Yoshi header, yeaaaah! Yoshimitsu Obsession Team - version 3.00!
Can't you read? Menubar! :)
Tekken Strategy
Official storyline
...and Yoshi!
Move Lists
Frame Data
Combo Lists
Strategy
FAQ Files
Official storyline
...and Yoshi!
Yoshi's Swords!
Move Lists
Strategy
FAQ Files
Forest Master
Miscellaneous
Debating Society
Opinion
YKYAOWYW
Fan Art
Yoshi wannabee
Enter Page
Home Page
Credits
YOT ver. 3.00:
since 01.06.2003
Optimized for:
Microsoft IE 5x,
Java engine required.
Best Viewed in
800 x 600
screen resolution.
 
click here!
Click here!


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!



Yoshimitsu Strategy


TEKKEN TAG STRATEGY
Tekken Tag Tournament Strategy:
Enjoy Yoshimitsu's SS power, awesome juggling capabilities, long lasting Netsu charge-up and even more damaging mix-ups!
TEKKEN 4 STRATEGY
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!


Tenshimitsu's Strategy Tips


TEKKEN STRATEGY
The Power of Flash:
Focusing mainly on Tekken 3/Tag Flash: Tekken 4 update coming soon!
TEKKEN STRATEGY
The Ultimate Pogo Tutorial:
Discover the Pogo Power once again and for all!
TEKKEN STRATEGY
Meditation and Solar Kick Breakout:
Tenshi's experiments with these moves :) Buffers rule!



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

MOVEMENT CONVENTIONS:

f - tap forward once
b - tap backwards once
d - tap down once
u - tap up once
d/f - tap down/forward once
d/b - tap down/back once
u/f - tap up/forward once
u/b - tap up/back once

F - Hold stick forward
B - Hold stick back
D - Hold stick down
U - Hold stick up
D/F - Hold stick down/forward
D/B - Hold stick down/back
U/F - Hold stick up/forward
U/B - Hold stick up/back

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)

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)

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.
Indeed! It's the end of this page... but I assure you that if you are strong-willed, you can scroll this page down even further. :-) LOL Yoshimitsu, Tekken and Soul Calibur are trademarks of Namco Limited. Copyright © 1994 - 2003, Namco Ltd.
All Rights Reserved. YOT has no affiliation with Namco. No copyright infrindgement intented.
YOT was designed by Tenshimitsu. The fan's articles and artwork are under YOT ownership. Please respect our work.
= Yoshimitsu Obsession Team ( 2001, 2002, 2003 ) =
YOT Home Page Site Map YOT Forums Who made this site... Special thanks to... Abbreviations used in move lists Floating Menubar