Top Ten Moves of Yoshimitsu \m/,

Its Kinda Late to Discuss about Top ten moves of Yoshi... Specially with the Era of Br going to end and TTT2 or T7 Will pop in after a short while... any how i was playing tekken 6 last week and found some moves very very useful... and saw some videos so ... lets see where this goes :D...Oh and I would Very much love if you guys can provide frame data for these moves...

1. d/b+3,3.. YES... I think this move require little more importance than it already has :D People wouldnt usually duck (atleast where i play :P) so this would make them.... specially near walls , high crushes and it tracks well too and we got 2 nice setups .... f+4 or INS...or u can continues the series of 3,3,3 in d/b 3 . So this is the move that makes players think about ducking once in a while atleast... ( can any one tell me what other moves can make opp duck ? ie pressure situation ?)

2. b+2 well I never really used this move much until a few games earlier where i had to face pitbull Law.... and no other moves can save me from his frame traps apart from this :D... ( I did win a game using only this move :P it was fun ....cos i never used this move he had no idea what to do and we both are noobs so i had really LMAO....) oh and yo
u can go into kin stance which is very useful and most probably the safest way to go into kin stance outside a juggle combo.... ) oh if there are other moves that can help go into kin stance plz do tell :D ( side step 4 can also go into kin with out much framelose ... i guess :D ) help me out here :D

3. d/f+1 or d/f+4.... both of them being keep out moves :P with almost same range and almost same damage...and out side of juggle and 1 frame difference ... both of them have same feature ... O.o what about the tracking :D i forgot :P so plz tell :D

4. d/b+2,2,2.....series... safe mid moves that has FC setup...

5. f,f+4 more than a launcher its mostly a keep out move for me :P.. pushes opponent back with good risk reward ratio but its has its drawback being linear ( very very poor tracking/ easily side steppable) and linear/only one juggle possible out of it ... and off axis juggle doesnt connect but u can make that out and end with shorter juggle ( doesnt happen for me thou :P) but i saw people doing it ...

6.u/f+4 well this had to be in the move list cos its a tracking move,wallsplats,hits mid and bounds with only drawback being hop kick but for that it crushes low..... oh u might be able to pull off flash trap :|

7.u/f+3 for a hop kick kinda move it has the worst hit box ... this move is a life saver but is punishable. What makes it worth is its low cursh properties and a tiny bit of high crush property covers for its lack of range... in tekken 5 it was a Good punishing move where u can block and punish now here in tekken 6 it has become more like anticipatory move..I sometimes tend to punish bryans d/f+3 on block with u/f+3 and it whiffs off so bad...that I wanted to throw away my joystick... I mean i could have blocked and cc and then d/f+2,2 or ff+4 but i had to go with reflex like a noob from tekken 5 and what do i get .. never mind.... Good move with small hitbox ...well done namco well done...

8.1,1 I am kinda running out of moves here :P lol not even 10 moves to save yoshis ass.. :( any how good move that is a punisheer with decent damage and useful to get bounce/ bound where other bounce doesnt work at all ... but it leaves u in -ve frames on hit :( why is that namco ??? why did u give it negative frames ? does it have huge damage or what ? or is it spammable or cos it leave opponent in fc position ? Namco wont answer so you guys help me over her e:P

9. Techincally i am out of Moves here but still u+3+4 give positive frames on block and is very useful tool at walls where opponents cant back dash and u can input qcf+1+2 throw :D which is nice.

10.Last but not the least d/f+1+2... NC ...good for a round ending move but not hit conformable and can be ducked on reaction... a little bit of side step and its small high crush property makes this move a very good toool but a blocked mid would lead to lauch punish and low can be parried easily on reaction..

So guys what do u think ??? What are your moves... which moves are good in your opinion or deserve to be onlist and why ? oh By the way plz plz plz help me with frame data... and tracking moves plzzzzzzzzzzzzzzz....

