Okizeme

Here's the post that I made on tekkenzaibatsu...

More to come soon!.... but only in this shrine.

"Falchion, this is but the basics of Yoshi's okizeme! Yoshi should be called "Move and you're dead" character...

I play in such a way that I always give my opponent a possibility to techroll/backroll (call it: move freely). This is but a trap to lure people for more damage. Juggles ended with d/f+3, f,f+4, d/f+1,2,D/B+2,2,2,... after all of them dash in and then watch! If they quickroll Sword Sweep is 99% guaranteed for another oki-oriented juggle (and you continue the pressure), if they backroll, you hit quickly b~f+3+4 to hit them with Kamikaze at the end of backroll animation... 3+4,~u and D/B+3 is guaranteed... and that's not all!

If people try to do ANYTHING after being hit by Kamikaze, and you do 3+4~u~D/B+3... and immediately dash in!... and you can still hunt for damage! on their backroll another Kamikaze is guaranteed (dash~b~f+3+4), and on techroll you've got a free Sword Sweep +JG (preferred one is the one after which you can still okizeme to death, d/f+1,2,D/B+2,2,2,2... for example.) This is a killing chain. (but if they stay on the ground, they're pushed back too much)

I'm but not sure what to do for people staying on the ground. all the options doesn't seem to be very fast. I suppose DGF 3 or if they stay for too long, u/f+3+4,1+2 and watch for things to come. Or FC,d/f+3 on roll, but it's not too much. Anyway, good thing. Also, if you SS and do FC,d/b+3,3,4, at an angle it will lift opponent from the ground for a free juggle THAT is oki-zeme oriented in addition. After any move that retracts fast, dash in, that's the key.

Another thing is DGF 3 after both FC,d/f+3 or Sword Sweep. If they move (stand up or so...) it juggles for massive damage and if they backroll after it, you dash in and get a free backthrow. On people's backroll (if they lie still, take a blow and backroll), if you're fast enough, you still get a free backthrow. The same is after 1+3 throw if they backroll, and after ss+2, d/f+1,2,D/B+2,2,2,... and FC,d/f+1, d/f+1,2,D/B+2,2,2,2 juggles. This can crush opponent's self confidence.

Yoshimitsu is a killer... but I won't talk more because I don't want Namco to weaken him again... Anyway, this was my way of oki-zeme. Not everybody may like it. I will make a detailed analysis in the ManjiKai shrine in a month or two... (another FAQ maybe will come, who knows... my experience is still low, I need more practice)"

This post was edited by Tenshimitsu (2005-05-26 12:40, 12 years ago)

Another TZ post:

"Exactly, exactly. :) Sword Sweep still rules. Yoshimitsu kills opponents who want to stand up immediately no matter techroll, backroll or straight get up... And ownz them as they lie still... Yoshimitsu has deadly okizeme near the wall which although not really guaranted, can finish an opponent in a couple of seconds. Only two mistakes and he's dead.

Example? OK:

- Opponent eats a juggle which finishes on the wall (which makes about 70-90 point juggle depending on distance)
- catches techroll trap with sword sweep, then DGF 3
- then again dgf 3
- then u+3+4 which avoids any kick attempts
- then simple d/b+3,3,3,3... to the wall (or again DGF 3)
- then again sword sweep techrol trap
- dgf 3...
- dgf 1 if he tries stand up straight (and juggle), again dgf 3...

The more dgf the better. It makes opponent think he can beat you with a kick, and here you go with u+3+4.

It's all about guessing, but Yoshi is really deadly near the wall. I'll try to describe it all more in my upcoming T5 FAQ... but I think it will be finished in two month's time or slightly less..."

Ahhh yes something I need to work on with my Yoshimitsu gameplay, just wanted to ask one more question with his Okizeme, when someone techrolls backwards what other things you can do other than the F+3+4 (kamikaze) move?

Yup, you can also try u/f+3, but the timing is more difficult there.

Yes u can do a backthrow[ after dgf,3 dgf,3 your opponent backrolls? all you have to do is just a run a littlebit and make a F+throw] I can add a link to file that shows it,just give me a sign

Nice! Never knew u can back throw after an oki situation. I only knew about the back throw after a throw.

