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Overview
Yoshi can be played in many different ways, you can be mixup heavy and abuse your opponent’s lack of knowledge with all of his stances, you can be poke heavy pestering your opponent with the df1 d4 meta (Bronson Tran’s Yoshi), you can be very turtley and play a hit and run style as Yoshi has good evasion or you can be very defensive, only resorting to the occasional pokes here and there and solely relying on whiff/block punishment. Find the style that suits you best or make your own with a combination of them all or some of the aforementioned.
Combos
1SS Combos
df2 / uf3 (does 2 more points of dmg)
df2 f3 S! df1 2 b2,1 KIN f2 - 56 dmg
df2 f3 S! df1 2 d22>1 - 54 dmg
df2 3~4U DGF2 DGF4 S! dash f3+4 FLE2 - 59 dmg
CD1 KIN4 S! df1 2 b2,1 KIN f2 - 63 dmg
fF4 BT1 iWS4 CD2 S! f3+4 FLE2 - 63 dmg
fF4 BT1 iWS4 CD2 S! dash b2,1 KIN f2 62 dmg
fF4 BT1 iWS4 b2 CD2 S! dash d22>1 - 62 dmg (wall carry)
fF4 BT2 S! df1 2 b2,1 KIN f2 - 59 dmg (EZ)
Low sword sweep
FCdf1_qcb1 3~4U DGF2 DGF4 S! dash f3+4 FLE2 - 58 dmg
FCdf1_qcb1 f3 S! df1 2 b2,1 KIN f2 - 55 dmg
WS2,1 DGF4 S! df1 2 b2,1 KIN f2 - 71 dmg
WS2,1 DGF4 S! dash df1 2 d22>1 - 69 dmg
4-3 ufN4 3~4U DGF2 DGF4 S! f3+4 FLE2 - 81 dmg (finicky)
4-3 ufN4 3~4U DGF4 S! f3+4 FLE2 - 78 dmg
4-3 ufN4 f3 S! dash df1 b2,1 KIN f2 - 75 dmg
SS2 f3 S! df1 2 b2,1 KIN f2 - 63 dmg
SS2 f3 S! df1 2 d22>1 - 61 dmg
db1+2 1_2 3~4U DGF2 DGF4 S! f3+4 FLE2 - 71 dmg
db1+2 1_2 CD2 S! df1 2 b2,1 KIN f2 - 68 dmg
u3+4 3~4U DGF2 DGF4 f3+4 FLE2 - 68 dmg
u3+4 f3 df1 2 b2,1 KIN f2 - 65 dmg
uf2 WS1+4 CD2 S! df1 2 b2,1 KIN f2 - 82 dmg (range and axis dependent)
DGF2 DGF4 S! df1 2 b2,1 KIN f2 - 59 dmg
FLE 1+2 3~4U DGF2 DGF4 S! dash f3+4 FLE2 - 66 dmg
FLE 1+2 f3 S! df1 2 b2,1 KIN f2 - 63 dmg
KIN2 CD2 df1 2 b2,1 KIN f2 - 56 dmg
MED3 BT2 S! df1 2 b2,1 KIN f2 - 54 dmg
df2 f3 S! df1 2 b2,1 KIN f2 - 56 dmg
df2 f3 S! df1 2 d22>1 - 54 dmg
df2 3~4U DGF2 DGF4 S! dash f3+4 FLE2 - 59 dmg
CD1 KIN4 S! df1 2 b2,1 KIN f2 - 63 dmg
fF4 BT1 iWS4 CD2 S! f3+4 FLE2 - 63 dmg
fF4 BT1 iWS4 CD2 S! dash b2,1 KIN f2 62 dmg
fF4 BT1 iWS4 b2 CD2 S! dash d22>1 - 62 dmg (wall carry)
fF4 BT2 S! df1 2 b2,1 KIN f2 - 59 dmg (EZ)
Low sword sweep
FCdf1_qcb1 3~4U DGF2 DGF4 S! dash f3+4 FLE2 - 58 dmg
FCdf1_qcb1 f3 S! df1 2 b2,1 KIN f2 - 55 dmg
WS2,1 DGF4 S! df1 2 b2,1 KIN f2 - 71 dmg
WS2,1 DGF4 S! dash df1 2 d22>1 - 69 dmg
4-3 ufN4 3~4U DGF2 DGF4 S! f3+4 FLE2 - 81 dmg (finicky)
