Yoshimitsu technology (top moves, combos, secrets, ...)

This is an open discussion topic regarding Yoshimitsu's general combos, secrets, techs, team synergy and strategies in TTT2. I'll try and post/edit everything I've managed to find in training mode.

Legend

1 left punch
2 right punch
3 left kick
4 right kick
5 tag button

the chosen orders from 1 to 4 are based on the left to right order buttons on an arcade stick.
Imagine an arcade stick and you'll never get it wrong.

f tap forward
F hold forward
d tap down
D hold down
b tap back
B hold back
u tap up
U hold up
d/f tap down forward
D/F hold down forward
d/b tap down back
D/B hold down back
u/f tap up forward
U/F hold up forward
u/b tap up back
U/B hold up back
N joystick in neutral

B! this move causes a bound state, bound moves usually also cause floor destuction
TA! this move causes a bound state that also tags in your partner if you hold the tag button. A tag assault does NOT cause floor destruction.
W! Wall hit
WC! Wall crash
NC Natural Combo
CH Counter Hit
FC full crouch animation
WS while standing up
SS side step either way
SSL side step to left
SSR side step to right [ ] optional command
, followed by
~ immediately after
+ at the same time
> delay input

cd crouch dash f,N,d,d/f, Yoshi's Gehosen input for example
BT Back turned stance
INS Indian sit stance
FLE Flea stance
DGF Dragonfly stance
MED Meditation stance
KIN Kinchou stance
1SS One sword stance
NSS No sword stance

Yoshi's arsenal

Top moves
- basics: punch(es), df+1, df+4, d+4
- lows: df+1+2,(2) or FC df+1 or BT d+1
- good NSS attacks: f3+4 or db2 or flash or df2 or b2,2 or (WS1),f2,db2,2,2 -> Flash!
- unblockables: Bad Breath, uf+1+2~d, ub+1+2_~1_~1+2 or NSS ghost sword u~1+2~ub
- Flash! -- 1+4 or 4~1, fastest attack, launcher, can punish Tag crash f.ex, crushes reversal
- cd+1 -- launcher with great range that's really safe from max range
- uf+3 -- fast launcher. df~uf+3 -> crushes highs, catches side dashes, more range
- ff+4 -- fast launcher with good range, tracks sometimes to yoshi's right
- df2,2 -- fast launcher can crush reversals
- SS+1 -- crushes high, launches on CH
- KIN+4_SS+4 -- Homing and crumples on CH
- ub_uf+4 -- homing, safe mid, pushback at W!, wallsplat, flash setup with uf+4
- d2,2 -- hitconfirms, +5 on hit, ~NSS is still +5 on hit, tracks yoshi's left
- 3~4 -- hitconfirms after 1st hit into DGF. DGF~4 vs crouch, DGF~3+4 vs standing, DGF~2 vs raw tag
- b+2,2 -- damaging punisher, leaves opponent on KND, tracks yoshi's right, safe on block in NSS
- db1,1 -- NC, safe, tracks, use at +9 (1 on hit or fff3 on block), great wallsplat, crushes reversals
- KIN -- +/- 6fr parry window, reversal is + on block, the KIN attacks (minus KIN 1,1) are good
- f1+2 -- really good vs big characters, sick range, crushes reversal, pushback at W!, tracks left
- NSS f3+4 -- best charge, sometimes crushes highs, -2 on block at worst, +2 on block at best
- b+3_4 -- ~ff on first spin halves the recovery time.
- df+3,1 or df+3 + mixups -- good as oki and end of combo
- db2 -- 1 or 2 hits can start really good mixups. first 3 or 4 hits can be NC
- b1,1,db3,3 -- i16 whiff punisher, NC, starts mixups, (b1),CH 1 combos in i10, hard to parry kicks

