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Nixelmitsu's, Maffymitsu's and Sunderland's strategies
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Okay, this can be used by any Yoshimitsu from any Tekken game. If you want to destroy your opposing fighter, simply "Backhand" your opponent to flip him around to face away from Yoshi. Quickly after the "Backhand", grab the opponent immediately to perform the deadly "Tornado Drop", also know as the "Ninjitsu Wind God". This throw causes nearly 50% of the opponent's life bar. In time, familiar fighters will learn to duck the throw after the "Backhand", so use it when you're in real deep shit!
P.S. "Backhand"ing opponents into a wall makes it a little easier for those who duck your grab. HA!
If you want to look good against a crowd of people watching, try this if you don't care if you win, thy this to the best of your abilities. The Yoshimitsu Flash (b+1+4) can copy current moves for your opponent when the move is performed. Yoshi's sword will turn red if a move is copied. The best time to use the move(press 1+4) is in a simple Stone Fist juggle. Use Yoshi's Uppercut(d/f+2) and use Stone Fists(b+1,1,1,1,1,1). Use Stone Fists five times before Yoshi gets dizzy and after pressing the 1 the fifth time, press the Mimic command(1+4). Hopefully, it will be a move you wanted. Some Mimic moves are best used without juggles. Be sure to know what are copying.
Some of the best of new Yoshi moves can now be found in Yoshimitsu's "Meditation" stance. One new move is a quicker, smaller version of "Moonsault Slayer" which is activated with the 1 buttton. Here's something you other Yoshi players should do, press the 3 button no longer activates "Kangaroo Kick". The 3 button now launches Yoshi in a quickly unexpected "Shark Attack". For a satisfying damage, press both 3+4 to follow the attack with a resulting "Kangaroo Kick". The "Kangaroo Kick" is also unexpecting to most opponents so the result with the opponent sent into the sky. It is also important not to fly into walls. While in "Meditation", use the "Yoshi Hovercraft" by holding the 3+4 button and Directional buttons to float around in any direction. This handy little trick includes one last surprise. The "Yoshi Hovercraft" has a "Taunt" command. Simply hold the 3 button and release the 4 button(or maybe it hold 4 & release 3.???), with that, press the 1 button to !
hear Yoshi laugh at his enemy. HAHAHAHA.
One of the biggest advantages you can take when using Yoshimitsu is by performing the art of the unexpected. Using some of Yoshi spin arts can leave opponents too busy blocking. If you have an opponent that blocks too much, than assault the opponent with the "Slap-U-Silly"(d/f+2,2,2,2,2,2). Spin Yoshi to a limit of five times, and if weather or not your opponent blocks the hits or not, finish the assault with a quick throw. It does not matter which throw, but if you are trying to become professional, try performing the "Rainbow Throw"(qcb+1+2) or the Soul Siphion(qcf+1/2). In my oppinion, I like uses Yoshi's "Judo Sword"(f+2/4). I love that throw!
For those of you who play against some very cheat players, this may be something you'll love to watch. In Tekken 4, there are some character people try to take advantage of, like Paul Phoenix, Law, Marduk, Christie, and one of everyone's favorite, JIN, the king of iron cheatness. The Yoshimitsu Flash (b+1+4) of course has the power to copy some of the opponent's attacks. However, Yoshi can't always perform the attacks the exact same way as Yoshi's opponent. Take Murdak for example. The cheatest thing to do playing Marduk is Tackling and Pummaling or using he overpowered Reversed Kick. Yoshi can of course copy both of these moves, but Yoshi has to sometimes make some alterations in the performance. If Yoshi is playing Marduk, and the other player keeps attempting a Tackle, have Yoshi use the Flash guess as Murdak is about to Tackle him. The Flash will copy the attack AND cancel Murdak's assault. At the right time, have Yoshi use the mimiced attack (1+4) on Murdak!