4-3 ufN4 3~4U DGF4 S! f3+4 FLE2 - 78 dmg
4-3 ufN4 f3 S! dash df1 b2,1 KIN f2 - 75 dmg
SS2 f3 S! df1 2 b2,1 KIN f2 - 63 dmg
SS2 f3 S! df1 2 d22>1 - 61 dmg
db1+2 1_2 3~4U DGF2 DGF4 S! f3+4 FLE2 - 71 dmg
db1+2 1_2 CD2 S! df1 2 b2,1 KIN f2 - 68 dmg
u3+4 3~4U DGF2 DGF4 f3+4 FLE2 - 68 dmg
u3+4 f3 df1 2 b2,1 KIN f2 - 65 dmg
uf2 WS1+4 CD2 S! df1 2 b2,1 KIN f2 - 82 dmg (range and axis dependent)
DGF2 DGF4 S! df1 2 b2,1 KIN f2 - 59 dmg
FLE 1+2 3~4U DGF2 DGF4 S! dash f3+4 FLE2 - 66 dmg
FLE 1+2 f3 S! df1 2 b2,1 KIN f2 - 63 dmg
KIN2 CD2 df1 2 b2,1 KIN f2 - 56 dmg
MED3 BT2 S! df1 2 b2,1 KIN f2 - 54 dmg
CH combos
SS1 CD2 S! df1 2 b2,1 KIN f2 - 66 dmg
SS4 KIN4_f3 S! df1 2 b2,1 KIN f2 - 70 dmg
CD2 S! dash df1 2 2 b2,1 KIN f2 - 58 dmg
df1,(2)_f2_WS1,(2)_BT2 S! dash df1 2 2 b2,1 KIN f2 - 54 dmg
d2,(2) CD2 S! df1 2 b2,1 KIN f2 - 61 dmg
BT1,(2) CD2 df1 2 b2,1 KIN f2 - 62 dmg
b2,1 KIN4 S! df1 b2,1 KIN f2 - 77 dmg
KIN f2 S! dash df1 2 2 b2,1 KIN f2 - 64 dmg
DGF3 3~4U DGF2 DGF4 S! dash f3+4 FLE2 - 67 dmg
DGF3 f3 S! df1 2 b2,1 KIN f2 - 64 dmg
DGF4 S! dash df1 2 2 b2,1 KIN f2 - 64 dmg
DGF f2 S! dash df1 2 2 b2,1 KIN f2 - 61 dmg
uf2 WS4 CD2 S! dash df1 b2,1 KIN f2 - 64 dmg
SS4 KIN4_f3 S! df1 2 b2,1 KIN f2 - 70 dmg
CD2 S! dash df1 2 2 b2,1 KIN f2 - 58 dmg
df1,(2)_f2_WS1,(2)_BT2 S! dash df1 2 2 b2,1 KIN f2 - 54 dmg
d2,(2) CD2 S! df1 2 b2,1 KIN f2 - 61 dmg
BT1,(2) CD2 df1 2 b2,1 KIN f2 - 62 dmg
b2,1 KIN4 S! df1 b2,1 KIN f2 - 77 dmg
KIN f2 S! dash df1 2 2 b2,1 KIN f2 - 64 dmg
DGF3 3~4U DGF2 DGF4 S! dash f3+4 FLE2 - 67 dmg
DGF3 f3 S! df1 2 b2,1 KIN f2 - 64 dmg
DGF4 S! dash df1 2 2 b2,1 KIN f2 - 64 dmg
DGF f2 S! dash df1 2 2 b2,1 KIN f2 - 61 dmg
uf2 WS4 CD2 S! dash df1 b2,1 KIN f2 - 64 dmg
NSS Combos
NSS MED3 BT2 S! f3+4 f1 b2,1 KIN f2 - 54 dmg (no combo vs BIGS)
NSS df2 f3+4 dash 1+4 b2 CD2 S! f3+4 FLE2 - 64 dmg /
NSS df2 f3+4 CD2 S! f3+4 f1 f3+4 b2,1_d2,2 - 61 dmg
NSS df2 f3+4 CD2 S! f3+4 b2,1 KIN f2 - 60 dmg
NSS uf3 f3 S! f3+4 f1 b2,1 KIN f2 - 58 dmg
NSS uf3 f3 S! f3+4 f1 f3+4 b2,1_d2,2 - 57 dmg
NSS CD1 KIN4_f3 S! f3+4 f1 b2,1 KIN f2 - 60 dmg
NSS CD1 KIN4_f3 S! f3+4 f1 f3+4 b2,1_d2,2 - 59 dmg
NSS fF4 iWS4 CD2 S! f3+4 f1 f3+4 b2,1_d2,2 - 63 dmg
NSS fF4 iWS4 CD2 S! f3+4 b2,1 KIN f2 - 62 dmg
NSS fF4 BT2 S! f3+4 f1 b2,1 KIN f2 - 59 dmg
NSS FCdf1_qcb1 f3 S! f3+4 f1 b2,1 KIN f2 - 55 dmg
(vs BIGS use WS1 CD2 instead does 1 less dmg)
NSS FCdf3 WS4 CD2 S! f3+4 f1 f3+4 b2,1_d2,2 - 55 dmg
NSS FCdf3 WS4 CD2 S! f3+4 b2,1 KIN f2 - 54 dmg