Punishers
Standing Position

i6 1+4 - launch
i7 4~1 - launch
i8 NSS 1+4 - launch
i9 NSS 4~1 - launch
i10 1 - 9
--- 1,1 - 30
--- 1,2 - 25
--- 2,2 - 23
--- 2, d+3
--- NSS 1,2,1 - 27
--- NSS 2,1 - 32
--- NSS 2,2 -23
i12 d/f+4 - 20
--- 3 - 20
--- Reg Throws - 35
i13 d/f+1 - 18
i14 b+2,2 - 44
--- nss b+2,2 - 40
i15 u/f+3 - launch
--- NSS d/f+2 - launch
--- 4,4 - 44
--- Extended Throws
i16 d/f+2,2 - launch
--- ff+4 - launch
--- d+2,2 - 38
i17 f+1+2 - 29
i17+ cd+1 - launch

From Full Crouch

i9 NSS FC+1+2 - launch
i10 FC 1 - 8
--- WS+1+2 - 16
i11 FC 2 - 10
--- WS+4 - 18
i13 Reg throws
i14 WS+1 - 20
--- WS+1,1 - 36
i15 u/f+3 - launch
--- WS+2,1 - 42
i16 WS+3,2 - 43
--- ff+4 - launch
i17 FC d/f+4 - 20

high crushers
- (FC) uf+3
- df1+2, 2
- b1+2
- 4~3
- df~uf+3 (doing df first will change the properties for uf+3 a lot.)
- d2, 2 (crushes highs at the end of the attack)
- BT uf+4 (can get hit by highs in the first 4 frames or so, it's also ambigeous)
- BT df+1 (can get hit by highs in the first 2 frames or so)
- KIN b1+2
- KIN parry
- KIN, F (crushes highs in the middle of the animation)
- db1+2 (has startup, completely evades all highs if u hold)
- db1+2, 3_4 (can get hit by highs in the first 2 frames or so)
- bb1+2 (crushes highs for a long time in the middle of the animation)

Moves with Frame Advantage on Block
- 1 - +1
- u+3+4 - +4
- (u/f+3+4,b+1),4 if blocked from behind, around +5
- (u/f+3+4,b+1),3+4 - +1
- b+1 - +1
- fff+3
- ws+1,1,1,1 last hit +2
- KIN reversal - ~+4
- MED 3_4

Range on moves
wip

Tricks / Secrets / Oki

Secrets, glitches and useful information
Indian Sit stance secrets
IND 2: This attack has a built-in option select. It teleports when an opponent attacks and hits if the opponent does nothing.
IND 4: Has invincibility and can dodge attacks compared to 4~3 during startup.
IND~u: Has some crush properties against mids and highs

No Sword Stance glitches
Ghost slam: NSS db1~5 -- db1 attack from 1SS with an invisible sword.
Ghost bound: NSS 2~1~5 -- f1+2 bound attack from 1SS. Great for range and new combos.
Ghost sweep: NSS BT f~df~1 -- way more range by using an invisible sword.
Ghost Sword: NSS u~1+2~ub -- unblockable with an invisible sword.
Ghost Sword~Spin: NSS u~1+2~ub, 1_2 -- unblockable windmill attack with an invisible sword. Also turns mid.
Ghost Sword~Poke : NSS u~1+2~ub, 1+2 -- makes it unblockable, more damage, way more range. Best ghost move in the game imo. Use this together with regular NSS ub1+2 to mix things up

Spin glitch
If you use b3 or b4, you can halve the recovery frames of the first spin by inputting ff. This allows you to punish attacks that were previously unpunishable, it's also Yoshi's best way to sidestep and counterattack if you master this. Very important tool if you want to pick up and master Yoshi.