Yoshi will tackle Murdak, BUT Yoshi doesn't punch. Don't worry, Yoshi does attack but you'll have too wait 2 seconds until something happen. Hold the 1 and 2 buttons and you'll see Yoshi exhale a huge of poison breath into Murdak's face. The damage is not the same as Murdak Pummeling but the damage is still good. Okay, another example can to shown with Ling Xiaoyu, she's not as cheat other characters but copying her Art of the Phoenix can be fun. Mimicing the move put Yoshi in the stance but Poison Breath is the only thing he can do. But Yoshi still has the advantage if used in correct timing. The Poison Breath will come out in small puffs but has the power to keep enemies back. As you can see, Yoshi has a WIDE advantage in Mimicing the arts of others. Yoshi is even able to use Chistie/Eddy's leg sweeps or Kuma/Panda's Fatal Wind (now that's funny shit). So there you have it. If you are stuck playing a very cheat and predictable player, copy and use his/her moves against them! THe possiblities are ever-lasting.
The Poison Wind attack can lead Yoshimitsu into a series of Chain-like attacks. This is not as detailed as Maffymitsu's Data but I will still provide the site with some Yoshi Tips that players can use to surprise their opponents.
First, "Poison Wind"(also known as Poison Mist [u/f+3+4]) can be easily lead into Stone Fists(b+1,1,1,1,1,1). After that, the attack can either be released to have Yoshi jump back automatically or you can press b+3+4 to continue the chain with a "Backflip" that also hits.
Other than the "Backflip", the chain can also continue with another "Poison Wind" attack.
Also, The "Poison Wind" attack can be done with another handy chain that is best used if an opponent is on the floor. Perform the "Poison Wind" attack and follow it with an instant "Flea" stance(u+1+2). After the opponent is hit by the stance, you have some options for you to choose. After the "Flea" hits, Yoshi can proceed with "Slipping Skull"(1 button). "Running Flea"(f,f) can also be done after the "Flea" hits. One more option Yoshi can do after the "Flea", is a quick jump toward the opponent and after Yoshi touch the ground, you can proceed further with "Slipping Skull" or Running Flea".
I hope I have helped. Maffymitsu has kinda out "Stratagized" me. But that doesn't mean I'll stop supplying YOT with cunning Yoshi-tactics.
This is a strategy that follows my previous "Poison Wind" strategy. As I recall, I discussed Yoshi's ability to perform "Stone Fist" and finish with a sometimes hitting "Backflip". Well, I have new data to input that this chain can continue with a special varity of moves that you can try yourself to see what floats your boat. The Backflip can create great distance between Yoshimitsu and his opponent. From here, Yoshi's most durable attack is a "Delayed Sword Slice"(d/f+1, d/f[hold]). This attack can allow Yoshi to move toward the target but the chances of your opponent letting Yoshi get enough stepping distance to cause effective damage is rare. This attack is good but there is more. Another attack you can try is the "Deathcopter"(u/f+1+2). This will allow Yoshi to fly above waiting for your signal to drop and slice your target. If have an opponent that is running Yoshi after the Poison Wind chain, then have Yoshi do the "Deathcopter Trick"(u/f+1+2, b). If your
time this right, Yoshi will fly behind the target and avoid a powerful tackle. One other effective tactic is using the "Moonsault Slayer"(qcf+1). This is very effective. A flashy buzzsaw will create some tension for opponents to think of a way to try and escape it deadly cuts. Well, that's all for now. Have fun. >_<
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Okay, I have decided to start my little stratergy for T4 Yoshi on this site...it's really In-Dept & you may find some parts of it interesting not to mention it's very long so if you don't like to read, skim through it & just check out the parts that appear good, here goes:
ok, I'm back..(I've been busy, but I'm back)
I saw some 1's yoshi faq (Didn't read the name, sorry) & I was willing to make 1, I've been playing with yoshi since T1 came out, & I'm so good with him. Now to give you what u need:
ok, For , here's a list of all yoshi's very important moves & a detailed point about them.
