Yoshimitsu Bound/Tactics Discussion

YO!!! its been a while since I last posted here...

well done Saikoro!!! your learning lots!

anyway, where was I, oh, riiiight, accdg to what BOSS TENSH said...

about the standups... I can explain that well...

Standing Up when falling caused by the opponent is very important... you have to somewhat know what your opponent will do to know what standup you will do... here are some standups...

* U = instant stand up
* 1,2 = sideroll, then stand
* 3 = low kick standup
* 4 = high kick standup
* d+3/d+4 = low kick while fallen

unfortunately, there are some characters who have special standups(correct me if I'm wrong)... one good example is Alisa Bosconovitch... She has a standup in which she uses her wings to stand, or, using her wings, then doing a (is that mid or high) kick...

also, there is a standup wherein when you were attacked by the opponent in which you will fall on a long distance, if you hold the direction where your character's back is, he/she will roll instantly and stands up...

BOSS TENSH: how to do the standup in which they somewhat push themself the floor and lift, doing a high kick to the opponent...

Saikoro: x0ree, i dont have a PS3 nor an XBOX 360, so I cant... luckily, one of my bestfriends has a PS3 and plans to buy TEKKEN 6...

Well, thats standup...

OH! btw, DONT forget about us Philippine players!!! XD well, whaddya think? please make a comment about us Philippine Tekken Players... (called TEKKENISTAS)

This post was edited by yoshimitsu8861 (2009-10-14 13:29, 7 years ago)

yoshimitsu8861 : I believe it's the second or third week of July, and it's always in Las Vegas

What happens in Vegas Stays FAR AWAY FROM ME in Vegas. Looks like LIVE will be my calling card for Versus battles. I can literally feel that wireless FightStick in my hands!!


yoshimitsu8861 : YO!!! its been a while since I last posted here...

well done Saikoro!!! your learning lots!
Thanks man. However, I should call it "Adding to my knowledge base." I can already feel my skills getting a slight bump towarsds the better. Lots of cool cats here!!

Standing Up when falling caused by the opponent is very important... you have to somewhat know what your opponent will do to know what standup you will do... here are some standups...

* U = instant stand up
* 1,2 = sideroll, then stand
* 3 = low kick standup
* 4 = high kick standup
* d+3/d+4 = low kick while fallen

There are two more that Im aware of from Tekken Tag (Im not sure if they apply to 6's game, so quote me on this):

* Back/Away as soon as you hit the floor for a reverse roll. This is a quick escape that works well in distancing. However, with the bound system now in play, Im not so sure if this is a good tactic unless if you can spot an opening for escape. Or against a n00b.

* ?? Im not sure what to call these or how to describe them, but your character has two options after recovering from a Power Hit State (Paul's Phoenix Smasher/Heihachi's equivalent):

You roll backward into a stance from a clean hit from the described above moves. Your feet drag back about two inches while in the crouch position.

You Pounce up vertically from a prone position instantaenously. I think this one is from Paul's F+1+2 on a counter.

Both of these recoveries are incredibly strange, so its kinda hard to explain.... Anyone else??


BOSS TENSH: how to do the standup in which they somewhat push themself the floor and lift, doing a high kick to the opponent...

x0ree, i dont have a PS3 nor an XBOX 360, so I cant... luckily, one of my bestfriends has a PS3 and plans to buy TEKKEN 6...
Man, I feel horribly left out!!


Well, thats standup...

OH! btw, DONT forget about us Philippine players!!! XD well, whaddya think? please make a comment about us Philippine Tekken Players... (called TEKKENISTAS)
Im going to do some Googling and Youtubing. Lemme get back to you on that. Do you have a certain namesake while playing Tekken 6BR that I should know of??

Some ground recoveries are character specific. The lift to a high kick from ground position is not available to characters. The input is b+3+4 during grounded. Yoshi doesn't have it but I know Anna, Nina, Bryan and a few others. King, Christie and Eddy have a lift but instead they spin themselves in the air and they recover back turn.

The crouch recover from a power hit is very useful. Just hold back when you get hit. If you don't do anything you'll stay grounded and your opponent can come in and has a chance for OKI. you have a better chance to defend yourself when you recover standing up.