NSS 4-3 ufN4 f3 S! f3+4 b2,1 KIN f2 - 77 dmg
NSS SS2 f3 S! f3+4 f1 f3+4 b2,1_d2,2 - 62 dmg
NSS db1+2 1_2 f3 S! f3+4 f1 b2,1 KIN f2 - 68 dmg
NSS u3+4 f3+4 CD2 S! f3+4 f1 f3+4 b2,1_d2,2 - 70 dmg
NSS df2 f3+4 dash 1+4 b2 CD2 S! f3+4 FLE2 - 64 dmg /
NSS df2 f3+4 CD2 S! f3+4 f1 f3+4 b2,1_d2,2 - 61 dmg
NSS df2 f3+4 CD2 S! f3+4 b2,1 KIN f2 - 60 dmg
NSS uf3 f3 S! f3+4 f1 b2,1 KIN f2 - 58 dmg
NSS uf3 f3 S! f3+4 f1 f3+4 b2,1_d2,2 - 57 dmg
NSS CD1 KIN4_f3 S! f3+4 f1 b2,1 KIN f2 - 60 dmg
NSS CD1 KIN4_f3 S! f3+4 f1 f3+4 b2,1_d2,2 - 59 dmg
NSS fF4 iWS4 CD2 S! f3+4 f1 f3+4 b2,1_d2,2 - 63 dmg
NSS fF4 iWS4 CD2 S! f3+4 b2,1 KIN f2 - 62 dmg
NSS fF4 BT2 S! f3+4 f1 b2,1 KIN f2 - 59 dmg
NSS FCdf1_qcb1 f3 S! f3+4 f1 b2,1 KIN f2 - 55 dmg
(vs BIGS use WS1 CD2 instead does 1 less dmg)
NSS FCdf3 WS4 CD2 S! f3+4 f1 f3+4 b2,1_d2,2 - 55 dmg
NSS FCdf3 WS4 CD2 S! f3+4 b2,1 KIN f2 - 54 dmg
NSS 4-3 ufN4 f3 S! f3+4 b2,1 KIN f2 - 77 dmg
NSS SS2 f3 S! f3+4 f1 f3+4 b2,1_d2,2 - 62 dmg
NSS db1+2 1_2 f3 S! f3+4 f1 b2,1 KIN f2 - 68 dmg
NSS u3+4 f3+4 CD2 S! f3+4 f1 f3+4 b2,1_d2,2 - 70 dmg
Mini Combos
BT3 on hit guarantees BTd1 - 36 dmg
KIN1+2 on hit guarantees BTd1 - 52 dmg
KIN3 on hit guarantees FCdf4 - 29 dmg
KIN parry on hit guarantees u_ub1 - 41 dmg
FLE2 on hit guarantees wake up 3
KIN1+2 on hit guarantees BTd1 - 52 dmg
KIN3 on hit guarantees FCdf4 - 29 dmg
KIN parry on hit guarantees u_ub1 - 41 dmg
FLE2 on hit guarantees wake up 3
Wall combos
uf3+4 b1,4 (situational)
d22>d1
1db33333
2,2 CD1_CD2
NSS: 2,2, f+1+2
d22>d1
1db33333
2,2 CD1_CD2
NSS: 2,2, f+1+2
Miscellaneous Tips
- (1SS) b1, 1+4 is an NC vs certain characters (range and axis dependent):
- Bigs in the open (Jack, Gigas)
- Eddy in the open (sometimes)
- Anyone in the corner/wall
- Anyone from their right side (SSL first) Ex: After SSL'ing a Mishima EWGF
- VS certain moves on block:
- Rage Arts: Gigas, Dragunov, Eddy, Bears (not max range), Raven, Bob, Geese (b+1+2, duck the high)
- Shaheen: WS+2
- Feng: b+1+2 and f+2,1,2
- Leo: b,f+1+2
- Claudio: f,f+2
- Bears: 1+2,1+2; WS 1+2; and HBS f,f+2
- Bob: CD2
- Steve: PAB b+1
- Paul: f,f+2 / FC d/f+2
- Lee/Violet: (1),2,2,3 (duck and cc b+1 the 3) -- Does NOT work if Lee/Violet goes into HMS
- NSS FCdf1,(2)_qcb1,(2) is +14 on hit, anything up to i14 is guaranteed: 2,1; df1,4; b2,2; CD2; CD1+2
- fF2:2, BTd1 guaranteed vs Jack and Gigas, including during juggles, making this the highest dmg ender on these characters.