1-The basic Punch-: this move is very important to all players especially Yoshi,& let me tell you why. It no longer has the speed it poccessed in T3 & TTT, but it can be used to do ur poking (very important) & ur custom strings (more on that later), It stops those bulldog players & those cheap mashers (sometimes), use it often!
d/b+1_d+2-Crouching Low Punch- This is just as important as the basic punch, except it ducks high attacks (especially those ppl who use high pokes) , & it's pretty fast, I use it alot , & it's good to start or continue costum strings(The Left Punch is quicker the the Right Punch, remember that).
b+1...: I love this move, alot of ppl don't think much of it though, but it's very very good.You can also use this in ur costum strings , & you can link the Spinning Low Sweeps (d/b+3,3..) after doing less than six of the spins. You can also add the Evasive Spin to it. (ohhh, you'll fall over with all six(6) spins)
d/b+2...: I hardly ever use this move, only when I'm certain I'm not gonna be punished for it (use it in juggles & to stop some slow pokes) use it wisely.(You fall over ith all six(6) spins)
d/b+1+2: ahhh, this is my favourite move (or one of my favourites)
anyway, this move is remarkable, it evades high attacks with a short range & is unblockable, it even has a longer, longer range (which is a good thing). Use it for those ppl who like to throw (King, Nina or anyone else), or can't stop poking you.
4~3: For some very strange reason alot of ppl are being caught with this in T4 (I dunno why), probably because it sometimes makes you think it's a low attack. I use it to punish opponents that do some really slow recovering moves, or even slow executing moves. It ducks slow high & some mid attacks & does good damage.
1,2,1: Another one of Yoshi's high rated moves. This move comes out pretty fast & will come in handy in every match you play. I use this to poke & knock opponents out of doing certain moves. Abuse it!
SS+1: I really like this move (not as much as the Bad breath though), It has a good range, it hits (m) & if your opponenet gets hit with it on wall (I'll feel sorry for them), it even Juggles on a CH.
I'm not sure if it gives guard stun yet, but it knocks the opoonent back, it comes out fast & recovers fast. Use it wisley. You should note that the good opponents will side step to the right & punish you a bit.
d/f+1,2: I realized one thing about this move, it seems to hit you when you're very close to the ground, but other than that it has the same properties of TTT (& T3, I think). Some little tricks I use when I hit my opponent with it (The second hit) is: Dash forward & go for a throw. (They get torsed high into the air most of the time), but the good players will duck this , Or dash forward (if you're out of range) & go for the Bad Breath (its new range will come in handy here)
d/f+1>1>1>1: It doesn't seem to be very effective in T4 (I dunno why?). The delayed version will do some good though. (I'll give you a secret later)
f,f+1+2: Another great classic Yoshi move that comes in handy.If it gets blocked, I go for a low kick or punch (Preferably punch, that way you can go straight into a custom string). Don't forget, Yoshi still has his Soul Siphon(1+4_2+3 after the Dive Bomb)
2>3: This move seem to be useful except when your opponent ducks it. If they duck it, they may go for a WS+2 or WS+4, either way they'll hit you, but hope they go for the WS+4 (Because they can't Juggle you with that move, but they can still go into a poking tactic or a custom string, if they do use the Bad Breath)
2,d+3: This is better than the move above, it hits low (second hit only) & Recovers Crouching (that means you get to go for the Juggle Starter(WS+2), or the Poking tactic (WS+4))
SS+2: Yes we have finally reached one of Yoshi's better Juggle starters, this move is excellent, just excellent. It has a (m) range & comes out pretty fast. I think it's better than yoshi's d/f+2 Juggle Starter, it also ducks high slow attacks.
f+2: This is just like the Hilt Strike , Backhand (d/f+1,2), except it does not have a hit before that. It comes in handy alot of times. You can go into the Manji Spin Slaps afterward (I go into them if the hit is blocked)
f,f+2: I can give namco a little tip about this move, they should give it better recovery time, because when this move is blocked, you will pay for it. So I use a Crouching Low Kick, or a Crouching Low Punch after I perform it & it is blocked. The only really good thing about this move, is that if it hits on a CH Yoshi can regain a small amount of life (d+3+4).
d/f+2: This move used to be Yoshi's most poplar Juggle Starters (It still is). & it still is the most useful (second most useful, the Bad Breath stole that). it has the same properties of TTT & T3. (Everyone knows how to use it, I don't think I should give an in depth say about it)
FC,d/f+3: I still love this move. It still is fast & can still be used to punish slow opponents, it even Juggles. (Use it in custom strings, mix it up with WS attacks & you'll see how useful it can be)
d/b+3,3...:Another Yoshi Classic, only the first hit, hits opponents off the floor & the others will follow. Now the Indian Sit can be linked to it (d+3+4) which is good, don't forget to use f+4 during your arsenal of Spins. (one more thing, you'll fall down on your last spin)
3,3: The Ballerina Combo is another new asset to his arsenal & it's really, really useful. The second kick hit's low & you can even go into the Sit from this move to. A lot of people tend to get hit by the second hit very often (that doesn't mean, the second hit cannot be blocked), if it is blocked go into the Indian Sit & don't just sit there, do something immediately after you enter the Sit, or you will be punished.
