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SOUL CALIBUR
Nothing here yet... go ahead and share your experience!

SOUL CALIBUR 2
Nixelmitsu's and Tyrade's strategies

SOUL CALIBUR 2 STRATEGY
by Nixelmitsu
All Right! My first, no, THE First SC2 strategy on this page. I just played Soul Calibur 2 for the first time and beat it my first time. Yoshi is one of the most well-balanced characters in this game. He's pretty quick and agile.
Yoshi has every move from his past titles of the Tekken series. He can do anything from Deathcopter to Mediation, etc. But the SC2's Yoshi also has a huge line up of new attacks that can lead into others. For example, Yoshi has a new move where he stabs his sword into the ground (this is an attack) and he can follow this with an instant "Sword Pogo" stance. These follow-up attack patterns are very useful. Well, I, too am still learning the ways of Soul Calibur 2. So, the best I can do now is provide a short "Arcade Assault" strategy. Okay, Soul Calibur 2 works almost the same as Tekken but there are of course Ring Outs to be concerned about and if you're new to SC2, than you may need to practice with the arrangement of buttons.
Yoshi can take advantage in this game if you are completely sure about what you're doing. Pressing buttons randomly is the worst thing you can do when fighting in this game. Being focused and aware of the battle arena will make you worthly of the Soul Edge. Some of Yoshi's come backs can take on your opponent so well that you can have a nice sting of "Perfect" battles. Well, you may be wondering about some of the buttons. The G button is the Guard button (those who are BIG Tekken players definitely need to practice Guarding). The A button is for Horizontal Swings, left and right(players can duck these ==> { well, I don't think so... some horizontal moves hit MID *Tenshi's commentary* }). The B button is for Vertical Swings, up and down(This button is the most successful button). Finally, the K button is for kicking(Yoshi's kicks are also very useful as before).
Well, here's the trial. The arcade as well as your opponents can be dominated by some of the following tactics.
The B button can used for a long list of Yoshi's best moves. Pressing B alone works wonders in fights. Even if Yoshi gets knocked down, pressing B brings Yoshi right but up attacking immediately. Another great move to use is Moonsault Slayer(qcf+B). This attack can still hit up to two times and create excellent results. As you fight your way through the arcade sequence, using Moonsault Slayer will be 80-100% accurate for a few starting stages. Once you reach higher stages, the computer will start to sidestep around it and will try to attack Yoshi from behind. As soon as Yoshi lands, press the B two-three times to intercept the opponent(you may have to turn Yoshi around with the joystick). On the final level, the Moonsault Slayer will be the Yoshi's best attack to use. Use this again and again from a minimum distance on the final boss and victory will be yours.
The Sword Pogo[Flea] is prehaps, Yoshi invincible stance. Unlike Yoshi's earlier Flea Stances, the Sword Pogo is extremely hard to stop. The joystick can send Yoshi in a hundred direction quickly making it insanely difficult to hit. It ussually occurs that the opponent will attempt to try and stop Yoshi, but in their failure that's when Yoshi's sword hits them instead. The Sword Pogo is very easy to activate(A+B) and moving in all eight directions is done with the Joystick. Canceling Sword Pogo is done by pressing G.
Stone Fists(b+A,A,A,A,A,A), Yoshi's most flexible attack. This attack still goes up to six hits, and this attack is very quick and handy.
Being aware of where the opponent is in the arena is very important. If Yoshi and his opponent are close to each, Yoshi should use Vertical Swings with the B button and should use throws[the Rainbow Throw(qcb+A+B) is especially good to try and get a Ring Out on the opponent]. If Yoshi is at a reasonable distance, Moonsault Slayer works great. Even if Yoshi and his opponent are far are apart from each other, the Moonsault Slayer is still good for covering some ground and having some light protection. As if you've even read this far, the Moonsault Slayer is one of Yoshimitsu's greatest moves in battles. Stone Fists also helps close in the distance and even if Yoshi falls over from getting dizzy, the B button will create a good recovery if the opponent moves in for an attack.
Stop reading now! Go out! Find Soul Calibur 2 and try to find your own strategies. There are plenty of other characters but no one as good as Yoshimitsu. Remember this!