The Jihad Bible [Top Notable Yoshi Moves]
1,1 - i10 safe NC, OC, CH KND, sword
fF4 - i15~16 long range launcher can be used to whiff punish or block punish (if confident) can be done from FC as part of your F.C. mixup. It’s safe, but you’ll eat a jab punish if you hold back, so you can high crush with d4 or hold d/b to go into WS and launch their jabs. Also it’s a knee so it can’t be parried except by Jin/Geese and now Noctis. Very good vs Asuka
1+4 - fastest move in the game, can be used to launch ”safe moves” on block, interrupt a string or to steal “turns” (break up your opponents momentum), it is a combo starter, however it has short range and it can be baited out and punished. Don’t spam this move as it’s unsafe on block and whiff
3~4 - long range safe mid poke, NC, does good damage, + on hit and can transition into DGF by holding u/b_u_u/f (I hold U tho), transition into DGF increases the plus frames even on block, it also low crushes
iFC df4 - long range low poke can be done from standing d~df4, +4 on hit and opens up your opponent for a F.C. mixup, it’s also a CH launcher and high crushes (best low poke imo), however it staggers on block
db33(4) - another useful low poke, first 2 hits are NC and doing many db33s will add up, however it’s punishable on block and - on hit, the mid KND/W and if the low is blocked you can still do the mid, except vs Bry/Law they’ll kill you on block for doing the mid
SS1 - evasive safe mid, + on hit and CH launches, good defensive tool and as he uses his sword it can’t be parried except by Jin/Geese/Noc. Very good vs Hwo
SS4/KIN4 - safe, homing, KND, CH launcher, my fav homing move, transitioning into KIN is + on block, however this is a high
ub1+2 n 1 (b) - sword spin, unblockable tech trap, very good at the wall and in the open, if the opponent likes to tech roll, can be cancelled at different points to make it safer, can grant a full combo (situational), however the opponent can just stay on the ground and punish with a wakeup kick
b2,2 - i14 block and whiff punisher, very good range, can punish deathfist and Hei fF2 very consistently, however the 2nd hit is a high and can be ducked, it’s not HC and it’s also unsafe on block but has pushback
CD1 - HUGE RANGE block and whiff punisher, consistently punishes demoman on block and Bear fF2, is a sword so can’t be parried except by the 3 above, bad on whiff and block, has a transition into KIN to make it safer, but still bad
df1(2)_WS1,(2)_f2_BT2 - high backfist that spins then on NH and launches on CH, safe on block and can be cancelled into mid stone fists, to make it harder for the opponent to punish
df1(4) - i13 mid poke, very good range, has the 2 extension which CH launches button pressers, the 4 should only be used as whiff/block punisher as it isn’t HC and very unsafe
CD2 - i14 sword move, spins, so it can W! launches on CH, high crushes and has good tracking and range (can punish bear fF2 sometimes), however it’s punishable on block
f1+2 - long range headbutt move, safe on block, KNDs on hit, can be used to block/whiff punish moves, can’t be parried except by the 3. Linear so it can be stepped, move is similar to Bry 3+4 (space control), floorbreaks
FCdf1_qcb1 - unblockable combo starter, ultimate scrub killer, can’t be parried except by Geese, however it’s slow and seeable, so can be low crushed, also it’s bad on whiff
d2,2 string - i16 sword move, NC and HC, first hit is safe, 2nd hit isnt, however the 2nd hit launches on CH and can be delayed to CH bait. The 1 is a high that KND and is safe, used in combos for wall carry, but can be ducked and launched as it’s a high, the d1 is a mid and is unsafe, can’t be parried except by the trio as all hits are swords
KIN1+2 - i12 mid sword move, safe on block, but opponent gets a jab punish if you hold b, guarantees BTd1 on hit, quite hard to step
KIN3 - long range low that KND on NH and guarantees FCdf4 on hit, move ranges from -9~-16 on block depending on the range you do it from, seeable and linear, but looks very similar to KINu1+2 which transitions into DGF
DGF3+4 - unbreakable grab, 35dmg, FB!, can be used in combos, has a very weird hitbox, that’ll push the opponent away when off axis, however it’s a high and can be stepped
DGF4 - safe, mid has good tracking and spins on NH and combos on CH, mixup with 3+4 throw
DGF3 - low, + on hit, CH launches, not launch by most of the cast, mix up, with previous options
b1 - i17 staple for wall carry, can also be used as a punisher, b1 1+4 punishes certain moves on block/whiff range and axis dependent, can punish Shaheen WS2 and Feng shoulder on block consistently (Misc Combos for full list). Most damaging standing launcher
B3_B4 - evasive spins that cost health to perform, the more you do, the more health you lose, dizzier you get and further you travel. Can also be used to step strings that you wouldn’t be able to normally step, also has a built in backstep, 2 or more spins recover fast, 1 spin recovers slowly, you can speed up the recovery by hitting ff, this allows you to punish strings that recover quickly accordingly, (1,1 df1,4 b2,2 or launch)
d1+4_BT1+4_fF1+4 - SEPPUKU, ultimate comeback mechanic, if Yoshi “dies” but the opponent dies as well, Yoshi doesn’t take any damage and wins the round, does 60 dmg, 66 in rage, 72 on CH, was nerfed compared to Tag2, very risky, however it can be used in combos for big damage (still experimenting on guaranteed shit with the IllumiManji), the fF version can be cancelled by doing n and allows for a BT mixup
df1+2,2 - most damaging low, NC, neutral on hit, 2nd hit CH spin not S! can WB! BB! 1st hit is + on hit, very slow and linear
fF4 - i15~16 long range launcher can be used to whiff punish or block punish (if confident) can be done from FC as part of your F.C. mixup. It’s safe, but you’ll eat a jab punish if you hold back, so you can high crush with d4 or hold d/b to go into WS and launch their jabs. Also it’s a knee so it can’t be parried except by Jin/Geese and now Noctis. Very good vs Asuka