3,4: Another one of Yoshi's classics. It has the same properties if T3 & TTT , but I realized the 4 takes a little longer to execute than before I go for a u/f+3 instead of the 4, but the 4 gives you some breathing space though.
3,d/f+3+4: This move is a waist of time, don't bother using it on good players (the novice players will take it willingly & gladly). It comes out really slow & it's recovery time is poor (I use the Sword Flash if it gets blocked)
u/f+3: I thank namco for this move. It has a very fast execution time, but a slow recovery time (ohh well, you can't have both). Use it when your opponents whiff an attack or when they won't expect it. Please don't abuse this move, if you do, it will not only become another Yoshi Uppercut, it will put you apart from the best & the rest (& your opponent will also punish you severly). Did I mentioned it Juggled!
f,f+3+4: Shark attack. This has the same properties as in the previous Tekkens. (use the links also: 1+2, 3+4)
u/f+3+4:The Poison Wind has been given a whole new evolution, I mean , it has been evolutionised. It has the same old Poison Wind attacks, along with it's new one's: u/f+3+4(Stomp on opponents on the floor)
=1+2(Go into the Flea Stance)
=3+4(Use the Kangaroo Kick wisely)
=d+3+4(Anothe move to use wisely, Indian Sit)
=b+1(Spin on opponents that stay on the floor)
=3+4(Stomp on them again)
=4(Flip back & breath a little)
=d+1(Cut them up a bit, be careful)
=D(Delay the slice it a bit, mix it up)
=N(Another delay, Shorter of course)
I go into the stances when they block the 1st Stomp, so they can't punish me afterwards.But if you keep doing that , they'll catch on & make you pay darely!
d/f+4: This move has been toned down, the Speed is gone & it looks funny, anyway I still use it, & it can interupt attacks . Use it when ur opponent is charging in!
SS+4: This is probably Yoshi's better kicks (It's like a modified Side Kick:(d/f+4)). It gives you some space when blocked , & does good damage when it hits, not to mention, if it hits on a CH you'll have a chance to do some more damage. You can also go into the Meditation Stance after it is done by pressing: ~3+4. This may cause the opponent to whiff some attacks by going into the Meditation Arts & you'll have a good chance to return what they missed.
f,f+4: Yoshi's classical, fast moving, damage giving attack. The Knee Bash is very useful (always has been, always will be). It has the same properties as in T4 & TTT. (Use it to interupt ur opponent, or just take advantage over them). You can always get in a Sword Slice(d+1) after the Knee Bash connects.
4,4,4: This move is still a waist of time (always has been, always will be), but I still use it (ONLY ON NOVICE PLAYERS PLAEASE), the good players will duck the kicks & then beat up your little Yoshi. If you have to do this move, try to do two(2) of the kicks only.
u/f_u_u/b+4: I really like this move alot, it looks good, does good damage & if it's blocked you still have the advantage.It has the same properties that it had in T3 & TTT.
1+2+3: this is a new addition to Yoshi's move list, the Spirit Shield. It's alright when you want to look good, but I think it's a bit slow, after all, Yoshi's Sword Spin comes out much faster & the Sord Spin does some damage, this doesn't. Did I mention it repels all incoming attacks?
B+3+4(x6):- The Evasive Spin still works like a charm , it sometimes even surprises your opponent. Use it to get away from combos or just to get in a better position.(Please don't do this when you have less than 15 or so life, it takes down some of Yoshi's life, -8 points to be exact)
b,b~u/b: A very new addition in T4, all characters have it, but Yoshi's own is one of the best. Use it hen your back is against a wall, I use it alot & it works. (Your opponent hardly ever expects it, don't abuse it though)
~D- Yoga( Yoshi just sits there, use it as a taunt)
=3+4- after you do (~D), press & hold 3+4, then move the joy stick in any direction & see Yoshi do the Moon Walk sitting down.
