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THE ULTIMATE POGO TUTORIAL
by Tenshimitsu
Well, I love writing summaries and little "all-in-one" tutorials, and so I decided to write all Pogo tricks that are in my opinion possible to do. It's called "Ultimate" tutorial, but I'm not that sure if Yoshi's tricks can be fully discovered. He's a one big practice! :)

As everyone knows, Pogo can be entered by pressing u+1+2, and since Tekken Tag: 1+2 [ in Tekken Tag there was also a SS+1+2 command... ].

First, let me explain Pogo "stages", so to speak. Yoshi's sword is not always active. Probably you sometimes wondered "why the hell it didn't hit him". ^_^
  1. 1+2~N - you enter Pogo, doing nothing: the sword is active.
  2. You hit someone while on the sword: the sword is NOT active after hit! Even if somebody runs straight into the sword, it won't hit. Do a little experiment:
    • enter the Pogo stance,
    • place your opponent directly next to Yoshi and press any jab [ 1 or 2 ], or just low sweep the Pogo :),
    • your opponent obviously gets hit,
    • now rush to Yoshi again and repeat the jab: now Yoshi gets hit! You can even try to low sweep Yoshi while Pogo is inactive, it will look very funny! LOL ^_^
    But it doesn't mean you cannot do any Pogo command while Pogo is inactive :). Pogo Run can still hit as well as Pogo Jump...etc.

    That's why I play Yoshi in buggy outfit in Tekken 4: If he flutters his wings after hit, it means that Pogo is not active. And anyway, he looks more funny, seems to be more "solid" than red-haired Yoshi... Black colour only makes him look like a thin twiggy, which doesn't scare an opponent. :)
    1. 1+2~U - I call it Pogo Charge: the sword is active, yeah! It takes a huge 36 points if hits. And that's not all! You cancell the charge by either ~N or u/f~f [ I prefer the second version ], or any Pogo command... AND THE CANCEL ALSO HITS FOR ABOUT 25 POINTS! It has TONS of uses, for example: in some most damaging Yoshi's combos :-P ^_^. Oh, and after you cancel the Charge, Pogo is of course active. By the way: during charge Yoshi also flutters his wings, but this time it means he's charging. :)
    Now the Pogo Commands:
    • 3 or 4 cancels Pogo inactivity. If you have just hit somebody with Pogo, go for it to activate the sword. Not to mention Yoshi moves aside, and faces opponent afterwards... continuous 4,4,4,... or 3,3,3,... looks great and is very effecvtive as well :). If you mix it with "d" Pogo Duck, it looks like a crazy Yoshi Pogo dance. LOL ^_^
    • d ( Pogo Duck ) DOESN'T cancel sword inactivity, but it dodges a lot of attacks, and links well to 1+2 or d+3+4, or 3+4... even to 3 or 4 :). Also, this makes you face an opponent if he has just, e.g. Quick Rolled. Without this, Pogo Commands would whiff.
    • 1+2 - headbutt - Yoshi's classic :). Best used if you have just ducked a move. Well, it itself ducks a lot of moves, but I like using it after the duck, because I'm sure it will connect [ at least I'll have it blocked ]. It tends to whiff if opponent sidesteps, with Pogo Duck I don't have this problem.
    • f,F - Pogo Run - great weapon, if you happen to whiff... no problem, mash 3+4 to enter Indian Sit :) One more thing: if you enter Indian Sit, don't press any direction immediately: Yoshi must find out where he is ^_^, and face his opponent. If you press e.g. "f" too early, wanting to teleport, Yoshi will stand up instead. Ouch, it hurts! :)
    • U, U/F, U/B - Pogo jumps - they leave some disadvantage, use it with caution. If you whiff, you can always duck, remember it! After the jump, the sword is of course active.
    • 3+4 - Roo Kick - great weapon, evades almost everything and is executed quite fast. Nice juggle including Pogo Charge if it hits: 1+2~U, 1+2, f,f+4 for nice 66 points of damage :)
    • d+3+4 - Indian Sit - no comments: if you don't know what it is for, you shouldn't play Yoshi :-P
    Pogo uses, tricks and combos:

    Pogo Charge - Cancel combos are the most damaging combos I ever experienced :) No wonder Pogo is toned down in Tekken 4, but I would be very happy if in next Tekken walls didn't do any damage, but the power of Pogo would return! To be honest, Charge was present even in Tekken 3, but now I'm much more concerned with Tekken Tag and 4. I promise that I'll take a look at Yoshi's Tekken 3 Pogo later and update this guide, OK?