The Chinese get up is simple. Just hold forward when you hit the ground. Mostly everyone can do this and I know Yoshi can. It's a little risky though, it's pretty slow recovery and if your opponent is waiting for you you're going to eat a launcher.

One other thing I want to point out is this new thing we call the "ass stun". There are some moves in T6 that doesn't launch like in the previous installments but just knocks you on your ass and it's a free launcher (G-clef is a perfect example). When you hit the ground just quickly roll to your side and you'll recover, otherwise it's a free juggle.

Nowadays I'm getting used how the top players I see on youtube recover. They roll to their belly first and then roll away from the opponent. I think it's safer than just rolling back regularly since it's slow and easy to see. I still use recover to Indian stance from grounded though. I can either gain health if people just stand there waiting for me or I do cannon when they come in. There's many ways to recover though so depending on the circumstance just do what you think is best.

And of course never forget the Phil players hehe. Gotta represent! I've played some amazingly good players when I visited Philippines early in the year. People only get better and it's only a matter of time. Even though Korean and Japanese are at the top, someday we'll rise to those levels too hehe.

Grey : Some ground recoveries are character specific. The lift to a high kick from ground position is not available to characters. The input is b+3+4 during grounded. Yoshi doesn't have it but I know Anna, Nina, Bryan and a few others. King, Christie and Eddy have a lift but instead they spin themselves in the air and they recover back turn.

The crouch recover from a power hit is very useful. Just hold back when you get hit. If you don't do anything you'll stay grounded and your opponent can come in and has a chance for OKI. you have a better chance to defend yourself when you recover standing up.

The Chinese get up is simple. Just hold forward when you hit the ground. Mostly everyone can do this and I know Yoshi can. It's a little risky though, it's pretty slow recovery and if your opponent is waiting for you you're going to eat a launcher.

One other thing I want to point out is this new thing we call the "ass stun". There are some moves in T6 that doesn't launch like in the previous installments but just knocks you on your ass and it's a free launcher (G-clef is a perfect example). When you hit the ground just quickly roll to your side and you'll recover, otherwise it's a free juggle.

Nowadays I'm getting used how the top players I see on youtube recover. They roll to their belly first and then roll away from the opponent. I think it's safer than just rolling back regularly since it's slow and easy to see. I still use recover to Indian stance from grounded though. I can either gain health if people just stand there waiting for me or I do cannon when they come in. There's many ways to recover though so depending on the circumstance just do what you think is best.

And of course never forget the Phil players hehe. Gotta represent! I've played some amazingly good players when I visited Philippines early in the year. People only get better and it's only a matter of time. Even though Korean and Japanese are at the top, someday we'll rise to those levels too hehe.

Awesome Grey. Your Replies are certainly within the upper echelon of this Yoshimitsu Shrine. Do you have any PSP Ghosts available?? I would like to Vs you in some way.... 360 or PS3 on Launch Day??

-Saikoro

so......
hi there,
fantastic Yoshi in T6:D
is there a topic on bound, juggles and more information?

many yhanks!!!

Italia!! Si Bene!!

Im 1/2 Italian, awesome to have someone of my heritage on these pages.

You can find some really in depth FAQ's online if you look just right (Just do a "Lee Chaolan Bound Combo" search of sorts).

But in a nutshell, a Bound Attack is an attack that strikes your opponent both down and back, into the floor. This is distinctly seen when the victim falls backwards with their legs flailing upwards. This opportunity gives you a literal second of an opening to follow up a combo with, and the results can be rather devastating. Just YouTube MrNAPS Bryan Fury Skills for an amazing display.... this guy starts on one side of the stage, combos you into a bound that leads into a wall hit, then continues a combo that leaves his opponent with a mere 15% health left. Off of a single opening. Crazy shit!!

Here is a basic example:
http://www.youtube.com/watch?v=GvFELVk-Zis

Prepare to be amazed!!

-Saikoro

x0ree YOT if I havent visited recently... anyway, I'm back!!!