=release(3_4),(1_2)-Just one of the Kick buttons & press any one of the Punch buttons to do a simple taunt(It's a waist of time to me)
f_b- Just tap the Joy Stik forward, or back while in the Sit Position & Yoshi Teleports behind your opponent.If Yoshi is atleast 3 character distances away from his opponent, he'll teleport in the same spot with his back turned.
N- This means do NOT touch the Joy Stick while Yoshi's in his Sit Position, & he'll start regaining life
3+4- It's the Yoga Slie, or I like to say Moon Walk sitting down, anyway,as I said before Hold down 3+4 & move the Joy Stick in any direction.
1- Now yoshi Teleports into the air & comes down with a nice cute cutting chop (the range is not that long & the damage isn't that great, but it helps alot, use it often, but wisely)
3- Yoshi goes into the Dive Bomb while sitting.It omes out pretty fast(except for tha fact that he spins on the floor first, lets say it's an unexpected kinda attack) & it does good damage, you can even link the Kangaroo Kick to it by hitting 3+4 after pressing 3.
4- Yoshi's old Kangaroo Kick...same properties as always.
2,D/B+2,2,2,2-Manji Spin slaps, same properties as ever.
1+2- Yoshi turns around & starts pumping on his sword & regains life(just like in Tekken 3, except that the command for it has changed)
d/b+1_d+1-Yoshi's Sword Slice. same variations as any other Sword Slice Yoshi has.
f+2- Yoshi's Backhand attack, nice addition.
3+4- While in the Meditation Stance, Yoshi does a Back Flip, hence the name Back flip. It comes out pretty slow, but newbies won't expect it & get Juggled into the air.
1+4- Yoshi does his Standing Suicide while his back is turned. Very nice addition. You can also start spinning with the sword in your chest(B+1,1,1,1,1)to look good, or bite away at your opponents life.
2+3- Yoshi's Soul Siphon, it takes you opponents life.
qcb,F+2-Possession. Yoshi gives your opponent life.(some people think it's stupid, I think it's cool...Yoshi doesn't mind he can take it & do what ever he wants to do with your opponents'life, he'll win the match anyway)
b,3+4- While Yoshi's in his Meditation Stance, he'll make a whole revolution & spin around at 360*(It makes the opponent whiff some attacks)
b~3+4-Yoshi Spins around at 180*, he end up ith his face toward the opponent Meditating.
d- Ducking Flea, I'll tell you something about this later, in the mean time use it to duck attacks or look good while in the Flea Stance.
(3_4)-Flea Side Step Left_Right, Yoshi just spins to the left or the right while in the Flea Stance, I'll tell you something about this too later.
(u/f_u_u/b)- Yoshi Jumps up into the air & comes down pouncing on his victim.(Does Great damage)
(f,f_b,b)-Running Flea...it looks sorta like a frog, anyway I use this to trample over my grounded opponents, hey it's unblockable!
1+2- Yoshi's Skull Spliter (Head Butt), It juggles on a CH & it has enough recovery time.
d+3+4-Yoshi goes into the Sit Position & out out of the Flea Position(Use it to duck attacks).
b,b+1-Yoshi's death move, it does alot of damage & it's range is probably the longest of all Unblockables, except Yoshi's other Unblockables.
=~N+1_ Yoshi stops his unblockable short & starts to spin his sword, it acts like a shield. I have also realized it comes out faster than it did in T3 or TTT, use it alot. You can tap b,b to cancel the Sword Spin short.
=~1+2- Yoshi just makes a step forward & lunges his sword on your opponents head, (It looks soo good)
qcf+1-Yoshi's Moonsault Slayer is still a good move. Use it when someone may be out of reach , or to get to a safer area.
d/f+3,1-Wood Cutter. It has all the properties it had in T3 & TTT, except that the command for it has changed, which makes it easier to execute.The d/f+3 recovers crouching so you can eaither go for a WS+2 Juggler or a WS+4 Custom String starter instead of executing the 1 after the Kick.I sometimes go for a FC attack too(FC, b+1_FC,d/f+3).It makes a very very very good mix up game.