SOUL CALIBUR 2 STRATEGY
by Nixelmitsu
Okay, I've got some useful info for those want to end battles quickly with a convenient Ring-Out. Okay, Yoshi still has some of his useful juggles from his experience with the Tekken tornaments, but some things are a little different. For most hardcore fans, they know that Yoshi's Uppercut + Stones is a great, easy juggle. This doesn't work in Soul Calibur 2. A Kangaroo Kick will work, but if you use a simple uppercut, do a Slap-U-Silly instead! It cover some ground and will impress your presentation and victory. Trust me!

SOUL CALIBUR STRATEGY
by Tyrade
In response to Niximitu's strategy, there are a few things that I thought should be corrected...

1. ) "Another great move to use is Moonsault Slayer(qcf+B). This attack can still hit up to two times and create excellent results. As you fight your way through the arcade sequence, using Moonsault Slayer will be 80-100% accurate for a few starting stages". This is not a good idea. The Moonsault Slayer has a terrible frame rate. Yoshi is a speedy demon in Soul Calibur, therefore you should take advantage of his speed and no use moves that slow you down.

2.) "The sword pogo is hard to stop". Wrong. It is blockable now.

--- (I will from here on out use regular SoulCal Lingo. If you don't know the number conventions, look at the numberpad on your keyboard, 2 is down, 6 is forward, 4 is back, you get the idea. This is regular SoulCal practice, so get used to it.)

As for Yoshi Strategy, 4AAAAAA, [stone fists] and 1AAAAA owns. Great stuff.

As for Yoshi's copy ;
"First you do the steal move by G+K, and you absorb by (6G+K) f+G+K. The damage for the soul syphon sucks but, hey you’re adding your own health… so hm.. it’s a payoff.

If you do G+K without ever absorbing, you’ll do either 1) a weird ass spin (720 “about” degree spin on one spot.. standing.. nothing you’ve seen before.. but nothing spectacular), I’m NOT sure if there’s anything special with the spin.. like evasive, auto parry, do damage… etc.. he spins on the same spot.. but I highly doubt it does anything… in fact hm.. several times I wasn’t even facing forward at the end of the spin… like I’m facing to the side. You wont’ be dizzy after the spin though. He can also do 2) Ling’s taunt, and it does 0 damage to opponent, it taps them.. …I haven’t tried cancelling in the middle of the taunt but I think you can’t.

Ok after you absorbed (6G+K) it’ll give you 3 “charges” to do a Tekken steal move. (But you can’t physically see the charges so you just gotta remember how many times you used it). I forgot to test to see if the charges build up… like if I absorb twice will I get 6 charges? (I think from what I remember though… I don’t think you get more than 3). Every charge will give you one of the following tekken moves… which I’ll describe. BTW… the steal is random.. so there’s a CHANCE you’ll do the same move 3 times in a row….

Paul’s f,f+2,2 (without first hit only second hit) – Not sure if it’s mid or low, but it juggles like crap, very low juggle starter, so freaking low I’m not sure if you can juggle at all…(right now I’m thinking of 1K,K……..”d/b+K,K…..” this MIGHT work).

King’s SS 3+4 – enough said.. nothing spectacular… but hm… I feel like it might be the best steal that’s offer…. not sure about property.. because I was playing easy practice mode.. and the freaking computer rarely blocks.

Kaz’s b+1+4 – pretty much the same… doesn’t track (from what I remember..) weak damage…. Probably around a B,B damage lol (maybe a little more.. but I wasn’t impressed let say)… unblockable I assume.. from the flames. From the damage I think you can expect the rest of the steal move’s damage to be crap as well.