Oh and most of you guys might think that flash(1+4) deserves to be on list but.... i think flash is launch punishable cos it whiffs with small hit box and there are very few moves that is 100% guarenteed hits... like Our Own Yoshis u/f+3 or Kings f+2+3...those are the only moves i know ... can any one add more to this list ?

and finally a move that should be on the list is :P b,b+1+2 :D It tracks and is useful against walls i guess and u can cancel it into flash ... I saw some one pull it off in a match and it was very funny and intresting to watch :D Love the Way people use Yoshi.............

Crazy People = Crazy Yoshi :D
Be Lazy Go Crazy People ............. Chao .........

Added 10 hours 46 minutes later:

:( No One really Cares ? why is this community becoming so dull.... if u think this is just another forum copied from zaibatsu ... then u are wrong cos i know its in zaibatsu but i r/eallly dont like TZ.... This is My/Our Den.... Come on people Dont be thatttttttttt lazy :P

This post was edited by vijay_kumar_cute (2010-12-12 07:28, 6 years ago)

Hey!! I simply didn't see this earlier, dunno why but it is easier to miss new posts than it was on the old forum. Did there used to be a news feed on the homepage? I think so. Anyway, I don't have a list yet but I think this is a fun idea so I'll just start by commenting on yours and hopefully build my own later from there ^^

1. d/b+3,3.. (Manji Spin kicks) This will make my list for sure! I am an addict and have started trying to put it more creative use. Don't think there has ever been a single fight in which I didn't use it, unless I was just practising some new combo in arcade, and even then, sometimes I just can't resist ^^

2. b+2 (Omage Hosen) Well, when I read this, all I could think of was.. 'I can't think of a single reason why one should use this and NOT follow it with 1!! Did you just write it wrong? Okay, you mentioned kincho, in which case you ge the full move anyway, but if you're not going into kincho, why not still have the full move? No excuses young man, find that button and press it like it's the last button on Earth!! Anyway b+2,1 makes my list too!!

3. d/f+1 (Atemi punch) or d/f+4 (side kick).... Guess I don't use either as much as I should but I am working them in and you do see them in my matches. d/f+1 makes the list for looks and because it is useful, d/f+4 doesn't, for not being very memorable!

4. d/b+2,2,2..(manji spin slaps) Okay, good mid you say, but.. nah stays off my list (can't agree on everything ^^). I don't tend to use it as it is more often blocked that D/B+3,3,3.. and even if it does hit, I never know what to do next. Okay, my fault, not the move, but as I like b+1,1,1..(where is this on your list??) and D/B+3,3,3.. I don't want yoshi getting too dizzy when we play :p

5. f,f+4 (fubuki) hmm.. you already explained in your description, why this move doesn't make my top ten! I totally get the need for space but nah, there are better ways, at least for me and I'm not too keen on any move which results in me turning my back on the oponent! Why not just hold forward and press 4? Now THAT'S space!!!

6.u/f+4 (avoiding the puddle) Yup agreed.. makes the list! :p

7.u/f+3 (samurai knee) Made your list and yet not a very convincing description follows ^^ At the level I currently play at, this move is useful to me. Maybe when I start taking on better players who know how to punish this EVERY TIME I might change my tune, but for now, 'get in the box!!'

8.1,1 (kabuto slice) Yes, indeed you are scraping the barrel with this one. Teehee. Come on, what about d/f+2,2?? or d+2<2?? Or d/b+1,1 (48 damage AND gives that precious space ^^)?? Wait, can I make a top 20 list? Hehe

9. u+3+4 (eight crows) This will probably be higher up on my list. Well actually no, more so u/f+3+4. I like it because I and find it and it's variations fun, and isn't having fun the whole point of a game?? ;)

10. d/f+1+2... (quick flowing strike) did you write this right? I don't get it.. isn't it usually d/f+1+2,2 or am I being a silly noob again? Could make my list for the exciting and satisfying 'boom' (girl likes those booms ^^) but one needs the second hit for that! EDIT: Ah, my imaginary friend just explained what you meant by NC, now I get you.. although, it would have been quicker just to write the full move you know ^^ (by imaginary friend, I actually mean I saw it on youtube :p gosh I'm soooo lonely!!!)

Where is f+1+2 in your list? Well, it makes mine. Also, what about f,f+1+2, and f,f+3+4 and f+3+4 and WS+1<1<1<1 (okay, that last one is one of my fave moves only because I love that last 'boom' which is usually blocked but I commit to anyway just in case... on second thoughts, lets leave it off the list ^^) and.. and.. and..

