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General Yoshi strategy:
1. Close Range.
Close range indicates everything in a throw range. It's Yoshi's best area,
I think. His best moves to use in close range are:
- 1 jab. An excellent move, one of the fastest in the game and with great
recovery time... abuse, abuse!!! ^_^
- 1,2,1- It's Yoshi's own "Shining Fists" combo. When first
1 connects [ CH not required ], the rest is guaranteed!
- d+1 jab- another excellent move with great properties... but one thing-
if opponent blocks it ducking, DON'T follow up this move. d+1 has -2 frame
disadvantage on block, which means that your opponent's WS move will hit
you earlier. Not to mention Major Counterhit...Note that you can buffer
any FC moves easily. e.g. d+1, b+1 [ buffered Sword Sweep ]
- WS+1_4- great follow-ups after connected d+1 and basic "punishers"
after blocked low attacks like Mishima 's Hell Sweeps...
- d/f+2_WS+2- this move ROCKS! The greatest juggle starter Yoshi possesses.
Buffer it with Tag and Yoshi will juggle even crouching opponent!
- d/f+4- Saviour Boot!- it has been toned down since Tekken 3 [ a LOT
], but it's still worthwhile. I use it mainly in dash range to counter
opponent's attacks... but sometimes it's useful in close range
- FC, d/f+3+combo- good follow-up after d+1. However, this move hardly
ever connects in a high level of play... I use it to punish blocked low
moves with large recovery time [ like Mishima's Hell Sweeps, Lei's Razor
Rush low ending... ]
- throw, of course. [ 1(hold)(connected), QCB+2- Rainbow Drop ] His best
throw is 2+4 because of a large amount of follow-ups. Use 1+3 as well,
it looks cool ^_^.
Cosmic Forge said:
"Use the 2+4 throw as a set-up for even more damage, instead of going
for the bread 'n butter guarantees. SS towards their head (SS right) and
wait for their reaction...
If they do a wakeup kick (3 or 4), begin the f+2 turnaround madness. (IE
f+2 about 3 times then to a throw [connects as a side/backthrow depending
on angle]). I heard this is escapable by tagging but I have never seen
it. Another option if when they whiff this wakeup is to just go for a
throw, half the time it will land as his 70dmg backthrow. If they stand
up immediately, SSR a second time, because the act of getting up and pressing
F or B will align them to you... then go for a SS attack or throw.
If they roll away, ff+1+2 shark attack to knock them down again. SSR again
anyways... this will force them to get up BT, giving you your usual BT
strats (d/f+2; throw; etc).
After your SSR, enter bad breath stance. If they do their wakeup kick
(it will just whiff), spit on their side and go for the pogo combo."
I usually don't wait but immediately spit in the air. Sometimes an opponent
stands too fast and a smoke hits him in a kinda funny way...^_^ [ especially
when he's rolling away ]. Then I dash again, SS and enter Bad Breath Stance...
When he stands correctly and rolls away, then f,f+1+2 him to the ground
...etc.
I found out 1+3 throw connects more often against experienced players...^_^
However, very good players will always escape throws [ Yeah, I played
once against a real master! ]. They watch an initial animation of each
throw and break it on reaction... wow, it requires such excellent reflexes!
[ I wish I had PlayStation to practise... ]
- Bad Breath- it ducks all high moves! An excellent move. It has been
toned down since Tekken 3 [ now it's duckable ], but it's still a killer
move! When BB connects in a "nose to nose" range, then go for
Pogo Combo. If it connects slightly further, then d/f+1,2, D/B+2,2,2,2,2...
the most damaging combo after BB!
- Sometimes SS+1 initiated just after a SS... A few times instead of d+1
I did by mistake SS+1, and... it was just great!
- b+1,1,1... be sure it connects, blocking opponent or not, but DON'T
whiff this move! Very useful, buffer 1+3_QCB+1+2 throw, go for D/B+3,3,F+4...
- D/B+2,2,2,2- be careful with this move- many times I didn't manage to
do follow-ups when it was blocked- be sure it connects! [ nice for buffering
2+4 throw, FC,b+1 Sword Sweep, Sit Down (just press 3+4), you can also
do any of his WS moves ]
- Sit Down- I love this move! [ and especially Yoga ]. I don't have PlayStation
to practise, but I would be very happy if you help me with creating a
"Indian Sit Chart". There are some moves which can be avoided
by Yoga [ D+3+4- without healing Indian Sit ]. I mean- MID moves! When
Yoshi sits down in Yoga just before being hit with a certain MID move,
this move just whiffs. I found out that Yoshi can avoid in this way a
whole Lei's Razor Rush [ and he can teleport while Lei's hands are hitting
the air just above his head! ^_^ ] and the first hit out of Jin's Laser
Cannon [ it's enough for safe teleport behind! ]. Are you willing to help
me?