1+4 - fastest move in the game, can be used to launch ”safe moves” on block, interrupt a string or to steal “turns” (break up your opponents momentum), it is a combo starter, however it has short range and it can be baited out and punished. Don’t spam this move as it’s unsafe on block and whiff
3~4 - long range safe mid poke, NC, does good damage, + on hit and can transition into DGF by holding u/b_u_u/f (I hold U tho), transition into DGF increases the plus frames even on block, it also low crushes
iFC df4 - long range low poke can be done from standing d~df4, +4 on hit and opens up your opponent for a F.C. mixup, it’s also a CH launcher and high crushes (best low poke imo), however it staggers on block
db33(4) - another useful low poke, first 2 hits are NC and doing many db33s will add up, however it’s punishable on block and - on hit, the mid KND/W and if the low is blocked you can still do the mid, except vs Bry/Law they’ll kill you on block for doing the mid
SS1 - evasive safe mid, + on hit and CH launches, good defensive tool and as he uses his sword it can’t be parried except by Jin/Geese/Noc. Very good vs Hwo
SS4/KIN4 - safe, homing, KND, CH launcher, my fav homing move, transitioning into KIN is + on block, however this is a high
ub1+2 n 1 (b) - sword spin, unblockable tech trap, very good at the wall and in the open, if the opponent likes to tech roll, can be cancelled at different points to make it safer, can grant a full combo (situational), however the opponent can just stay on the ground and punish with a wakeup kick
b2,2 - i14 block and whiff punisher, very good range, can punish deathfist and Hei fF2 very consistently, however the 2nd hit is a high and can be ducked, it’s not HC and it’s also unsafe on block but has pushback
CD1 - HUGE RANGE block and whiff punisher, consistently punishes demoman on block and Bear fF2, is a sword so can’t be parried except by the 3 above, bad on whiff and block, has a transition into KIN to make it safer, but still bad
df1(2)_WS1,(2)_f2_BT2 - high backfist that spins then on NH and launches on CH, safe on block and can be cancelled into mid stone fists, to make it harder for the opponent to punish
df1(4) - i13 mid poke, very good range, has the 2 extension which CH launches button pressers, the 4 should only be used as whiff/block punisher as it isn’t HC and very unsafe
CD2 - i14 sword move, spins, so it can W! launches on CH, high crushes and has good tracking and range (can punish bear fF2 sometimes), however it’s punishable on block
f1+2 - long range headbutt move, safe on block, KNDs on hit, can be used to block/whiff punish moves, can’t be parried except by the 3. Linear so it can be stepped, move is similar to Bry 3+4 (space control), floorbreaks
FCdf1_qcb1 - unblockable combo starter, ultimate scrub killer, can’t be parried except by Geese, however it’s slow and seeable, so can be low crushed, also it’s bad on whiff
d2,2 string - i16 sword move, NC and HC, first hit is safe, 2nd hit isnt, however the 2nd hit launches on CH and can be delayed to CH bait. The 1 is a high that KND and is safe, used in combos for wall carry, but can be ducked and launched as it’s a high, the d1 is a mid and is unsafe, can’t be parried except by the trio as all hits are swords
KIN1+2 - i12 mid sword move, safe on block, but opponent gets a jab punish if you hold b, guarantees BTd1 on hit, quite hard to step
KIN3 - long range low that KND on NH and guarantees FCdf4 on hit, move ranges from -9~-16 on block depending on the range you do it from, seeable and linear, but looks very similar to KINu1+2 which transitions into DGF
DGF3+4 - unbreakable grab, 35dmg, FB!, can be used in combos, has a very weird hitbox, that’ll push the opponent away when off axis, however it’s a high and can be stepped
DGF4 - safe, mid has good tracking and spins on NH and combos on CH, mixup with 3+4 throw
DGF3 - low, + on hit, CH launches, not launch by most of the cast, mix up, with previous options
b1 - i17 staple for wall carry, can also be used as a punisher, b1 1+4 punishes certain moves on block/whiff range and axis dependent, can punish Shaheen WS2 and Feng shoulder on block consistently (Misc Combos for full list). Most damaging standing launcher
B3_B4 - evasive spins that cost health to perform, the more you do, the more health you lose, dizzier you get and further you travel. Can also be used to step strings that you wouldn’t be able to normally step, also has a built in backstep, 2 or more spins recover fast, 1 spin recovers slowly, you can speed up the recovery by hitting ff, this allows you to punish strings that recover quickly accordingly, (1,1 df1,4 b2,2 or launch)
d1+4_BT1+4_fF1+4 - SEPPUKU, ultimate comeback mechanic, if Yoshi “dies” but the opponent dies as well, Yoshi doesn’t take any damage and wins the round, does 60 dmg, 66 in rage, 72 on CH, was nerfed compared to Tag2, very risky, however it can be used in combos for big damage (still experimenting on guaranteed shit with the IllumiManji), the fF version can be cancelled by doing n and allows for a BT mixup
df1+2,2 - most damaging low, NC, neutral on hit, 2nd hit CH spin not S! can WB! BB! 1st hit is + on hit, very slow and linear
Punishers
Standing
6f - 1+4 21dmg combo starter
7f - 4~1 ^
8f - NSS 1+4^^
9f NSS 4~1^^^
10f - 1,1 (most damage OC)
- 2,2 (most +)
- 2,d3 (- on hit but opens up opponent for F.C. game)
- NSS 2,1 (KND/W! one of the best i10s in the game)
12f - 3_df4 df4 better range and is mid
13f - df1,4
14f - b2,2 CD2_CD1+2 (in rage and launches)
15f - df2_uf3 launchers, uf3 2 more dmg
16f - fF4 launcher
17f - CD1 (launcher) f1+2 (KND) b1 1+4 (specific launcher)
WS
6f - WS1+4 launcher
8f - NSS WS1+4 ^
10f - WS1+2 very short range, can punish Bry fF4
11f - WS4 primary WS punish
14f - WS1,1_WS1,2 first option is -10 puts OC on hit? 2nd option spins, if close to wall will W!