Saikoro: how's ur BOUNDing combo? hopefully youve been better!!! :D

anyway, bestfriend got T6 on his PS3 now! (yay! :yes) and he likes it! XD
oh, got another tip... if you use a BOUNDing move to your opponent if he/she is rolling back or front, opponent will be BOUNDed and another set of combo or juggle could be started... extreme timing is needed when doing that... but try not to do that much often, but at least its a good way of dealing some damage to opponent...

Saikoro(again!): it's Yoshimattsu not me about the Las Vegas thang youre talkin about :D just remindin! XD

Grey: sir Grey!!! whattup? haha, anyway, I've got some questions(again!) hopefully you could answer them with ur super tekken skills geniusness :D

about this juggle, which should I use in the blank?
juggle = d/f+2,2 , ____ , d+2,1 (KINCHO f+2)
is it better to use f+1+2 or 1,1 ?

also, if Yoshi's ff+4 was blocked? is it good to use d+1? or just change to facing front? or a different one? since Yoshi is facing back at the opponent after ff+4... thank yooouuuu!!!! :D (ahhh, I miss YOT!!!)

yoshimitsu8861 : Grey: sir Grey!!! whattup? haha, anyway, I've got some questions(again!) hopefully you could answer them with ur super tekken skills geniusness :D

about this juggle, which should I use in the blank?
juggle = d/f+2,2 , ____ , d+2,1 (KINCHO f+2)
is it better to use f+1+2 or 1,1 ?

also, if Yoshi's ff+4 was blocked? is it good to use d+1? or just change to facing front? or a different one? since Yoshi is facing back at the opponent after ff+4... thank yooouuuu!!!! :D (ahhh, I miss YOT!!!)

Yo. Haha thanks for the compliment.

f+1+2 deals more damage so you're better off with that and it's easier to use too. In general f+1+2 is the best bound for Yoshi so it should be the bound of choice in any combo.

After ff+4, you can BT d+1 if you want IF you know they're just going to stand there and take the hit or they're going to do a high since it's a high crush. Other than that it's kind of slow and easy to see and in the worst case you might get launched from an upkick or something. I think it's safer to just hold back after you do it so just hold back after you do the move. For me though I like to do BT d+2 afterward so I can transition to WC 1 for a combo, WC 4 for damage, uf+3 for a combo if they duck or uf+4 for damage if they duck or I catch them trying to move. Really depends on the situation though so just do whichever you think will work.

amazingg! thanks Grey!

hmmm... whats the notation for the diving move of Yoshi when in Flea... and also, if I used the f+3+4 (from a combo or juggle), would it be better to use that diving move? or d+3+4(i think this is the move when yoshi jumps then falls on his back to the ground)...

I found out im not using d/b+1 (which can become d/b+1,1) on any combo or juggle, or such unless i just want to use it... any tips on when to use this?

see ya YOTians next time... hehe (busy again coz of projects and school stufff)

TITLE EDIT: changed to something more fitting as this post really took off. Lots of great input by the way!!

Personally, I think that T+1+2 is an excellent retaliation move that sneaks under just about any High Attack. Anticipate one coming?? BAM!! However, its range is severely lacking with no frame advantage so you must have excellent range as well as setup. His NSS T+1+2 is a bit more remniscant of his Tekken 5 Days, but there goes positioning and anticipation again. I personally like going NSS and then leading back into regular stance by performing 1+4 as a counter. Works like a charm, but instantly!!

And any of his Jab Series that lead into secondary Sword Strikes, or my personal favorites as were not limited to 4 sword attacks anymore (DB+1,1; DT+2,2; B+2,1, D+2,2, DT+3,1 or while rising 3,2), are TREMENOUS for playing mind games with your opponent. I personally almost never follow up with a secondary hit unless if you anticipate them reading whiffs. You would be suprised how many times only one of these attacks are blocked, wether it be the first or second. Also, these series of strings are great "Lead-In Moves" as I call them, basically saying that Yoshimitsu inches in as he performs these attacks (The best example being the aformentioned DT+3,1). This makes his swordplay moves beneficial for distancing even though they are blockable (FOR SHAME!!).