Jin’s b+1+2 – this move… is terrible… I have a feeling you probably just guard with a small stagger.. or at best MAYBE it’s a parry, reversal… but let say you do NOT get the glowing fist after the b+1+2 initial animation and I highly doubt you get soul charges after that. The fact that the steal move is random doesn’t make this move applicable, because all the other move you attack your opponent while this move looks very defensive to me… unless I’m missing something pretty important with this steal… I’ll rate this worse than Ling’s taunt…

Kings U/F+[1+2] – he jumps damn high… but this move SUCKS compare to T4, the start up is decent, but the move is slow in general. It DOES NOT TRACK at all… VERY vertical.. and WORSE of all, he doesn’t even freaking turn around to hit the opponent… like Tekken.. so if your opponent is too close.. he can just laugh at you. Oh… it’s an unblockable… but wow…. Who cares… when everything is RANDOM….. pretty useless if you ask me… especially when you have no idea this move is coming next.

Kuni’s d+1+2 – I do not think you get the initial “disappear” but I think I might just have missed it… this kinda looks like King’s U/F+1+2 but instead of travelling forward it stays at the same spot… hm… crappy range.I see flames so I’ll assume it’s unblockable but haven’t hit my opponent with this before.

Lei’s drunken stance – he stays at the same spot.. drunken… .haven’t got the computer to hit me.. but last quite long… I got this once haven’t tried pressing more buttons while in stance Lee’s blazing kick (d,d/b+4) – same as Lee’s kick.. self explanatory.. kicks opponent really high.. but very linear move… can be sidestep… maybe this move is the best steal… hm… King vs Lee now."


SOUL CALIBUR STRATEGY
by Nixelmitsu
Okay, I'm back. I see that someone in the Strategy section disagrees with some of my "Old, BEGINNER" strategies. Yes, I agree that some of these strategies have some major downsides on them but sometimes, its being compulsive that matters.
My tactics have change dramatically since I wrote the last strategies. First off, Flea / Sword Pogo is indeed blockable (at the time, everyone was falling for it, now, I NEVER use it). Tyrade is right, but there some things where I can correct him/her/whatever.
Moonsault Slayer is not all I make it cracked up to be. But it is not totally useless, just the other day, I learned that this move works when a distanced opponent tries either a lounging attack or if the enemy is proceeding to try and get up. The Moonsault Slayer also help my fight this Asian "Taki" player who was an excellent player. Whenever Taki did her Overhead Leap attack, I did the Slayer and did TWO times the full damage. That was one of the best battles I ever had so far. One way to be vigorous with Yoshi, is "in-your-face" insanity. This means you need to have a good timing with Stone Fists, Slap-U-Silly, Bellflower Kicks(hold d/b+K), Door Knocker, Triple Roundhouse, and Zigzag. If your opponent, breaks your streak, back away and wait for a moment where the enemy attacks. When this occurs, sidestep and be sure to throw to ensure some good damage.
I don't want you, my reader, to do what I do because I'm not perfect. If you wish to become a good Soul Calibur Yoshi player, go play and figure out your own strategies.

SOUL CALIBUR STRATEGY
by Mr.Yoshi
Alright, I am not a pro but I have found a great way to confuse your opponents that easily fits into any game plan.
It involves the 44B+K rolling thrust move. The cool thing about it is that it can cancel into BOTH Pogo + Meditation. After using the roll a few times. People will try to interrupt it somehow, if your opponent isn't a rock. So that's when you start mixing it up with the pogo + meditation. Cool thing is that if you cancel into pogo by pressing a during the thing and then pressing a again, you still do a rolling attack, except for now you screwed their timing up by a second or so. Mediation into a teleport behind them when they try a big move to crush you as your "vunerable" rolling, can lead to some fun times as well.
Enjoy!

SOUL CALIBUR STRATEGY
by Kirimitsu!
Greetings Yoshi and non-Yoshi players!
Well now, first i'll discuss my tactics against big and slow-moving chars like Astaroth, Nightmare and Berzerker. The first problem is the long reach of these characters- most of them have huge, slow moving weapons with impressive reach and power. So, we have to cross the distance so Yoshi can beat 'em up with his superior speed and close-combat moves.
Starting with a MoonsoultSlayer or a Deathcopter is nice, but the chance is big your opponent will simply ss (sidestep) or make a vertical sweep and render your beautifull attack completely useless.
One handy starter-move is the Ninja Sun Flare (<,<, B+K). It has an enormous reach, does 55 points of damage (with your basic sword) and is quite fast. It also knocks the opponent back, making this a suitable move when focussing on a Ring-Out.

