Yoshimitsu is good
versus everyone. He has excellent offensive and defensive. He possesses
the largest amount of unblockable moves as well as the fastest ones [
b+1+4, f,f+4 ]. His custom strings are deadly as hell ^_^. Some of his
moves look deceptive... well, Yoshi is for everyone who likes experimenting!
Here's Yoshimitsu Strategy.... If you would like to read more, please visit YOT Forums. Also, if you want to post your strategies, please jump to YOT FORUMS and post them there. There's also a possibility to have your own strategy corner in this section. :) Send us your strategy using YOT Form Mailer, and we will put it here! Enjoy!
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Tekken 4 Strategy: ... THE true challenge for every Yoshi-fan: Yoshimitsu from Tekken 4 is toned down very much! But that doesn't discourage us!
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| Tenshimitsu's Strategy Tips |
For everybody not familiar with move notations.... [ and who didn't know that the link "legend" just below the banner contains all the abbreviations used on this site :-P ]
TEKKEN CONVENTIONS:
1 - [ lp- left punch ]
2 - [ rp- right punch ]
3 - [ lk- left kick ]
4 - [ rk- right kick ]
5 - Tag
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MOVEMENT CONVENTIONS:
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f - tap forward once
b - tap backwards once
d - tap down once
u - tap up once
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d/f - tap down/forward once
d/b - tap down/back once
u/f - tap up/forward once
u/b - tap up/back once
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F - Hold stick forward
B - Hold stick back
D - Hold stick down
U - Hold stick up
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D/F - Hold stick down/forward
D/B - Hold stick down/back
U/F - Hold stick up/forward
U/B - Hold stick up/back
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N - Neutral joystick position (Joystick is not touched)
SS - Short Sidestep (u,N or d,N)
QCF - Quarter circle forward (Circle stick from down to forward)
QCB - Quarter circle back (Circle stick from down to back)
HCF - Half circle forward (Circle stick from back to down to forward)
HCB - Half circle back (Circle stick from forward to down to back)
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LINKING & SPECIAL CONVENTIONS
+ - Moves must be done together
, - Moves must be done right after the other
~ - Moves must be done IMMEDIATELY after the other
_ - Or (When used between two moves, they are interchangeable)
> - Move following the > has the option of being slightly delayed
: - MOVE FOLLOWING THE = HAS TO BE PRECISION TIMED TO EXECUTE
# - Hold movement before the '#' until the end of string or until N (Neutral)
FC - Do move during full crouched position
WS - While standing up (Returning the stick to neutral from a crouch)
RN - While running (f,F#)
BK - Back facing the opponent
FD/FT - Lying on the ground Face Down / Feet Towards opponent
FD/FA - " " Face Down / Feet Away from opponent
FU/FT - " " Face Up / Feet Towards opponent
FU/FA - " " Face Up / Feet Away from opponent
CH - Major Counterhit (Hitting your opponent during their move execution)
Clean - Clean Hit (Hitting your opponent from very close range)
[] - Brackets surrounding an item indicate an optional output
() - Parenthesis indicates moves grouped together
{} - Curved brackets indicate buttons needed to break a throw
. - Pause 1/3 a second between button presses (Tenstring timings only)
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SOUL CALIBUR BASIC CONVENTIONS
A - horizontal attacks
B - vertical attacks
K - kick attacks
G - guard
1, 2, 3, 4, 5, 6, 7, 8, and 9 numbers are used as directional marks: just look at your numpad on your keyboard. Imagine that your joystick is placed in number 5 [ it means that "5" is the same what "neutral" ]. Logically: 6 means "forward", 4 - "backwards", 3 - "down/forward", etc. Consider that your character is facing right.
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