Another Lead-In example I love to use is starting up his DT+3,1 but nixing 1 altogether simply because if you do, it leads into his While Rising [WR] priority that leads into multiple options, such as his Door Knocker (WR DT+1,1,1,1) or Backhand Variant (WR DT+1,2,DB+2,2,2,2,2,2) as well as his other awesome WR options, such as 3,2 or 2,1,3. Awesome stuff.

I also find that "Yoshitora's 'accidentally found' Kinsho Fake" is amazing for catching someone off guard if the setup calls for it (This goes well for fighting Jack or Kuma being as slow as they are from mid distance). Simply buffer B+2~1+2 and possibilities open up nicely. Kudos go out to those of you who can get his B+1+2 to connect after this fake.... its certainly a crowd pleaser.

Lastly, spam the hell out of his UT+1 on a grounded opponent. Ive seen scrub after scrub play the "Lying" tactic as they think youre going to go for a throw immediately after they fall. Play the wake up game here. I also want to give honorable mention to his UT+2: Hits the Gordo's out of a well timed low attack whiff as well as any low stance/ground tactic follow up.

BOUND THOUGHTS

My current playstyle calls for Bounding immediately after T+1+2 connects or during his Shark Attack Combo on wakeup. I honestly cant think of any other openings that lead into bound so my playstyle here is a bit limited. Any further comments that would benefit me here??

And as far as his T+3+4 is concerned, is there a way to nullify the immediate Flea transition?? This move costs me matches as Yoshimitsu slams head first into a wall if youre close enough. I would say that its funny.... but its no laughing matter when you lose a round because of it. Yoshi8861, its freggin hilarious if you can connect two strings of his sword dash into the floor headbutt. Awesome. Damage Dampening?? Not Awesome....

Staying in Pogo and taking 40% Plus Damage?? Pricless.

There are many Tekken Characters to get into.... for everyone else, theres Yoshimitsu!!HA!! :D

Thats all I got for now,
-Saikoro

This post was edited by Saikoro (2009-11-05 20:55, 7 years ago)

heyy Saikoro!!! looks like youre learnin a lot from this thread eh? anyway, how's bounding and juggling, and combo-ing? :D

KINCHO fake eh? looks somewhat intersting, but its a good way to trick ur opponent after a b+2... good moves after may be KIN 1+2 or KIN 2,1+2

hmmm, limited? why? just time it good and you got ur opponent bounded on the floor in his/her butt! (just kiddin, hehe :D )
well, I would suggest using 1,1 as a good poke, and since its slash part deals BOUND, well, ya get the point there...

oh, I forgot, you can also make ur opponent BOUNDed when youre opponent is attacking you then you execute d/f (is that right Grey, or wrong?). It makes your character somewhat throw him/her to the ground, BOUNDed easily... I would suggest using d/f+1 after that, then continue with a combo/juggle...

one of the scariest BOUNDing move I've ever seen is Nina's 1+4 move... (is that Ivory Cutter?). Its VERRRY Scary, I tell ya... Ive fought Nina users and, i really found that move scary (haha, in fact, I'm a nina player too, aside from being a Yoshi main player...) just wanna share...

well, the fact that BOUND leads to a good juggle/combo afterwards, sometimes, we may use our eyes closely to see ur opponent if the opponent was really BOUNDed or not... sometimes they just fall down lying, so, you may continue with a low attack, or, whatever you plan...

Sword Dash is reallllly funny for me, and, somewhat cheap... but, i dont think of it being cheap, coz, it does SOOOOOOOOOOOO little damage, but it may give you some spare time to think of your next move, or, whatever you plan to do... hehe XD

BTW, I find you quote "There are many Tekken Characters to get into.... for everyone else, theres Yoshimitsu!!" verrrry interesting! :D nice one there :yes

well, thats all I've got... :D

Grey, what do you mean Yoshi doesn't have a spring-up getup? Is it taken in Tekken 6? (b+3+4).

At first, my Yoshimitsu was feeling vey limited, but I'm taking a better grasp of his moves. And I can say as the crowd in Tekken 5 stage: "You can do it!".