A second one: Slimply go into Sword Pogo, and press A. A nice low sweep that does about 50 damage and is very difficult do evade. Then we also have the Crying Spirit Sword (>,>, A+B ), Its a bit slow, but hey! it does 84 damage! And.. if you see your opponent is going to hit you with a horizontal hit, simply go into swordpogo (A) or meditation (
Believe it or not, but the simple Stone Fist can be a great way to cross the distance! Many human opponents get confused by the Stone Fist or don't realise its usefulness. Lets say you do a Stone Fist, combign it with a Hayabusa (K while rising) and follow it up with a Rapid Grace (B, and a Rapid Gale (A, A). Such a simple combo deals 101 points of damage! -Heheh-

Against fast opponents, like Voldo, Taki and Cassandra the same starters can be used, though you might want to keep your distance: Some of their moves can be faster then Yoshi's, so close combat is not reccommended when playing against humans. (CPU keeps falling for the same tricks over and over again, so by all means go berzerk in close combat)
But what to do when you gave closed the gap and are close to your nemesis? Throw them when you get the chance! Yoshi's close-combat moves are quick, but not powerfull- Throws are nice damage-dealers.. if you can perform them!
First of all, we have the Jam-Smash (A+G from the front). This is Yoshi's basic throw that did not change much in all those centuries. It does 55 points of damage. Oni-Killer is basicly the same (>,>, A+B from the front), but is 10 points stronger and looks cooler. Then there is the Nimbus (front B+G) that looks very funny and unrealistic. It deals 65 damage. The good old Tornado Drop (A+G or B+G from the back) has a total score of 65 points. The same amount of damage goes for the Elegant Storm (A+G or B+G from the left) and the Manji Ninjitsu Blade (A+G and B+G from the right). Rainbow Drop (QRB, A+B) is ultra-fast and scores a 70! And last but not least, we have the Soul Siphon (>, K+G) that sucks 30 points of life out of your foe.

After the Soul Siphon, you can do a random trick by pressing K+G, Normaly you can do 2 different taunts with this button combination. You can do 3 random moves for each succesfull Soul Siphon. Taunt 1: Yoshi spins around and yells "Seayhaaaah!" Taunt 2: Yoshi does the Neko-te just like Xiaoyu in Tekken 4. This can even stun a opponent for a brief moment!

The random moves i have found so far: (Please not that you can do these moves too when you are in Level 2 Soul Charge)
1: Yoshi goes into Drunken-Master stance!
2: Yoshi jumps into the air and does a small Suadare Wheel. 75 damage
3: Yoshi runs away to the right.
4: Yoshi makes a split-kick and launches the opponent in the air. 28 damage
5: Yoshi sneezes!
6: Yoshi does a small version of the Warp Moon Slayer. 46 damage
7: Yoshi spins around and does a flaming uppercut. 69 damage
8.Yoshi steps forward and flips the opponent into the air. 24 damage
9. Yoshi does strange Yoshi-Flash. Stuns opponent.
10. Yoshi jumps towards the enemy and hits him with his legs like a wrestler. 57 Damage
If you find more of these moves, please let me know!

The final hint i can give you: Learn to optimise the Guard Impact! Take your time, enter Extra Practice, and let the fun begin! Especially when fighting against slower opponents, this is easy to perform when you have sufficient skills :) Breaking an enemies attack and utulising a throw or powerfull slash is the most elegant way of fighting.
For fighting is not a mere game.. it is a display of art.

SOUL CALIBUR STRATEGY
by Munter
When I'm at long distance, I keep moving sideways. Some characters have only a few long-range moves and if they try to hit Yoshi with a vertical attack, they'll miss and you can use A while sidestepping to knock them down. Handy!