I'm glad that Yoshi players can learn here new things. :) Ask about anything you want. :)

yo,not so far a go, I get starded using ws2 and...harakiri, if Yoshi has a lot of life bar and our opponents is being hit by wall after ws2 Yoshi's harakiri often aims:D this action is good at end of fight ,and takes 60 points ,I think it's worth to use .Is there anything better,or stronger, I don't think so.

cheers

EDIT:

Ws2[wall]bk3+4,d+4 :D it is not so absorbing as Harakiri is but this one is good too

This post was edited by yme (2005-12-16 00:16, 11 years ago)

Oooh, nice combo. Very effective. HA HA! Die Bryan!

What I want Namco to improve on Yoshi's gameplay is more use of his harakiri. He's suicide stabs are one of he's signiture moves and should be a force to be reckoned with. In Soul Calibur they have upgraded he's suicide gameplay. Why not in Tekken since he was in Tekken first.

So, - Our main problem here in our oki game is a Opponent who stays grounded.
Now, i ask myself; "What do we want to accomplish" or "what is our greatest wish?" - The most damage, Of course!
But a simple ground hit just ain't enough for me, somehow. I'd rather take a chance and try to lure my opponent into a trap for more damage.

Heres a few ideas:
- Kamikaze(over him). If we're lucky he uses a get-up kick, and thats excatly what we wanted him to do. Now we got about 40 damage guaranteed from 3, BT d+1, WS+2
- Flash. We get up to him and whiffs. Now he may think that its time to punish us from a Wakeup 3_4, but he was wrong. We flash him and land 40+ damage.
- f,f+1+2~b+3+4. Another luring move. With this you might be lucky enough to land a launcher for about the same damage as those above - most likely even more..!?

Of course, these are just ideas when theres either no wall or we're standing in the middle of the map. Close to the wall these are not the best options!

Another thing against lying opponent is u/f,n+d+3. It's 25 damage instead of 22 from DGF 3. The 3 extra may not be much extra - but in the end those three extra life may end up causing you victory.

I guess thats all i had on my mind. Feel free to comment/critisize. :)

Regards,
DNA

i simple use uf+1+2~d, cause it hits grounded, and if your lucky it might track a bit... so.. i just love that move.. ;)..

UnknownDNA : - f,f+1+2~b+3+4. Another luring move. With this you might be lucky enough to land a launcher for about the same damage as those above - most likely even more..!?
Interesting tactic, but not very reliable IMO. I don't see how you can land a launcher considering you're on your opponent's side, or behind them, after the evasive spin. A lot of ppl will see this move coming anyway.

I agree with Shingo however. I'm a big fan of death copter for okizeme. You can even finish some juggles with it; opponent will get hit unless they backroll.

Speaking of okizeme: If your opponent does a ground roll (1 or d+1 on the ground), Yoshi can do ff+1+2~u+2+3... mixups near the wall, or ff+1+2{whiff}f+3+4. This considering they get up after rolling, so let's assume they do.


PS: Not completely sure about most things I've writtin above; I haven't played Tekken in quite some time! =P

Yup, you're quite right. :)

I base my okizeme on f+3+4 guarantee on backroll and FC,D/F+1 sword sweep on quickroll. Then, people are afraid of getting up.

What i use here is:

1. Deathcopter
2. u/f+3+4,1+2,u/f_(f+3+4_or_f+1+2 and oki playing again) - this is when they don't quickroll after u/f+3+4 hits. If they quickroll, stay on the sword, wait till it hit and (f+3+4_or_f+1+2 + oki)
3. DGF mixups (DGF 3 or DGF 1?) ... with DGF you can chase sideroll and time the DGF 3 right as they start backrolling or standing up: lifts for a juggle.

I use f,f+1+2 mostly if I predict backroll or quickroll. I never use it on lying opponent. They time the standing 4 kick very well.

Chief:
Interesting tactic, but not very reliable IMO. I don't see how you can land a launcher considering you're on your opponent's side, or behind them, after the evasive spin. A lot of ppl will see this move coming anyway.
You are right. I stand corrected.

S. Sweep is amazing, indeed! Unblockable techroll catcher with JG follow-up. What more can you ask?

- I've also found out, that d/f+1, d/b+2,2,2... catches + JG's backrolling. Dunno if thats worth anything?

Tenshi:
If they quickroll, stay on the sword, wait till it hit and (f+3+4_or_f+1+2 + oki)
Am i misunderstanding, or is PG-hit guaranteed if they techroll? :con

- Anyways; I pefeer ~u/f rather than the f+3+4. The f+3+4 ender may have greater damage, but it's 90% you won't be able to continue your oki. u/f, on the other hand, places you in front of your lying Opp (still in PG tho') and has some reliable follow-ups - Such as 1+2~flash (Credits goes to Tenshi for that one! ;))