After some hard trainings, I think it's very possible to compete with Yoshi on higher level of play. But the timings are more strict, the knowledge must be deep (knowledge about opponents, about arenas and spacing) opponents are more powerful and there are many dangers in using Yoshi's moves. Yoshimitsu's playstyle is "unforgivable", there's little room for mistake, and Yoshimitsu's answers for opponent's mistakes are usually less advantageous than it would be in other character's case.

But this fighting between stronger opponents has a very nice atmosphere included, I can almost feel Yoshimitsu's effort to survive while wielding the weakened sword. It's a feeling I didn't have before, and I enjoy playing him because of it even more (Help Yoshi survive in the cruel world!)

By now I recommend you this forum:
http://tekkenzaibatsu.com/forums/forumdisplay.php?forumid=182

I'm posting there as Kazu-Yoshi-girl. The first posts of stickied threads are a great startup for Yoshi players, very recommended.

Helping Yoshimitsu survive in this cruel world is something that I will most certainly do with enthusiasm (Save the Yoshimitsu fund!!:D). I personally feel attached to him as a character, and thats something I cant vouch for in any other fighting game I have ever played. And Im a huge Fighting Game fan.

Back in the day, you were either a Street Fighter fan or a Mortal Kombat fan. I fell in love with Mortal Kombat the day "Mortal Monday" hit (Remember the kid screaming "MOOOOOORTAL KOMBAT!!" in the street advertisement?? My skins tingling just thinking of it!!), although I was pissed that the Genesis conversion looked like ass next to the SNES, which was advertised. I was a fan since then and Scorpion was my main man ever since. Yeah, I played Street Fighter, but MK was just bloody awesome. No Pun intended. MK2's release was phenominal (I still consider 2 to be the best MK) and I will never forget playing MK3 at my local Milford Amusements arcade when I was 12 years old. That was actually in early 1995.... Then Tekken hit later that year. You guys know the rest of that story.

But Tenshi, I gotta admit that I dont feel that his Sword has been weakened.... Actually let me clarify: Yeah, technically he is weaker as his sword is fregin blockable (I dont get that.... :dozingoff) but his game is tighter. In fact, he is stronger with all of his newfound offensive options (Confuse the hell out of people with constant stance changes.... total bliss!!). With that said, he is certainly more of an expert character. How many Yoshimitsu's have you seen online that were good?? Exactly. Yoshi may be an unforgiving character to play, but you gotta admit that he plays better than he ever has (And you've got plenty Otokonoko footage to prove this dont you think??). And online Lag certainly is the kicker for playing as him: Its too maddening and turns lots of people off.

Yeah, Im looking at all of you YOT members who said Yoshimitsu is a secondary player simply because youre going for Lag Advantages.... FOR SHAME!!

Tenshi, could I possibly add in some type of personal input or anything to anything here?? PM or reply me if so.

-Saikoro

I am 100% sure that there will never be a Tekken without Yoshi in some form or another. And I have said it before and I will say it again, Online is a waste of time!! I have no interest in playing against casuals and scrubs. They offer no real training and the only thing you will learn from it is bad habits and how to get punished by a real player offline. It is sad but true. I think I must have missed when a bunch of people said they were going to make Yoshi a secondary character to take advantage of lag, but that is indeed a shame. My character usage is 99.9% Yoshi and I'm damn proud of it! But I think what I was trying to say is that you don't see skilled yoshi players online because his talents are wasted online and players with a true talent for Yoshi must find a way to play offline with others, we owe it to him! Which is why I will be hopping on a train for three hours to Chicago for a tournament on the 20th of November, Wish me luck!!

Tenshimitsu : Grey, what do you mean Yoshi doesn't have a spring-up getup? Is it taken in Tekken 6? (b+3+4).

Oh Yoshi does have b+3+4 from grounded. What I meant to say is that he doesn't have the lift kick that makes him fly toward the opponent feet first. Instead he has the get up cross chop.

I tried reading the Yoshi thread in TZ again but there's just so much content since I've last read and I don't have the time. I've only been able to keep up here since I read most of the updates.

This post was edited by Grey (2009-11-11 11:03, 7 years ago)