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THE POWER OF =!FLASH!=
by Tenshimitsu
Tekken 3 and Tekken Tag Flash guide.
I love T3 and TTT flash! That's why I decided to write a small guide for all those who love T4 flash, to encourage them to use it whenever they will play T3 or TTT again. Oh man, you missed GREAT fun! Tekken 4 flash just doesn't mean anything for me. Really! All my T3 and TTT strategies relied on Flash, I still create new ways to trick an opponent into Flash, Flash was all-around in my gameplay [ I prefer Tekken 3 and Tekken Tag Tournament. I rarely play Tekken 4. ]... My Tekken 4 Yoshi suffer a LOT... [ that doesn't mean that I can't play, but it's more difficult for me ]. I don't like all that stealing stuff... it's not a fun for me. Yoshimitsu should be great without it. I mean: come on, if Yoshi steals moves, that means he's not fond of his own Manji style. Stealing should be a SMALL addition to his gameplay, NOT the way to survive!!! All what I see are combos: with STOLEN moves... strategies: involving STOLEN moves... argh! I'm conservative, I know... but I'm proud of it! ^_^ That's my opinion of Tekken 4 flash and I won't change it. Yoshimitsu shouldn't be toned down so much only because he steals some moves. Anyway, who of you, Yoshi fans, are using flash freely, who of you know FOR SURE what move Yoshi has just stolen?... How many times you stole a completely useless move? Grrr!!!! I WANNA THE OLD FLASH BACK!!!!!
[ which doesn't change the fact that T4 Flash is more safe to use (hey, it should be if you want to steal moves constantly). But still: T3 and TTT Flash is a specialty move. Only VERY good players use it. And expert players: ABUSE it. ^_^ This is the move that will show your level of play. It's frustrating your opponent, suprising, deadly, crowd-pleasing move... the essence of Yoshimitsu! ]
OK, let's go back to the topic....
No words can express how much I love Flash. ^_^ It can be used in a juggle, as a taunt, as a high-damage shield [ 35 points + CH + Netsu!!! ], as a throw-defender, even as a regular unblockable. You can combo out of it [ yoooohoooo! The most damaging combos ever! ]. But why is it so rarely visible in matches? Because one must KNOW where, when and how to use the Flash.
Tekken 3 and Tag Flash differs a bit. Basically, TTT Flash is a toned down version of T3 Flash [ a little, but visible ]. In Tekken 3, Flash used to hit ducking opponents and could be used as a regular unblockable [ if only you were close enough to your opponent ]. Moreover, I have an impression that T3 Flash was more "sticky", so to speak ^_^. It lingered one or two frames, allowing to catch more effectively... [ I noticed it while watching all "replays"... I love catch animation! ]. However, that doesn't mean that TTT Flash is worse. It's still very good and it gained one nice attribute: it doesn't cause a flip in a juggle [ unlike T3 ], which makes it be a very powerful juggle-filler after 4~3 [ or any other class 1 launcher ].