Useful information
bb 3+4~b~db, repeat : Excellent cancel strings to turtle and create space similarly like Lei.
FLE u+3+4 : This attack is tech rollable for you
NSS u1+2: holding b+3+4 makes the attack safer on block
NSS uf+1+2: recovers instantly, you can attack without delay upon landing (korean, japanese tech)

Mixups and cancels:
- 2, 1~b
- uf2~d
- ff3~KIN (blocked), 1+2 (can only be punished by jabs)
- ff3~KIN (blocked), f (will duck under highs, use this together with 1+2)
- ff3~KIN (blocked), f2, CH-> (unsafe)
- df+3 (blocked or hit), FC df+1->
- u3+4 or KIN reversal (+4~5 on block!)
- NSS FC df+4 (hit), WS 1,2,db 2, u+1+2 (u+1+2 hits low and breaks floor)[/spoiler]

Stance Transitions
BT(Back Turned)
MED~BT
IND, f_b, BT
MED, 3, BT
WS+2, BT
WS+2,1, BT
WS+2,1,2, BT
(f3,) 4, BT
ff4, BT
KIN 1+2, BT
ff1+2, BT
ff2, CH, BT
ff+1+4~n, BT
BT~MED~BT
BT, 3, BT
BT, 1, BT
BT, 1, 2, BT

MED (3+4)
ss+4~3+4
KIN+4~3+4

KIN (1+2)
ff+3~1+2
b+2~1+2
b+2,1~1+2
SS+4~1+2
KIN+4~1+2
f,d,df+1~1+2

IND (d3+4)
b1, (1), db3, 3~d+3+4
f+3, 3~ d+,3+4
NSS f+3+4~d+3+4
WS 1, 2, db+2, 2,..~d+3+4
f2, db+2, 2,..~d+3+4
db+2, 2,..~d+3+4
db+3, 3,..~d+3+4
IND+2, db2(, 2,..)~d+3+4
uf3+4, d+3+4
KND face up~3+4
FLEA, d+3+4
NSS u+1+2

FLEA (d1+2)
uf3+4, d+1+2
f3+4

DGF (u+1+2)
uf3+4~1+2
KIN~u+1+2
FLEA~u+1+2
3~4~u
uf1+2, 1+2
uf1+2, b, 1+2

NSS (2+3)
d+2,2 2+3
kin 1,1,2+3
BT u+2+3

Flash traps:
- Running Cross Chop (blocked), Flash!
- uf+3 (blocked online), Flash!
- uf3+4, b1, 3+4, Flash!
- NSS f3+4 (blocked), Flash!
- NSS db2,2,2,2 (blocked), Flash (d1+2)![/spoiler]

Okizemi
Wall combo
-- ub1+2~1
-- SSL, db1+2, 1_2

f+1+2
-- uf+1 -- vs idle
-- ff, 3~4~u -- vs action
-- ff, df+1 -- vs action

ws3,1
-- uf+1 -- vs idle
-- df1 -- vs action
-- df3,1 -- vs action - resets in SLD position

uf4
-- uf+1 -- vs idle
-- 3~4 -- vs action
-- df1 -- vs action
-- df3,1 -- vs action - resets in SLD position

DGF 3+4
-- d+1 charged -- vs tag

sword slam throw
-- df+1 -- vs action

Combos

Solo Combos
FC df+1 [base dmg] or uf+3 [+4 dmg] or DGF+2 [+4 dmg] or CH FC df+4 [+8 dmg] or CH (f3), 3 [+9 dmg] or CH FLEA 1+2 [+9 dmg] or CH DGF+3 [+12 dmg] or CH ub1+2~1+2 [+12 dmg] or u+3+4 [+13 dmg] or CH uf+2 [+14 dmg] or df+2,2 [+15 dmg] or Bad Breath (ub+1+2, 1_2) [+17 dmg] or CH SS+1 [+17 dmg] or CH BB 3_4 [+21 dmg] or CH b2,1 [+30 dmg] or uf1+2 [+38 dmg]
- (SS), df1, 2, d2,2,d1 B!, ff, d2,2>1 -- 68 dmg

FC df+1 [base dmg] or Flash [+12 dmg] or u+3+4 [+13 dmg]
- d+2,2,d+1 B!, ff, b2,1~1+2, KIN f2 -- 64 dmg