15f - WS2,1 launcher transitions into DGF, staple does 71 dmg without wall
16f - WS3,2 KND FB!
6f - 1+4 21dmg combo starter
7f - 4~1 ^
8f - NSS 1+4^^
9f NSS 4~1^^^
10f - 1,1 (most damage OC)
- 2,2 (most +)
- 2,d3 (- on hit but opens up opponent for F.C. game)
- NSS 2,1 (KND/W! one of the best i10s in the game)
12f - 3_df4 df4 better range and is mid
13f - df1,4
14f - b2,2 CD2_CD1+2 (in rage and launches)
15f - df2_uf3 launchers, uf3 2 more dmg
16f - fF4 launcher
17f - CD1 (launcher) f1+2 (KND) b1 1+4 (specific launcher)
WS
6f - WS1+4 launcher
8f - NSS WS1+4 ^
10f - WS1+2 very short range, can punish Bry fF4
11f - WS4 primary WS punish
14f - WS1,1_WS1,2 first option is -10 puts OC on hit? 2nd option spins, if close to wall will W!
15f - WS2,1 launcher transitions into DGF, staple does 71 dmg without wall
16f - WS3,2 KND FB!
Wall game
uf4 ATP is very good at the wall as it has good range, is safe and homing and W! it also low crushes
df1,2 can catch button pressers if you condition them with multiple df1s and will CH screw for a wall combo
f+1+2 has very good range and pushback, makes the opponent claustrophobic, with sick space control, can cause the opponent to push a button and whiff so you can whiff punish accordingly
DGF mixup 3+4_3_4 throw gives dmg and position swaps, low gives + frames so you can still be on the offense, mid will wallsplat if they duck or step
KIN mixup 1+2 mid will do good damage with guaranteed BTd1, 3 low will KND in a very advantageous position, if they quick stand they’ll eat sword stab, if they tech roll they’ll eat sword spin
db1,1 most damaging W! very slow tho, use wisely
d2,1 i16 NC W! 2nd hit is a high tho and isn’t HC
f4 safe mid wallsplat, slow and linear
Last but not least db33(4) this will annoy the opponent into ducking or low crushing, the 4 will splat, so change your timings, it can also hit the opponent grounded depending on how they get up, can be an infinite, if they get up the same way every time.
Primarily you should be aiming for a wall splat or a KND so you can use sword sweep/sword spin tech traps to keep them at the wall
NSS Properties
Pressing 2+3 or d2,2(2+3) puts Yoshi’s main sword away, he loses DGF, FLE and most of his unblockables, but also gains some new moves
ub1+2 1+2 becomes blockable and punishable unless you do JF
ub1+2 n 1 becomes a high
IND1_qcf1 (similar animation) become blockable and I think punishable?
u1+2 is no longer DGF but a hop low that’s +20OC on hit
uf1+2 is no longer deathcopter and instead he does a mini jump (aka Owata step named after famous Jap Yoshi) recovers in FC and can be used for a mixup/crossup (gimmick city XD)
Loses 1,1 but gains access to 121 which is an NC, - on hit and punishable on block, also gains 2,1 which is an amazing block and whiff punisher
CD1 loses its range
loses last hits of d22 string 1 and d1
b2,2 doesn’t KND on NH
KIN1 no longer multiple hits, instead 1 hit KND
Loses KIN b+1+2 U!
Loses 2nd hit of KIN2 1+2
Loses db1,1 but now has a dickjab
Gains a FC low that launches (SO SICK) (FC d/f+3)
Gains a F.C. double low that’s naughtyyyy df1,2_qcb1,2 2nd hit is +14 lmao if you have rage you can do RD for big damage or at the wall you get a free W!
f+1+2 animation changes and it becomes a high crushing shoulder that has + frames, CH KND
Loses d1 charged U!
Flash is 2f slower but has better range (can punish Noctis warp strike :stuck_out_tongue_winking_eye:)
Vs Jack and Gigas fF2:2 no longer guarantees BTd1 in NSS :((
f+3+4 staple for wall carry now
No longer has unblockable sword sweep, but you have a blockable hand sweep instead
fF1+4 automatically cancels and goes into BT d+1+4 has an animation where Yoshi disappears for a second and then reappears
Loses u1/ub1 when opponent is grounded
ub1+2 1+2 becomes blockable and punishable unless you do JF
ub1+2 n 1 becomes a high
IND1_qcf1 (similar animation) become blockable and I think punishable?
u1+2 is no longer DGF but a hop low that’s +20OC on hit
uf1+2 is no longer deathcopter and instead he does a mini jump (aka Owata step named after famous Jap Yoshi) recovers in FC and can be used for a mixup/crossup (gimmick city XD)
Loses 1,1 but gains access to 121 which is an NC, - on hit and punishable on block, also gains 2,1 which is an amazing block and whiff punisher
CD1 loses its range
loses last hits of d22 string 1 and d1
b2,2 doesn’t KND on NH
KIN1 no longer multiple hits, instead 1 hit KND
Loses KIN b+1+2 U!