    Let's examine the simple Tekken Tag combo:
    CH SS+4, dash, u+1+2~1+2 [ classic combo, 58 to 66 points ]
    ... if we do it like this:
    CH SS+4, dash, u+1+2~U~u/f~F, 1+2 [ or u+1+2~U~N, 1+2 ]
    ... believe me or not, but it will eat a huge 84 points of damage!!! [ and will be counted as a 4 hit-combo: Kick, Pogo, Charge, Cancel :) ]

    Of course in Tekken 4 it takes less damage, but 52 points is VERY worthwhile, especially because other damaging combo after CH 4, f+3,3, takes 53 points. Just note that it's much more difficult, you must time the cancel very precisely :)

    Now Pogo Charge and walls :) Yeah, it's a deadly combination! Myself I discovered a few nice combos:
    1. [ in the corner ] far push to f+2, 3, u+1+2~U~u/f,f ,f,F - takes up to 115-120 points :) It's far push, Backhand, Roundhouse, Pogo Charge-Cancel and Pogo Run.
    2. Everytime you connect 3 Roundhouse into a wall [ your opponent gets a wall stun ], go for Pogo Charge-Cancel. It will inflict 60 points of damage itself! Now you have two options:
      • opponent was so shocked that he didn't Quick Roll: go for Pogo Run [ f,F ] for next 39 points of damage!
      • opponent Quick Rolled: go for duck and Headbutt [ d~1+2 ]. If opponent was just about to attack you, you score a CH! It results either in a juggle of your choice, or [ if in the corner ] into another wall stun! Hah hah, so another Pogo Charge-Cancel or just a Pogo Run? ^_^ Delicious!
    3. The same story goes to d/f+2 or u/f+3 resulting into a wall stun: again: Pogo Charge-Cancel, then watch your opponent ... :). It's no-risk set-up, you can have at least Headbutt blocked.
    4. If you hit somebody with u/f+3+4, go for u+1+2~U for more damage, then 1+2 Headbutt. :) Huh, cancel don't hit, opponent is too far after Pogo Charge :).
    That's all for now, I'll let you know if I discover something else :)


    Pogo MADNESS!


    Today's 30.08.2003 and I discovered something extremely damaging :). It requires perfect timing, though, but is in fact possible in a regular fight. I mastered the "N" command Pogo Charge cancel because, well, I just changed my mind and realized that it's easier than u/f~f cancel. Just like old trick b,b+1~1, b,b, this little "N" cancel causes another sword hit [ 25 points ]. With the Pogo Charge, which full damage is 36 points, it's a deadly weapon.

    I examined again d/f+2 [ wall stun ], U+1+2~U~N - it's a 50 point combo alone! [ sometimes 63 :) ]
    And then I discovered that Pogo Run, if timed correctly, is guaranteed after this trick! It's a hard-core Yoshi combo! So you have a choice: continue the Pogo Charge-Cancel with Pogo Run immediately, or wait for opponent's reaction and delay Pogo Run [ if he doesn't Quick Roll ] or do duck + 1+2 Headbutt if opponent Quick Rolled and you think he will attack :). I found out that duck + 3+4 Roo Kick also works fine :).

    d/f+2 [ wall stun ], U+1+2~U~N~f,F - up to 90 points of damage!!!

    The timing is difficult, though, but with a little bit of practice, you can master it for sure! It can be quick-rolled only in the last stage. It usually takes 58-76 points. After all, you can always mash 3+4 during Pogo Run to enter Indian Sit and suprise your opponent with another attack. Hah hah... It's so fast that even if your opponent tries QR in the middle, he gets hit :). Well, Practice CPU didn't manage to count all damage points as I trained this combo :). The only thing is that your timing must be perfect! If not, Pogo Run will miss [ not to mention the difficulty of Pogo Charge-Cancel itself! ]... but again: you can always enter Indian Sit :). Practise, practise!

    I'll try to describe you the timing: as soon as you notice that d/f+2 caused a wall stun, enter Pogo and hold "U" direction (Pogo Charge)... wait until the first sound of sword hit, then release "U" as fast as you can (Charge Cancel) and immediately f,F!

    This combo is possible after the following starters [ wall stun of course ]:
    EASY: d/f+2; u/f+3
    MEDIUM: (f+)3; CH (2)~3 (both must hit close for full damage)
    HARD: (3+4),3+4~f,F (waste time for turn around); f,f+4(must have perfect alignment), CH SS+4(really close the wall, must have perfect alignment), CH D/B+3,3,(...), F+4 (must have prefect alignment)

    Also, the following combo:

    f+1+3 (far push), f+2, 3, U+1+2~U~N, f,F

    ... is also possible next to the straight wall! You don't have to be in the corner, but the fact is that in the corner you don't have to care about your opponent's alignment. While facing a flat wall, f+2 must move your opponent slightly to Yoshi's right so that 3 smashes him directly into a wall. Then, Pogo Charge-Cancel and Pogo Run is a piece of cake! Just to remind you: this little combo takes huge 120 points of damage :).

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