(FC,b+1_D/F,1)-Samurai Cutter, this attack comes out pretty fast & once it has there's no way of stopping it.It's a very unexpected attack(Something that Yoshi has alot of)
d+1+4- The Standing Suicide hasn't changed a bit except for the fact that if both you & the opponent recieve the stab , only the opponent recieves the damage, something they should have put in T3 & TTT.Remember, you can start spinnging after you commit your suicide by pressing: B+1,1,1,1,1.
f,F+1+4- The Turning Suicide has also remained the same,but when your opponent get hit with it too, the damage is not shared.You do not recieve any damage.You can also do a second stab if the first one doesn't reach or to look good by inputing: f,f after ther first stab.
d+1-As I said earlier, the properties remain the same as in any other Tekken, but the command has changed. Use it when your opponent thinks he's out of your range, or just when you feel like, they'll get hit by it 99.9% of the time.
=~N,D/B-This is just a delayed Sword Slice, it does more damage though.ith every hop Yoshi makes , the damage increases, when Yoshi starts smoking & you release the Joy Stick, it should take all of your opponents life, but you'll hardly ever get a chance to get in all six hops (I have once, cause the guy I was fighting just kept on backing back from the Sword, giving me a chance to get in all six hops (SO STUPID HE WAS)
=N- another delayed Slice, but does not do that much damage(107%) as the first one.
u/f+1+2- Deathcopter, I don't use it much, but enough to make me win a match, the more Yoshi is airborne, the more damage the attack will do.
=d- This is used to cut the Deathcopter short & land right on top your opponent.
=~B- When you start the Deathcopter right next to your opponent, Yoshi will pass them straight, & as he is about to land, he'll turn around & attack them.Does good damage.
d+1+2- This is another new addition to Yoshi's arsenal. It comes out pretty slow, but it Juggles when it hits the opponent at close range.
1+4- Yoshi's Sword Flash has changed alot, for the better I say, It now steals certain strings & moves from your opponent when you flash it. The first time I used it in T4 & found out that it no longer does damage I was very dissapointed(I loved it so much, it was a good Juggle Starter too), but it's in a way better I have come to realize, it can play some very very dirty tricks on your opponent. For instance if you manage to steal Craigs Tackle & use it, Yoshi mounts his opponent just like Craig, but instead of punching you to death, he does his Bad Breath, which you cannot escape, also If you get Ling's Pheonix Stance stolen, Yoshi goes into the stance & puffs out little bits of Bad Breath unto the floor(1+2)keeping your opponent back. You can also steal Kings Crouch dash Throws, I managed to steal one, but hen I pressed 1+4 he just did the Crouch Dash & go in to Sit Position, I then pressed 1+2 & he did the Bad Breath while in the Sit Position.It also can steal certain ! stances, like Hwoarang's Flamgino Stances & Lee's Taunt Stance, you can even do some attacks from the stances, so far I have done (2) inthe Flamigo Stance, & a trick I use in Lee's taunt Stance is: When you steal his Taunt Stance, press (1) & Yoshi does a simple punch, then he goes back into the Stance & then I hit (2), to Juggle my opponent into the air. Some other character's moves are indeed very useful to Yoshi. Example,Pauls'Pheonix Punch(qcf+2), if you manage to steal that, you can use it against Paul & do some heavy damage, or you can even steal Pauls very famous Juggle(Any Juggle Starter:1,1,1,qcf+2) with just that one Stolen move alone.All you do is , like Paul, any one of Yoshi's Juggle Starter, 1,1,1,1+4, It's like a complete insult to Paul, not to mention if you have a crowd of people surrounding you. ANother good reason the Sword Flash has, is to stop very annoying strings, example: Pauls qcb+3,2,1_qcb+3,2,2 mix ups. In the previous Tekkens those two moves would! get you frustrated, not knowing which one is coming, but now you can steal those two very moves, cut Pauls' attack short & use it against him (He won't like that, but hey, An Eye 4 An Eye). I also use the Sword Flash to start air Juggles, example: When cristie does her:-b+4,4,3+4 String, after she does the second part of the string(4), you can do the Sword Flash & knock her into the air & she won't complete it & you can then go for the manji Spin Kicks(d/b+3,3,3...). Like I said, I prefer this Sword Flash, than his previous one.