Loses 2nd hit of KIN2 1+2
Loses db1,1 but now has a dickjab
Gains a FC low that launches (SO SICK) (FC d/f+3)
Gains a F.C. double low that’s naughtyyyy df1,2_qcb1,2 2nd hit is +14 lmao if you have rage you can do RD for big damage or at the wall you get a free W!
f+1+2 animation changes and it becomes a high crushing shoulder that has + frames, CH KND
Loses d1 charged U!
Flash is 2f slower but has better range (can punish Noctis warp strike :stuck_out_tongue_winking_eye:)
Vs Jack and Gigas fF2:2 no longer guarantees BTd1 in NSS :((
f+3+4 staple for wall carry now
No longer has unblockable sword sweep, but you have a blockable hand sweep instead
fF1+4 automatically cancels and goes into BT d+1+4 has an animation where Yoshi disappears for a second and then reappears
Loses u1/ub1 when opponent is grounded
Stance transitions
To: KIN (Kinchou)
2,2 1+2 ~> KIN
SS4_KIN4 1+2 ~> KIN
fF3 1+2 ~> KIN
b2 1+2 ~> KIN
b2,1 1+2 ~> KIN
CD1 1+2 ~> KIN
FC d1+2 ~> KIN (1SS only)
To: FLE (Flea / POGO)
uf3+4 d1+2 ~> FLE
DGF 1+2 ~> FLE
IND 1+2 ~> FLE
f3+4 on hit ~> FLE (1SS only)
FLE F+3 (whiff) ~> FLE
To: MED (Meditation)
SS4 3+4 ~> MED
To: DGF (Dragonfly)
u/f+1+2, 1+2 ~> DGF (1SS only)
u/f+1+2, B, 1+2 ~> DGF (1SS only)
uf3+4 1+2 ~> DGF
3~4 U ~> DGF
KIN u1+2 ~> DGF
IND u+1+2 ~> DGF
FLE u+1+2 ~> DGF
To: IND (Indian Stance)
uf3+4 d3+4 ~> IND
fF2:2 on hit d+3+4 ~> IND fast healing
NSS u+1+2 ~> IND
DGF d+3+4 ~> IND
f+3+4 > Self Wall Stun 3+4 ~> IND
To: NSS (No Sword Stance)
2+3_d22,(2+3) ~> NSS
To: 1SS (One Sword Stance, aka Default Stance)
NSS flash_RA1_RA2 ~> 1SS
2,2 1+2 ~> KIN
SS4_KIN4 1+2 ~> KIN
fF3 1+2 ~> KIN
b2 1+2 ~> KIN
b2,1 1+2 ~> KIN
CD1 1+2 ~> KIN
FC d1+2 ~> KIN (1SS only)
To: FLE (Flea / POGO)
uf3+4 d1+2 ~> FLE
DGF 1+2 ~> FLE
IND 1+2 ~> FLE
f3+4 on hit ~> FLE (1SS only)
FLE F+3 (whiff) ~> FLE
To: MED (Meditation)
SS4 3+4 ~> MED
To: DGF (Dragonfly)
u/f+1+2, 1+2 ~> DGF (1SS only)
u/f+1+2, B, 1+2 ~> DGF (1SS only)
uf3+4 1+2 ~> DGF
3~4 U ~> DGF
KIN u1+2 ~> DGF
IND u+1+2 ~> DGF
FLE u+1+2 ~> DGF
To: IND (Indian Stance)
uf3+4 d3+4 ~> IND
fF2:2 on hit d+3+4 ~> IND fast healing
NSS u+1+2 ~> IND
DGF d+3+4 ~> IND
f+3+4 > Self Wall Stun 3+4 ~> IND
To: NSS (No Sword Stance)
2+3_d22,(2+3) ~> NSS
To: 1SS (One Sword Stance, aka Default Stance)
NSS flash_RA1_RA2 ~> 1SS
Stances Breakdown (assume it’s 1SS unless stated otherwise)
KIN (Kinchou Stance)
KIN (1+2) - stance you’ll be using the most due to KIN1+2 being really good and it’s use in combos.
KIN1 - i17 mid sword move, - on hit and unsafe on block, has an extension 1,1 which is safe and + on hit
KIN2 - slow, mid launcher that’s punishable on block, has an extension 1+2 which is also punishable but it can be charged up, and the 2nd hit floor breaks
KIN3 - mentioned in top moves
KIN4 - mentioned in top moves
KIN1+2 - mentioned in top moves
KIN b+1+2 slow backswing unblockable that KND
FLE (Flea Stance, aka POGO)
FLE d+1+2 - I only use this stance for 2/3 moves tbh
FLE1 - forward roll that goes into FC
FLE2 - low headbutt, can’t be parried except by geese, good range, launches at max range and can’t be punished much (I use this)
FLE3_4 3 spins left 4 spins right
FLE1+2 NH launcher, but it’s a high (sometimes use this)
FLE3+4 NH mid launcher (roo kick insane crushing) but unsafe and slow
FLE ff = WFL
WFL3 - mid throw does a lot of damage but is very punishable on block
WFL4 - low, hard to punish, +11OC
FLE u+3+4 DGF transition fake jumping drop kick with pushback can tech roll after, very safe
FLE ub_u_uf jumping unblockable (pogo stick) gimmick city
IND (Indian Stance)
IND d+3+4 (I don’t use this as all moves are very slow)
IND1 mid unblockable, slow linear
IND2 mid, safe stone fists
IND3 mid very unsafe but good whiff punisher as it KND and has roo kick extension with 3+4
IND4 low fastest move from IND, same properties as FCdf4
DGF (Dragonfly Stance)
DGF u+1+2 (use this a lot)
DGF1 same as IND1
DGF2 + on block NH launcher with pushback, is a high though
DGF3 mentioned in top moves
DGF4 mentioned in top moves
DGF3+4 mentioned in top moves
DGF f2 high homing + on block KND move, CH S!