CH FC df+4 base dmg] or Flash[+4 dmg] or CH UF+2 [+6 dmg]
- WS+4, 2, f1+2 B! ff, b2,1~1+2, KIN f2 -- 73 dmg
- f1+2 -- works vs jinpachi

uf3+4 [base dmg] or Flash [+1 dmg]
- d1+2, FLEA 1+2, 2, f1+2 B! d2,2>1 -- 73 dmg

b+1, Flash combos on Jinpachi, Ogre, J6 and Capoeira
- d+2,2,d+1 B!, d2,2>1 -- 84 dmg
- d1+2, FLEA 1+2, 2, f1+2 B! d2,2,1 -- 86 dmg
- d+2,2,d+1 B!, ff, b2,1~1+2, KIN f2 -- 88 dmg

uf+3 or df+2
- NSS 3, b+2,1~KIN 1 B! f,f~b+2,1 -- 65 dmg
- NSS 3, b+2,1~KIN 1 B! issr f+3+4 f+1+2 -- 71 dmg

ff4
- BT 1, BT d2, WS 3,2 B! b2,1 -- 70 dmg
- f~df, WS+1+2, 2, f1+2 B! d2,2,1 -- 71 dmg
- f~df, WS+4, 2, f1+2 B! d2,2,1 -- 72 dmg

4~3
- ff3~1+2, KIN 2,1+2 B!, d2,2>1 -- 91 dmg
- UF+4, 2,d2,2,d1 B!, d2,2>1 -- 92 dmg
- NSS U/F~n+4, b+2,1~KIN 1 B! issr f+3+4 f+1+2 -- 90 dmg

cd+1 (gehosen) [base dmg] or CH b2,1 [+19 dmg]
- ~KIN 2,1+2 B! b+2,1~KIN f+2 -- 77 dmg

FLEA 2
- WS4, df1, d2,2,d1 B! d2,2,1 -- 81 dmg (FLEA 2 combos from wall or from max range)

KIN 1+2
- WS4, ...?

NSS df+2
- f+3+4, b+2,1~KIN 1 B! issr f+3+4 f+1+2 -- 71 dmg
- f+3+4, b+2,1~KIN 1 B! f,f~b+2,1 -- 65 dmg
- 3~4, b+2,1~KIN 1 B! f,f~b+2,1 -- 66 dmg

CH ff3
- ~KIN 1+2 -- 86
- df1, d2,2,d1 B!, d2,2,1 -- 88

CH KIN f2
- b2,1~1+2, KIN 1+2 B!, f 3~4 -- 80
- b2,1~1+2, KIN 1+2 B!, f, d2,2 -- 80
- b2~1+2, KIN 1+2 B!, f, d2,2>1 -- 80
- f1+2 B! b2,1~1+2, KIN 1+2 -- 80

Low parry
- df+1, 2, b2,1~KIN f2

Wall Combos

ff4 [base dmg] or uf+4 [+1 dmg] or SS+4 [+1 dmg] or b+1+2 [+2 dmg] or CH DGF+3 [+2 dmg] or u3+4 [+3 dmg] or df+2,2 [+5 dmg] or f+3 [+5 dmg] or f+4 [+6 dmg] or KIN f+2 [+6 dmg] or Bad Breath (ub+1+2, 1_2) [+7 dmg] or FLE u+3+4 [+13 dmg] or CH 2,3 [+16 dmg] or db+1,1 [+ 25 dmg] or CH BT 1,3 [+ 31 dmg]
- d+2,2,d+1 B! df3,1 -- 65 dmg

uf+4 [base dmg] or SS+4 [base dmg] or b+1+2 [+1 dmg] or f+3 [+4 dmg] or df+2,2 [+5 dmg] or f+4 [+5 dmg] or KIN f+2 [+5 dmg] or CH 2,3 [+15 dmg] or db+1,1 [+ 24 dmg] or CH BT 1,3 [+ 30 dmg]
- SS(R)+1, ff, d+2,2,d+1 B! df3,1 -- 75 dmg