- b+1+4 Yoshimitsu Flash! Great move! I use it to counter moves which
requires rush-in movement [ e.g. Paul's Deathfist ].
As you see, Yoshimitsu is born to fight upclose!
2. Dash Range
It's a distance you can cover using a dash movement [ f,f ].
1. All Yoshi's SS moves are the best choice. They have excellent priorities,
and you can combo after them! Even after Clean Hit SS+1 [ but it MUST
be Clean hit...]. It's very difficult to score Cl.H. with SS+1, but it's
possible! Then, if you are fast enough, you can hit your opponent with
any long reaching move [ f,f+2, f,f+1+2... ] during the stun ( it's a
combo!). [ SS+1 has +28 frame adv. on Cl.H.] I succeed only five times.
Anyway, it's always the best choice to do f,f+1+2 [ and all mix-ups after
this ] after SS+1 on hit rather than do it in front of an opponent, who's
only waiting for the occasion for outpoking you...
2. Moves with f,f notation such as f,f+4, f,f+2, f,f+3(..). The best is
Fubuki [ f,f+4 ]. It stops everything! Be careful though, the recovery
time on block is poor.
3. Old, good Saviour Boot d/f+4. It still rocks!
4. All u/b+4, u+4, u/f+4. Great against Mishima's Hell Sweeps.
5. Even D/B+2,2,2,2 is good. It catches any rush-ins... but don't use
this against Mishimas- they will EWGF you easily.
3. Far Range.
Yoshi doesn't have any long- reaching moves, maybe except for Deathcopter
variations...but these moves are easily sidestepable and reverseable,
AND unchickenable [ Arghh!!! ]...
You can just sit down and play "Catch me! " game. Anyway, dash
a little bit closer ^_^.
Well, that's all for now....
[ another day... ^_^ ] Anyway... I had the oportunity to experiment with Yoshi's strategies on
last Saturday. I discovered some very nice mix-ups and...ehm...taunts, so
to speak. Here we go:
1. More about "BB-taunt".
It is just cancelled Bad Breath. You can do it also by pressing b+1+2 [
don't hold "b" ]. Yoshi just takes a little bow and returns to a normal position.
BB-taunt has nice properties: it still ducks high moves and throws, but
its main use is to lure your opponent into taking damage. Just remember:
it takes some time for Yoshi to return to his normal position, so don't
abuse this move, especially when your opponent is expecting this. VARIETY
is the key!
*BB-taunt mix-ups:
- Full Bad Breath:
after a few BB-taunts, if your opp. thinks you are finished after the
first command...
- BB-taunt to Flash:
if your opp. wants to hit you with a forward-momentum move [ Deathfist...etc.
]
- BB-taunt to Fubuki
[f,f+4]: dash range
- BB-taunt to f+2,DB+2,2,2..:
dash range
- BB-taunt to QCB+1+2
throw
Or: whatever you want! d/f+4, d/f+2[~5], normal throws, SS+1_2_4....
2. f,f+3 mix-ups.
Well, everybody knows that f,f+3,1 can be easily countered between the kick
and the sword slice. Even if the kick connects there's always a room to
hit Yoshi with a single jab, not to mention throw! You can say: "Pretty
useless move.." No! It IS useful, but only on condition that the
kick connects - then you have some easy and nice-looking
follow-ups:
*Extended Kick [
f,f+3 ] mix-ups: { in brackets - optional input }
- f,f+3~{D+}3+4
etc.: Nice Indian Sit set-up: remain in Yoga [ without-healing meditation
]for a split of seconds- it ducks even more moves than a classic Indian
Sit. Then release D and Teleport behind.
- f,f+3~duck&throw:
no comment. ^_^
- f,f+3~d+1 etc.:
f,f+3 catches backdashers and allows you to begin your "put-a-pressure"
custom combo. [ can link to Sword Sweep as well ]
- f,f+3~{D}, b+1:
buffered Sword Sweep to the combo of your choice...[ e.g. d+1, DB+3,3,3,3,F+4
] It's useful against d+1 abusers because a Sword Sweep avoids Sm jab
attacks.
- f,f+3~cc{e.g.
u}, B+1+2, any: the best choice for jab, 1,1,2 and throw abusers...
it suprises other players a lot! Not to mention easy yet damaging Pogo
Combo...
Do you want more? ^_^
Jump to "Other Strategies" page!
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