Oh someone else play, please!! This is fun and I wanna read more..
Edited to include names. If I've made any mistakes, feel free to let me know. You know me, I'm always open to education on Yoshi!!

This post was edited by Jembru (2011-03-26 21:25, 6 years ago)

I wish I was this good at Yoshi but really I've only memorized a few moves :s I actually like winning more from silly looking strategies/moves then by how good they are, like when Yoshimitsu takes his swords away and then jump into the air like he's about to fly but instead drops to the ground, then you do the headbutt from there, win the game and see the whole thing in slow-mo XD soz funny...


But yeah I don't even know how to read your combos, I think left button is 1? and right button is 4? someone help me :P

Ack, yeah, you're right kai, not everyone knows the legend. When I get back from work, I'll edit it and put in the move names in brackets. Or, if you go to takken zaibatsu, you can check out the legend there.. wait.. here's the baby But I like the move names (and make up plenty of my own ^^) so I'll still write them in to make it easy on everyone.

-Jem

Hmm, here's my list:

  1. All sorts of punches. 1,1, 2,2, 2,1, 1,2,1 2,d+3, high spins
  2. d/f+1, d/f+4,
  3. Sidestep moves: SS+1, SS+4, SS+2 (in this order)
  4. d+4, d/b+3,3,3,(4) and mixups, d+3, d/b+4 (ordered by frequency of using)
  5. f,f+4 a.k.a "BANG!" and: 3~4 a.k.a "You won't get away!" (highlighted for importance)
  6. b+2, d+2,(2) d/f+2,(2), u/f+4 - Sidestep catchers
  7. Sword Sweep, Sword Spin, Sword Stab... all things "sword" ;)
  8. No Sword Stance, Dragonfly, Indian Sit - messing with them in regular battle
  9. Solar kick, Shark attack, u+3+4, b+1+2, u/f+2, Flea, KIN 1+2, d/b+2,2 - in setups and certain situations.
  10. Other moves when I feel crazy.

1: d/f +4 , d/f +1, 3~4 (pokes)
2: all sort of punches (especially in NSS, it's got better frame advantages)
3: FC D/F +1 (sword sweep, unblockable, good combos)
4: f,f+4 and f+3,4
5: d/f 1+2,2
6: u/f +3 (punisher -> combo and low crusher)
7: u+3+4
8: NSS d/f +2
9: d/f +2,2
10: flea stance shenanigans

I don't like b+2, 1 on its own, it's very punishable and I only find it useful for combos...

Difficult to pick only 10... I feel like to use yosh effective, you need everything. Regardless:

1. Flash
2. Punching strings (see Tenshi's post), also include df1+2
3. While standing strings: ws1,2; ws 1+2; ws 212; ws4; etc.*
4. Stances: all of them. (Especially BT!!!)
5. Healing. Use it.
6. b3_4 (I'm in a habit of doing either x2)
7. df22_cd1 for whiff punishing (usually following b3_4 ;) )
8. Sword attacks
9. ff4
10. uf+3+4 b1, 3~4_4; uf+3+4 d1+2

* I've discussed this with noodlehead in the past, but I believe yoshis 'poke' strings are relatively weak on paper... however, yoshi isn't the type of person that should be played by the books. I've been working on developing a poke style that constantly switches from standing, to fc, to ws, to bt, and repeat (not necessarily in that order)... experiment with it. You'll have people pulling their hair out in no time. In my opinion, limiting yoshis poke game to basic standing/ facing forward is only going to make the fight harder on yourself.

Not all inclusive and in no particular order, again, I feel like it's impossible to limit yosh to a top 10. Everything is usefull.

This post was edited by Junon (2011-03-25 18:58, 6 years ago)

Thanks Jem!

Oh gosh, I forgot WS moves. Of course I use them very frequently, especially WS+1 (+ mixups).