SOUL CALIBUR STRATEGY
by Lil-ripsta
well guess what yoshi playeys...i think namco upraded yoshimitsu in sc2 DIRRTY STYLE!
one thing they imrpoved was that this guy has one of the most one hit damaging attacks..just with the 6k, you took like 20% of the enemy's health.and u know that EVERYONE has a special move in sc2 but guess how many yoshi has.. 8!! all but one are from tekken. all u have to do to active it is to press 6+gk (soulsucker) and to use it just press g+k... the bad thing is u can only use it three times.. and if u want to use it again. u have to do the soulsucker to active it again.. and i found another way to us them.. just do a soulcharge and it also activates the tekken moves..AND yoshimitsu HAS the baddest counterattack in the game!!!! its looks sooo RAW!.
when the enemy raises his weapon. press 6+b~a (~ means to slide your finger to the next button.. so press b then a quickly) and you see yoshimitsu slice RIGHT THROUGH THE OPPONENT.. its BAD ASS!!! TRY IT!!!or do it when u are ! in lvl 3 soulcharge

SOUL CALIBUR 2 STRATEGY
by Manjimitsu
Since most of you have basic strategy covered, I'm just going to share my strategy vs. the tougher characters.
VS. Cervantes- Cervantes has extremely fast and powerful moves. My strategy vs. him is to wait for him to make a move. Start by sidestepping him so if he uses one of his better attacks it will miss and you will have a free hit. However, when you circle a character, you get closer as well. If you get close, do a fubuki (knee attack) to knock him away or do a few quick attacks and immeadietly move away.

SOUL CALIBUR 2 STRATEGY
by Sullivan
I find that Yoshi works very well agressively. The solar kick (66 b+k) closes distances quickly. Also try door knocker (6 b+k bbb). Then yoshi is free to unleash all sorts of juggles. I started out playing with Mitsirugi at first. Theat greatly helped with playing as Yoshi. Both share enough moves to indulge the same tactics. The only problem I have with yoshi is that its very easy to fly off the stage. A misplaced solar kick can shoot you right off the stage. Yoshi's kick attacks are of great value. They are fast and can deal fair damage. Knee bash (66 k) is great , as is bullet cutter (4k b). Be shure to vary the timing on bullet cutter to throw off an oppents rythm and deal more
damage. Yoshi is probably one of the best characters around. He can do almost anything, with all aspects of defensive and offense covered. Variations on the Shark copter are a great way of playing mind games on the unsuspecting. The one let down I think is his suicide move. I have yet to make this work in Soul Calibur as it is two slow to even fully execute. Other than that, Yoshimitsu can really lay down a beating with a calm cool demeanor.

SOUL CALIBUR 2 STRATEGY
by Duragon
This is bread and butter Yoshi strat right here.1a mixups- they leave you in FC, enter 50/50 with FC 3k or WR K. Add in
throws and more 1As for pressure BTJF- Easiest way to enter is 4a or however many As as long as you don't go
to 5. 2a or 2b after the recovery animation, 50/50. Stomp- 9B+K. Hit B in the Air to enter meditate. JFs can be created from here. Hit B in the air and as soon as Yoshi's feet touch the floor hit A+B+K. This is called SCC (soul charge cancel) useful for pressure and mind games. Can do 1B+K or 3B+K also. Example: 9B+K,B:1B+K...Yeah
Spin-4B+K=ood for evading and bait. Can be canceled to pogo or med or 1B+K by dragging 4 to 1 and 3B+K by dragging 4 to 3. Can be SCCed. 2a on hit- Enter FC game 66B,[B+K]- If you hold the b+K you're back is facing opponent, enter backturned game, then enter FC game. doorknocker (6B+K,B)- 6B+K,B is NC. Meaning if the first hit hits then the 2nd is guaranteed. Train with just the first to than if you expect attack do the rest of the series.

SOUL CALIBUR STRATEGY
by ....anybody, please???

Nothing here yet.... go ahead and send here your strategy!

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