WHERE to use the Flash, that is: spacing.
Tekken 3 and Tag [ judging from my experience ] must be played differently as far as Flash is concerned. Flash range is quite poor [ well, it should be. ^_^ Otherwise it would be the most killing move ever! ]: it will hit every movement VERY close to Yoshi [ NOSE-TO-NOSE! ^_^ ]. Also, Flash is more likely to connect on Yoshi's right side ( his sword is not exposed directly in front of Yoshi, but rather on his right side ). Remember this! It's a very essential piece of information.
TEKKEN 3
Absolutely no problem with spacing! Your best bet is moving in the range of Saviour Boot [ d/f+4 ]. It's THE perfect spacing in T3 and, which is even more important, you can easily and fully controll the spacing using your custom strings ended with d/f+4 sidekick. [ Saviour boot is an unique move in T3 in connection with Flash: it catches both run-ins and back-dashes, placing your opponent just where you want him/her to be. ^_^ There, you can start your Flash strategies. ]. One more thing: don't side step a lot, it will only disturb you and mess up Flash capabilities [ e.g. SS lengthen your reaction time and Flash execution time... ^_^ Not to mention you can get b+1,1s instead of beloved Flash...oops! That hurts! ]. I didn't say "Don't SS at all", but Yoshimitsu in T3 is not born to SS [ unlike in TTT ^_^ ].
TEKKEN TAG
The spacing is a little bit more than Saviour Boot range, involving SS for better positioning [ in TTT you can hit SS~b+1+4 Flash command more safely. You will rarely get b+1,1s ]. Remember to SS to Yoshi's left to take a full advantage of your Flash: it's more likely to hit with a Flash while SS to Yoshi's left. Guess why? ^_^
You can think: "Why the spacing is so big?" Heh, heh, I didn't say: "Move at the edge of this range, forget that your opponent is there and Flash till the end". More experienced players have probably noticed that the spacing I mentioned is a dash-in range. [ that is: the range that can be covered by f,f command ]. And here comes the second part: Flash strategies!

WHEN to use the Flash, that is: Flash properties and your opponent.
We must realize one thing. Flash doesn't catch a move, but a MOVEMENT. You have to know the game to know what move can be flashed easily. The main rule is:

"A LOT OF MOVEMENT - LESS BLOW": Flash-capable blow. ^_^ [ that move has its hitting moment at the end of animation ] e.g. Paul's and Heihachi's Deathfist, Heihachi's f,f+2, Nina's f+1+2...
"A LOT OF BLOW - LESS MOVEMENT": beware! [ that move is all-blow! Instant hit! ] e.g. 1 jabs, EWGF, Julia's elbows...

There are also some moves not-classified ^_^, like Ogre's f+2 [ which is very tricky to Flash out!!! ], all of them usually must be Flashed in nose-to-nose range. Anyway, EWGF, 1 jabs and other fast moves CAN be flashed! Patience is the key.
You cannot use the Flash at any time [ you will be sorry for that! ]. You need quick reflexes to utilize the Flashing power of Advanced Manji Arts ( heh, how pathetic! ^_^). The range I mentioned usually forces your opponent to either do a long-reaching move or shorten the distance and begin a custom string. If you add dash-backdash( sometimes SS) movement, it will cause even greater results [ because your opponent will be waiting for f,f dash hoping to score a free hit... of course he/she doesn't know that Flash cuts the f,f movement short ^_^ ]. Anyway, both alternatives are good. ^_^
If you notice that your opponent moves only a tip of his/her toe...
Dash and Flash!
It only sounds basic, but it's THE perfect way to score a nice, clean Flash combo. The "Dash&Flash" strategy alone isn't very good: 99% of success lays in your ability to move, to controll the spacing. Blocking is also important [ it's so obvious for me that I even forgot to mention it ^_^ ]. Remember: don't hurry! SEE what does your opponent, usually while performing a move your opponent doesn't have any choice but run into Yoshi's flash. [ one more thing: A character usually screams before a blow. Let that sound be the signal of Flash attack! It will prevent you from missing. There are some anti-flash strategies...see below. ]
To sum up, you will have to master an appropiate timing in your Flash strategies. To approach your opponent not too late and not too early, depending on a certain blow is a very important skill. Other Flash strategies are also very nice. If you can't wait but see the results...