uf+3 [base dmg] or DGF+2 [base dmg] or cd+1 [+12 dmg] or CH SS+1 [+13 dmg] or 4~3 [+13 dmg] or CH b+2,1 [+26 dmg]
- KIN 4_Flash, d2,2,d1 B! df3,1 -- 68 dmg

cd+1
- 2,3, d2,2,d1 B! df3,1 -- 79 dmg

b+1, Flash works on everyone in the cast, if there's a wall behind them:
- Flash -- 53 dmg
- d1+2, FLEA ff -- 48~ 52 dmg
- d1+2, FLEA 1+2 -- 53 dmg
- d1+2, FLEA ~u -- trap
- d1+2, FLEA 2 -- 55 dmg


Tag Combos:

TA fillers:
f3,4
4~3
d2,2,1
f3+4~FLEA
KIN 2, 1+2
b2,1~KIN f2
b2,1~KIN 2, 1+2
b2,1~KIN 1+2
cd 1~1+2, KIN f2
b1~b3_4, uf3+4,b1,3+4_4
b1~b3_4, f3,4
2,1~b, f3,4

Yoshimitsu & Jack-6:
\o/ = u+1+2

- Any launcher or Crumple state, 1 hit, f+1+2, TA!, \o/, ff, UF+4, b2,1~KIN f2

- Any launcher or Crumple state, d2,2,d1_KIN 2, 1+2, TA!, ub+1+2, ff, b2,1~KIN f2

- Any launcher or Crumple state, df+1, d2,2,d1, TA!, \o/, qcf+1
Does around 2 or more damage compared to the previous combos

- ff4, BT 1, BT d2, WS 3,2 TA!, \o/, ff, UF+4, f3+4 -- 90
- ff4, BT 1, BT d2, WS 3,2 TA!, \o/, qcf+1 -- 91
- ff4, BT 1, BT d2, WS 3,2 TA!, b4,4, oki -- 70


- Wallsplat or close to Wall, d2,2,d1 TA!, \o/, UF+4, 1+4, df2,2
- Wallsplat or close to Wall, f1+2 TA!, \o/, UF+4, 1+4, d2,2,1 -- 1~2 less dmg than previous combo.

- BT CH 1,3 W! SS1, d2,2,d1 TA!, \o/, UF+4, 1+4, df2,2 -- 127 dmg
- BT CH 1,3 W! SS1, f1+2 TA!, \o/, UF+4, 1+4, d2,2,1 -- 125 dmg


Special shoutouts and thanks to Blockstring.com, TekkenZaibatsu, Amphreded, JustFrameJames, LUYG guides, and you guys from Manjikai 

This post was edited by xXAngelBoyXx (2014-09-03 13:49, 3 years ago)

You should've thumbed it down a little.
It is a little too much, instead of showing all the different combos you could've just showed the most damaging ones or at least the most efficient/easiest ones.
Also the Kuma ones are a bit unnecessary, I don't think that there are any Kuma players out here...

Still, thumbs up !

So where do I go to learn how to read these combos :o I never really learned how

@Ralenzo; Good point, I'll remove all the Kuma combos and only pick out a few examples that point out what Tag fillers to use as Yoshimitsu
@Kai; I added all notations on how to read the combo's, thanks for reminding me!

:O thank you very much!!! :D

Revamped the original post and added a bunch of stuff.
Special shoutouts and thanks to Blockstring.com, TekkenZaibatsu, Amphreded, JustFrameJames, LUYG guides, and you guys from Manjikai

Would be neat if we had spoiler tags, though. That way I could spoiler everything in parts so the original post wouldn't be that long 

 That's a good idea, I bet it would help with the presentation making long topics about general stats and stuff more quickly available. Anyways good to see you are around again, it's cool to see a familiar face returning home to the clan again =) 

(sorry for going off topic) 

Thank You!
I hope when Pokkén, Tekken 7 or  TxSF drops by, the clan will be more active again!