1,2,1, 4,4,4,1,1,1,1 ( A very nice string against a newbie, good players will stop it short with a Crouching Punch or a Rising Punch)
1,2,1, 4,4,4,1, 3+4 (Another good string, simple just like all Yoshi's Strings, but again, easy to stop)
1,2,1, 4,2,2, 2,4,1,1(Probably Yoshi's best String, but it's still easy to stop, I have realized though, that this is now easier to execute, in the Previous Tekkens, it was a bit hard to do if you haven't practised with it)
4,4, 2, 2, 4,4,1,1,1,1( Not a very nice string , but good, if the opponent recieves the Back hand in the string(second 2), I'll stop the string & go for a dash then Bad Breath, or a d/f,2 Juggle Starter or a throw, which does alot of damage.
4,4, 2,2, 4,4,1,3+4( Not much different that the one above except for the fact that the last hit isn't unblockable)
4,4, 2,2, 4,4,1( Yoshi's worst String is that one, it so stupid I never use it , only on newbies, the newbies tend to get stabbed in the gut often, but still, the last hit comes out way too slow)
4,4, 2,2, 4,4,1~1(This is a bit better than the one above, because he cancels the Sword Impale & does the Sword Spin, but it's still a bit too slow, I would like if in the next Tekken Series, Yoshi got a string where you can use the Ochimusha Hunter opposed to the Sword Implae ending or the Sword Spin Ending).
Every Tekken game needs some of there, or every character needs some of these, Custom Strings are something I have learnt not too long ago, while I was playing T3, but that's not important, I'll give you a idea of what is a Custom String & how to do them.
Custom Strings are very similar to pokes, except that they are harder to break, they give you a advantage when playing against your opponent & are better to do in close range, after all Yoshi is more of a close range kinda guy. Anyway, I'll give you a little sum of the one's I do & I'll tell you what they are good for, but we before we start I'll tell you some moves you can do to make up your costum strings or serve a good purpose in custom strings:
1- Simple basic Punch, starter of most custom strings,keeps you opponent busy.
d/b+1- Similar to the Basic Punch(1), it just a tad faster.
WS+4- this gives you alot of breeding space & mixes in well with the WS+2 which could be used to catch your opponent in a Juggle.
u/f+3-mixes in very well with u/f+4 & could be used to start Juggles.
d/f+3-this is good if you want to go into your FC attacks, so is d/b+1, but this works better( I dunno why?)
d/f+4- Has been toned down a bit, but it's still useful to give you some space & to stop your opponents dead in their tracks.
Now I'll show you how to use them:
1, d/b+1, WS+4, d/f+4 This can be used to put some distance between you & your opponent, that's basically it, also it's probablt the most common costum string without the use of the d/f+4
1, d/b+1, WS+2, 1, d/b+1, FC,d/f+3 I love this string, it marvelously good, & it also sets you up for a Lunging Sweep Juggle starter.
d/f+3, WS+2, 1, d/b+1, WS+4, d/f+4 (repeat)Use it to nag your opponent, or just use it to get in some quick damage.
d/f+3, WS+2, 1, d/b+1, u/f+3, d/b+1, (ANY FC ATTACK) Alot of people get caught up in this string, if the WS+2 doesn't Juggle them (which should, because they think the Sword chop isn't coming after the d/f+3 & they try to punish you, & end up being caught in a Juggle Starter) the u/f+3 may catch them , but the FC attacks will be sure to catch them in a Juggle.
That's all for Custom Strings now, try making up your own now.
The Wall Game is not a very hard thing to describe or do, it's just learning how to drive your opponent into a wall, learning how to stay away from Walls & learning how to escape from Walls. Yoshi's wall game isn't great like Jin & Nina's wall game, but it's still useful.