HOW to use the Flash, that is: Flash set-ups
Every facet of Yoshimitsu's gameplay can be used as a set-up for Flash: custom string, juggle, whiffed move ( carefully! )...
- b+1,1,{1} is a very nice move to follow it with Flash [ great recovery time. Flash is almost guaranteed! ]. It doesn't have to hit, but it MUST be at least BLOCKED. Don't whiff or you are gone... The first spin is quite slow in TTT: it takes 17 frames to execute... you need here a fast custom string. For example:
    *1,1...etc. , then:
  • on hit: b+1,1 ; Flash, any combo
  • opp. ducks? d/f+4, other custom string [e.g. d/f+2[~5], 1 ...][ you cannot be focused only on Flash: don't try to Flash your opponent no matter what. It will impair your ability to think creatively during a fight. If you can't see any chance to utilize Flash: don't do it! ^_^ ]
  • d+1, WS+1 [on hit], b+1,1 ; Flash, any combo
  • 1 on hit: Dash&Flash!
  • BB-taunt [b+1+2~f], Flash, any combo
  • full Bad Breath [b+1+2~any], Flash, any combo
Juggle set-ups.
Any juggle is good. ^_^ More precisely: any juggle which is fast, "missed" at the end and which will place Yoshimitsu very close to your opponent. It happens very often if your opponent tech-rolls to Yoshimitsu's right side. A juggle should be constructed in the following pattern:
1. Juggle starter, the best choice: d/f+2
2. Not many juggle fillers, e.g.:
* b+1, 1,1
* b+1,  1, b+1...etc.
3. Juggle finisher, which places Yoshimitsu close to his opponent and has good recovery time
* f,f+2 - good move!
* b+1,1 - the best choice!
* 4~3 [ obviously: missed ] - risky move! Poor recovery time.
* SS+4 [ missed ] - if you are in the middle range: use it against opponents who like doing a long reaching move after quick-roll or quick stand-up (~F) [ e.g. Jin after quick-roll, doing his f,f+2... ] You started performing SS+4 while your opponent was still in the air, it missed, but you managed to recover before Jin did his f,f+2, allowing you to use the Flash.
and other... experiment! ^_^

My favourite Juggle set-ups:
I love the starting combination d/f+2, b+1,  1, b+1. You can do any juggle filler you want after it, it recovers very fast and close to your opponent, and you can do monstrous mix-ups involving "missed" blows afterwards! In Tekken 3 they were counted as a combo, but I think they are also guaranteed in TTT. The timing is slightly different, however. Here we go!
* opponent loves quick-rolling to Yoshi's left
- d/f+2, b+1,  1, b+1, b,b+1~1~b,b (cancelled Sword Spin)- it will cut your opponent twice! Tekken 3 damage was about 90 points, in TTT it's slightly less, but still it's more than any Yoshi's normal juggle. There are also more juggle combinations with Sword spin at the end, experiment! [ E.g. d/f+2, d/f+2, b+1; or: d/f+2, b+1, 1,1,....your opponent will be much more confused ] Please note that if your opponent quick-rolls to Yoshi's right, he will also get hit! ( but not twice. The damage will be about 70 points: still better than any other juggle, and it's very easy! ].
* opponent loves quick-rolling to Yoshi's right
...and here we go! Flash madness!!!
- d/f+2, b+1,  1, b+1, {f,f+2} [ {} missed, opp. QR ]=> b+1+4, u+1+2~uf, n,(1+2)- In TTT you can add Headbutt after the sword hit your opponent after a jump. "n" letter means "don't move": wait for the second hit of the sword: it will hit even another quick roll. Tekken 3 damage [ obviously without the Headbutt ^_^ ] was 122 points, in TTT it's quite the same, I think... [ CPU doesn't count it as a combo, but I think it's guaranteed ]
other version [ more reliable! ]:
- d/f+2, b+1,  1, b+1, {n,b+1} [ {} missed, opp. QR ]=> as above - you must master the timing of n,b+1 - it will bring you close to your opponent. Then: Flash and combo! The damage is the same. If you cannot time properly the n,b+1, try just b+1,1. Anyway: experiment! Don't make your opponent get bored, heh! ^_^
One more thing about this version: you have a lot of time after b+1 to react: it recovers just GREAT. If your opponent decides to attack you with a low-kick or something else, you are able to block or parry it. If your opp. stays on the ground, you can nail him with Pogo 1+2 ...or anything you want. ^_^ All things considered: great mix-ups afterwards! It's the most tricky version. ^_^
- after d/f+2 you can also do d/f+2, b+1 or b+1, 1,1 or any other combination. If you repeat the same juggle over and over, your opponent won't quick-roll at all.
- even Sword spin version works [ just to remind you ^_^ ]
- FC, d/f+3, u+1+2, 1+2, {f,f+4} [ missed, opp. QR ] - I've learned this nice set-up thanks to Ambermitsu. Usually, the f,f+4 is a normal combo finisher. If you delay it a little bit, you will obviously whiff... BUT, at the same time, if your opponent quick rolls to Yoshi's right, the missed Fubuki will align Yoshi in such a perfect way that you can score a free flash! And guess what: you can repeat the same story until your opponent learn NOT to QR to Yoshi's right! ^_^ look:
FC, d/f+3, u+1+2, 1+2, {f,f+4}~b+1+4, 1+2, 1+2, {f,f+4}~b+1+4, 1+2, 1+2... and again!
Please note that it works only against QR to Yoshi's right.
I think this strategy is also possible with any other PC [ Pogo Combo ] actions, such as single flash PC, Bad Breath PC, maybe also SS+4 PC, who knows...