MED (Meditation Stance)
MED/BT 3+4 ~> med and you can hit B anytime to cancel into BT
MED3 mid back handspring that launches except vs bigs
MED1+2 heals a chunk of health but is very slow, good if you wanna secure a win with a timeout, has an unblockable status
MED1+4 seppuku
MED backdash (3+4 b~d/b bb) creates HUGE SPACE and will high crush
BT (Back Turned) combined with MED
BT1 (3+4 B1) - i15 high that’s safe on block and + on hit has 2 extensions RBT
BT1,2 (3+4 B1,2 - i15 high mid string that’s safe on block + on hit and CH launches RBT
BT1,3 (3+4 B1,3) i15 high high string that’s safe on block and KND on NH/CH
BT2 (3+4 B2) - mentioned above in key moves
BT3 (3+4 B3) - slow mid backflip that low crushes is safe on block and on hit guarantees BTd1 for a mini combo RBT
BT4 - (3+4 B4) - high kick that KND on NH and safe, useless in neutral only used in combos
BT1+2 (3+4 B1+2) - i8 BT jab, unlisted move, small range, pushes back on hit and has + frames
BTd1 (3+4 B~db1_f~df1) - quick sword low with good range that highcrushes, can’t be parried except by geese and has + frames on hit, unsafe on block
KIN (1+2) - stance you’ll be using the most due to KIN1+2 being really good and it’s use in combos.
KIN1 - i17 mid sword move, - on hit and unsafe on block, has an extension 1,1 which is safe and + on hit
KIN2 - slow, mid launcher that’s punishable on block, has an extension 1+2 which is also punishable but it can be charged up, and the 2nd hit floor breaks
KIN3 - mentioned in top moves
KIN4 - mentioned in top moves
KIN1+2 - mentioned in top moves
KIN b+1+2 slow backswing unblockable that KND
FLE (Flea Stance, aka POGO)
FLE d+1+2 - I only use this stance for 2/3 moves tbh
FLE1 - forward roll that goes into FC
FLE2 - low headbutt, can’t be parried except by geese, good range, launches at max range and can’t be punished much (I use this)
FLE3_4 3 spins left 4 spins right
FLE1+2 NH launcher, but it’s a high (sometimes use this)
FLE3+4 NH mid launcher (roo kick insane crushing) but unsafe and slow
FLE ff = WFL
WFL3 - mid throw does a lot of damage but is very punishable on block
WFL4 - low, hard to punish, +11OC
FLE u+3+4 DGF transition fake jumping drop kick with pushback can tech roll after, very safe
FLE ub_u_uf jumping unblockable (pogo stick) gimmick city
IND (Indian Stance)
IND d+3+4 (I don’t use this as all moves are very slow)
IND1 mid unblockable, slow linear
IND2 mid, safe stone fists
IND3 mid very unsafe but good whiff punisher as it KND and has roo kick extension with 3+4
IND4 low fastest move from IND, same properties as FCdf4
DGF (Dragonfly Stance)
DGF u+1+2 (use this a lot)
DGF1 same as IND1
DGF2 + on block NH launcher with pushback, is a high though
DGF3 mentioned in top moves
DGF4 mentioned in top moves
DGF3+4 mentioned in top moves
DGF f2 high homing + on block KND move, CH S!
MED (Meditation Stance)
MED/BT 3+4 ~> med and you can hit B anytime to cancel into BT
MED3 mid back handspring that launches except vs bigs
MED1+2 heals a chunk of health but is very slow, good if you wanna secure a win with a timeout, has an unblockable status
MED1+4 seppuku
MED backdash (3+4 b~d/b bb) creates HUGE SPACE and will high crush
BT (Back Turned) combined with MED
BT1 (3+4 B1) - i15 high that’s safe on block and + on hit has 2 extensions RBT
BT1,2 (3+4 B1,2 - i15 high mid string that’s safe on block + on hit and CH launches RBT
BT1,3 (3+4 B1,3) i15 high high string that’s safe on block and KND on NH/CH
BT2 (3+4 B2) - mentioned above in key moves
BT3 (3+4 B3) - slow mid backflip that low crushes is safe on block and on hit guarantees BTd1 for a mini combo RBT
BT4 - (3+4 B4) - high kick that KND on NH and safe, useless in neutral only used in combos
BT1+2 (3+4 B1+2) - i8 BT jab, unlisted move, small range, pushes back on hit and has + frames
BTd1 (3+4 B~db1_f~df1) - quick sword low with good range that highcrushes, can’t be parried except by geese and has + frames on hit, unsafe on block
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Keep an eye out for further additions/editions as new tech is added.
This post was edited by Cosmic Forge (2018-08-14 03:10, 2 years ago)