I will not pick a top 10 moves but I use those more often than the rest (my ideas might be a little.... noobish XD)

u/f+4
tracks, knockdown and awesome in from Fc mix with few sweeps and low moves and sometimes like to do a tiny u/f+2, due the jumping animation which might catch get juggle on CH

d/f+2 for entering crouch along with d/f+3


d/f+4
good range I use it alot when facing aggasive oppenents and want to have a little space

3~4
nice move with dgf transtion I asumme its safe too but don't know for sure though

d/f+2,2
for catching whiffs, whiffs and whiffs XD but why could it be placed different instead of leaving the good old uppercut
in NSS

b+1
after a few spins it becomes like positive on block and a rainbow drop is useally possiable to land

all basic punches like 1,2,1 1,2 2,3 2,d+3

u+3+4
against people who have a habit of low kicking when laying down

I'll attempt to make a shorter list from memory, although I haven't played much lately:

f+2, 1+2
basically slaps him backwards and grabs. I love this cuz you get to do your tornado drop :P

d+f+3, 3
Makes opponent open to another attack

d+3, 3
Usually my follow up for the previous move

f, f+3
My move for aggressive players

u+3+4
I think this is the move where he disappears in mid-air and comes back to double kick

qcf+2
Everyone hates a person constantly stealing their life :P

d/b+3,3,3,3,3,3
low kicks

That's all I can think off for now, I really don't know how good these are compared to other moves because I haven't used them all yet, but these are the ones I usually use :)

Errrrrrrr This is less than Expected ... I mean I thought atleast Tenshi would elaborate any how .....

and i think I messed up the list for Yoshi :D Non of Yoshi's Punch series or Punishers give good damage........ except for 2,2 i think... which gives around +4 ... i think 2,2 is better than 1,1 or other series...

d/b 2,2,2,2???? whom was i kidding ? i mean seriously I cant get it connected... for damage etc...

and i forgot 3,4 ?????????? Thanks Tenshi for reminding........ you best back dash catcher...... and you can go into dragon stance on hit without negative frames and try to juggle bait :P... and they cant try to Poke juggle u if they are hit ..... so Cool move .. superb range .... I see back dash... 3,4 :D and no big deal on block :P

side step 1..... one of the Golden move that still retains it high crush ability ........ Tenshi igot a doubt....When i see that move in videos... i see it a little different... it seems like yoshi instead of side stepping ..seems like bending forwards and does that move... something with the animation... and i heard in some forum about micro side step...so can Tensh or any one tell me can that move be done faster ????????

NSS stance is Golden Stance... i mean its very very nice for me... One guy was owning me with Law :D and then i got pissed and toook to NSS stance... and he was like....... what ???? is this different yoshi... cos play style changes...

with normal stance we have to depend more on evasion/ side steps... but nss is GOOOD punishing stance :D \m/,

Too bad I dont have any one to play tekken with :( ....Every one over here stopped playing tekken .. ill buy ps3 and coem online ... :D Till then chao :D

# Junon : Difficult to pick only 10... I feel like to use yosh effective, you need everything. Regardless:

1. Flash
2. Punching strings (see Tenshi's post), also include df1+2
3. While standing strings: ws1,2; ws 1+2; ws 212; ws4; etc.*
4. Stances: all of them. (Especially BT!!!)
5. Healing. Use it.
6. b3_4 (I'm in a habit of doing either x2)
7. df22_cd1 for whiff punishing (usually following b3_4 ;) )
8. Sword attacks
9. ff4
10. uf+3+4 b1, 3~4_4; uf+3+4 d1+2

* I've discussed this with noodlehead in the past, but I believe yoshis 'poke' strings are relatively weak on paper... however, yoshi isn't the type of person that should be played by the books. I've been working on developing a poke style that constantly switches from standing, to fc, to ws, to bt, and repeat (not necessarily in that order)... experiment with it. You'll have people pulling their hair out in no time. In my opinion, limiting yoshis poke game to basic standing/ facing forward is only going to make the fight harder on yourself.

Not all inclusive and in no particular order, again, I feel like it's impossible to limit yosh to a top 10. Everything is usefull.


Listen to him, he speaks the truth :)

Why does this thread sounds like " whats your fav dish sir ?" your answer is " Anything with chicken !"

The full Poison Wind, Whatever it is, should be included