Other Flash set-ups:
* opponent SS to Yoshi's right side: Flash! [ if to Yoshi's left: f+2, DB+2,2,2...]
* opponent is tagging in: Dash&Flash!
* opponent is doing his b,b+3+4 stand-up move: [except Paul, Yoshi] Flash! [just after you block it]
* opponent wants to throw you:Flash! [ in nose-to-nose range ]
* opponent does any "flying" move [ f,f,f+3, Ogre's u/f+3,etc. , King's u/f+1+2 ]: Flash!
* generally: your opponent is very close to you: it's your best choice to Flash him out of his moves!

Note: b+1,1{up to 5 spins} [blocked or not], Flash, Pogo Combo is GUARANTEED against True Ogre. I think it's also guaranteed vs. other BIGS, but I haven't tested it yet. T.Ogre is just SO big... ^_^ You can Flash T.Ogre out of almost every of his moves.

Psychological set-ups.
Heh, there are some common strategies that usually make your opponent run into your flash ^_^. All you need is to make your opponent think that our beloved Yoshi is defenceless... or to make him/her get angry! ^_^
=>*pseudo-defenceless* strategies...
Some of them are reliable, some: a little bit risky ( I mean Mishima's EWGF... this move is long reaching AND extremely hard to Flash. Every strategy that is dedicated to catch a long-reaching move is risky in case of Mishimas...)
- Bad Breath set-up: go for BB in a middle distance: some players usually loves attacking with a long-reaching move afterwards [ e.g. Jin f,f+2 ]. Use it a lot ( hmmm... I said only "a lot", not "a lot in a row", heh ^_^ )in one round to frustrate your opponent ^_^ [ beware of chicken mark! ^_^ ]. He/she can hardly do anything if you time the BB properly. Always be ready for Pogo combo: BB range is tricky. ^_^ Good way to score a free Flash + combo! You have a plenty of time to see what move is coming. ( good spacing )
- Bad Breat Taunt set-up [ b+1+2~f ]: heh, very nice. It gives the best results if mixed-up with a normal Bad Breath set-up. Be careful, though. The recovery time is quite long. ^_^
- quick-jumping set-up: use a quick-jump backwards in the middle range [ short u/b command ]. You can add a simple 1 jumping jab [ u/b+1 ]... In this version you also have some time to see what move is coming if your opponent decides to attack you ( this strategy also is made for long-reaching moves )... quite a hard stuff if your controller isn't very good. You must also master the timing: remember that jumping enters you a while into FC mode. [ that does not apply to a "jumping jab" ].
- "spoiled controller" set-up: Strategy for arcade purposes ^_^. If your opponent is defensive, try this in the middle range: = duck, up, duck, up, 1 jab=, then SS somewhere else and again: = duck, up, 1=... you can also say: "dammit! I will never do this move...". Your opponent will definitely be encouraged to attack and will rush in to punish you, heh! Then: Flash! [ then you can say: "Yaah! I did it!" ^_^ ]. Heh... sometimes you will SS instead of ducking... you can always cancell it by pressing "b". [ just move around d, d/b and b ]. If you miss, ...well, ^_^ you can always say that the controller wasn't good in your opinion. ^_^
- command low-parry set-up: this is basically what it sounds like: perform a command low-parry in the middle distance, then wait for opponent's reaction... ( they sometimes duck, expecting FC, d/f+3: be ready to use Fubuki { f,f+4 } or tag-buffered uppercut ).