I'll tell you how to put your opponent near a wall: It all depends on what you do at the starting of the round, as you know, you can now move your character while the Announcer Starts the Match. Use your teleport because you can do it while the Announcer Speaks & you can get behind your opponent. You can side step changing you position while letting your opponent go into your position (near a wall hopefully) & that's the first part. When playing the game you should remember to use your Wall push Variations (1+3) & attacks that push opponents back, example: Knee Bash, Sword Spin, Sword Flash, Spirit Shield, Whirl Wind, Side Kick & so forth. These attacks will help push your opponent right into a wall, when you have successfully placed them near or into a Wall, use attacks that serve as Wall Combos, example: d/b+2,2,2..., d/b+3,3,3.., f,f+4,
b,b+1~1, 1+2+3, 1+4 & 3,3, & that's basically how you can lower your opponent into a Wall, sometimes Yoshi's Taunts work well too.
If you want to get out of a area near a Wall, you should do some of these attacks: The Wall Jump, Evasive Spin, 1+3 variations, Side Step Walk & The Wall Tech Roll, even Yoshi's Deathcopter may do the trick sometimes or his Moonsault Slayer. There are also some attacks you can use against your opponent if he/she puts you into a Wall, The attacks have to have a fast recovery & execution, example: Knee Bash, Basic Punch(1), Crouching Basic Punch(d/b+1), Sword Flash, Bad Breath (it'll dodge some attacks), Evasive Spin & even going into some of yoshi's stances, like his Flea Stance (If you know your opponent will touch his sword), or his Sit Stance, ( most time when your opponents put you near a Wall, they hit mid or high & going into the Sit Stance fast enough will give you time to attack them when their attack misses)
Use Yoshi's Throws often, especially his Rainbow Drop or his Soul Siphon. The Rainbow Drop is Yoshi's fastest throw & for some reason I have realized that it has a longer range that any other except his Soul Siphon or Possession. A good thing to do after the rainbow Drop is to do Yoshi's Sword Spin immediatle after Yoshi lands on his feet, most time your opponent will roll right into the Sword Spin (The CPU rolls into it very often, they never miss being chopped up).
There are also ways on keeping time. If time is nearly up, lets say 3 more seconds or so are left & your opponent has just a little more life than you, don't hesitate to use youe Soul Siphon & take what's rightfully yours. Another thing you can do it you have more life than your opponent & time is nearly up & you want to be safe Do Yoshi's Sword Spin or Go into the Bad Breath stance,the bad Breath's range is longer & if they do know that they'll back off, If they don't, they'll take some more damage.
A trick that I have found to be very interesting, is going into the Flea Stance & start doing the Ducking Flea, the CPU will start going back & blocking at the same time, everytime you duck in the Flea Stance & they'll never attack, if you have more life than the CPU, try this for time. You can even do this with the Flea Side Step.
BEGINNING ROUND: Before the announcer says "FIGHT!" at the beginning of a Round, you can go into the Sitting Position & if you time it right, you can Teleport right behind your opponent & get a free Back Throw as soon as the Fight starts (This works only on Pitbulls).
Well, that's it for now...I know it's long , but hey, pain is knowledge!
Remember Use Yoshi's flash very very often, it helps alot! Ohhh, one last thing, you will notice there isn't a combo list here, if you want one go to the combo list, I'm not waisting time to put it in here if you can go to the top of the page & click "combo list", besides I'm out of T4 Yoshi combos...I'll get some soon!
YOSHI FOREVER...!
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Ok I'll start with the basics. Before you start a battle you can pick which ever side you want to be on. All you have to do is get close to the player, go to stance [ "Indian Sit Stance" - Tenshi's commentary ] and press left or right. Then you'll spin around and be on the other side of the oppenent. Next off, if you get the player on the ground the best move you can pull off is doing poison wind to flea stance. if they roll back before you can get on them with your flea stance just use running flea to chase them. Did you know that you can go to indian stance right when you finish running flea? Ok. Now onto some juggles. One of the most damaging would have be this one. Start with a basic upercut, then go to slap u silly until you've hit them three times. But be careful because when you do this if go to far with it you'll get dizzy and that's dangerous. Ok Once you've hit them with the third one go right to wood cutter. If you did this right it should read 6 hit combo/44 damage. If you are
truely good with Yoshi try this one. Basic upercut, then slap u silly until it hits 2 times. Then start slap u silly again until it hits twice, and finish it with a foward avoiding the puddle. It would look something this. df+1,b+1,1,1,1,N(=neutral),b+1,1,uf+4. Hope this helps!
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Nothing here yet.... go ahead and send here your strategy!
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