent with it when they're not expecting it. Near an edge, it becomes a fearsome weapon. Just be careful if it's blocked. Have another attack or a guard ready to be executed . A little-used move in some circles, the Deathcopter (UF or UB+A.+B.) can be very effective if used properly. It can cover a good deal of ground, and it's unblockable. However, it can be easily avoided at long range. The best way to use it is after knockdown. When you knock down an opponent, immediately go into the Deathcopter move and hold down so Yoshi attacks as soon as possible. With luck, you'll catch them getting up or even still on the ground. Beware of edges however, and don't use it more often than necessary. Predictability is your enemy. In the juggling category, your best bet is DF+B. It juggles laughably well, and can lead to some awesome wall or air combos. Near an edge, it can be deadly. WEAKNESSES: Every character has weaknesses. Yoshi's main fault is that many of his strong attacks require a bit of time to set up. This extra space needed makes it dangerous to play against characters like Ivy, Kilik, or Astaroth, all of whom have good reach and can get to him before he gets to them. Also, he can become predictable. Because he has such an expansive movelist, Yoshi players tend to develop their own styles, using only certain moves to creat a subset style. This is why good knowledge of almost all of Yoshi's moves is a good idea, if not neccessary. WHAT NOT TO DO WHEN... NEVER use one move exclusively, no matter how effective it may seem in practice. NEVER try a combo without first testing it in practice mode. NEVER try to run away from a character like Ivy or Astaroth. First, it's dumb, as you'll get hit, and secondly, it's cowardly. If you're gonna get some distance, do it while they're grounded. NEVER get yourself backed into a corner or near an edge. Many of Yoshi's moves involve him leaping or otherwise leaving the ground. Also, his recovery times aren't as quick as those of some. Keep the pressure on your enemies. Let them feel the fear of Yoshi's juggles near a wall or edge. You could have one health point left against an energy at full health and still win with a ring out. NEVER ever ever trust your luck. Yoshimitsu may mean "good fortune light," but trust your skills more than your luck. NEVER use a jumping or otherwise ground-leaving move near an edge or wall. Getting knocked out of it or just falling can cause your doom. NEVER let an opponent get up from the ground without feeling at least one attack from you, unless you really need the recovery time. NEVER keep trying to do the same move over and over, just because "if I could ONLY do this move, I'd have an advantage." No...if it didn't work the first time, it won't work for a while, if ever. Go to plan b, or c, or d, or even e or f. NEVER forget about your health meter, expecting to be able to recover whenever you want. ============================================================================================ CLOSING THOUGHTS Okay, that's about it. If I have anything more I want to add, I will later on. I'd like to end with a few quotes from Yoshimitsu himself. "Overconfidence is the greatest enemy!" "A raging fire becomes dying embers!" "Well Done!" and, of course, "Namu namu namu namu namu namu namu!" - Toramitsu