- sit-stand up set-up: [ d+3+4~u ]. Best used in the middle range. Very annoying. ^_^ Use it seldom, don't become predictable! Anyway, you can always perform Fubuki if you think that opponent will not fall prey to Flash. [ yes... many times they attack with low moves. Fubuki is a good choice. ]
and other.... ^_^
=>*Annoying* strategies...
They're based mainly on unblockable moves. If you reach somebody with an unblockable, he/she will be anxious to pay you back! Use it!
- d/b+1 set-up: good!!! Fubuki also is the great choice. Be ready to attack after this unblockable!
- QCF+1 set-up: very good! The problem is with set-uping the Moonsault Slayer alone. ^_^ I found out that it flows well together with a Clean Hit SS+1. Your opponent can hardly move after this!!!
- u/f+1+2~d set-up: good! set-uping the Helicopter Quick Downslash is also quite difficult... One of the best ways to score a nice hit is either to avoid by this move a blow performed by your opponent [ e.g. True Ogre does his f+2 to push you further, but you jumped with a u/f+1+2~d blow... T.O. just CAN'T escape this because he whiffed the punch... ] or to catch predictable backdashers... [ some people after having their move blocked immediately backdash... and here you go with your Helicopter. ^_^ ]. These are only examples... [ SS+1 is also a good idea... ]

*Strategy against smart Heihachi players who love using Deathfist or f,f+2 ^_^*
They must be smart, though ^_^. They must know the main rules of sidestepping very well. The point is that both Deathfist and f,f+2 tracks awesomely sidesteppers to Heichachi's left hand. [ Yoshi's right hand ]. And you... just sidestep in this very direction! [ to Yoshi's right ]. It's not a suicide, no... ^_^ . Everybody can cancell SS very easily by pressing any direction [ mainly "b" ]. So: go for Short Side Stepping in the middle distance! [ it's very safe in case you missed the chance to Flash Heihachi... ] Heihachi will more than likely attack you with his favourite move [ be sure that he's not going to use Dash EWGF! ]... Flashing him out of it is quite easy! ^_^ You can also suddenly SS to Yoshi's left [ Heihachi will miss completely! ]. Free hit? ^_^ eh heh heh... of course!

All these "psychological" set-ups are "sensitive". They are based on your opponent's reaction. Don't expect any results if you, for example: do Bad Breath and immediately Flash... you are very likely to whiff. These strategies were made to provoke your opponent and they're not guaranteed! Observe the movement. Remember the appropiate timing. Practise. Do not give up! Flash is very exciting to use.

Anti-Flash strategies
The best way to avoid the Flash is... freeze. [ That's why I HATE defensive players ]. You cannot do much against turtlers... sad but true. Flash is a counter-move, it has to have something to counter! ^_^ heh heh... Anyway, I didn't tell you that Flash is the only techinque Yoshi possess?... Crush turtlers with Yoshi's offensive power, and then, when a clock ticks time away, you will be at the advantage: your opponent will be forced to attack! And here you go with Yoshi's Flash ^_^.
If your opponent fell prey to your Flash a few times and is quite awared of all your provoking rush-ins, dash in again... with Yoshi's Rainbow Drop! Then: rush in... with d/f+2~5 ....mix-up!
Oh, yes! Yoshimitsu Forever!!!

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