Yoshimattsu :
Character spacing is all too important to Yoshi in T6, he has never really been great against bulldogs, but the nerfing he got in T6 made him worse.
Remember.... Bulldogs are rightfully quoted for their Biting Range, a Dog's not going to bite your ass if youre not in close: Leave that range and your opponent is worthless. Drawing in close again?? Counter/Mix up with Lead-Ins to keep out. If your low parries and anticipation techniques are on par, this closing in for more Bulldogging is not going to matter as many like to sneak in low hits to open you up like a can of Worms (Asuka's DB+3 Spin and Bryan's DT+3 Low Sweep come to mind immediately). I like to consider Matches as a form of momentum: Pick it up and it rolls in your favor, lose it, and you stop. And stopping in Tekken 6 means losing.... losing BAD in Yoshimitsu's case. And I could only count two nerfs off of the top of my mind:
1 - His Knee Cap.... Once his best overall used counter now has a slow frame startup with a BT (Back Turned) state on finish. What the hell?? Yes, D+1 or a UT+4 works great to follow through with BT, but the Knee Cap is useless unless if I can telegraph an opponents attack. :((
2 - Sword Strikes.... A Blockable Sword except his Moonsault Slayer and [WRONG NAME] Sword Trip??
WHAA?!?! Ive spoken on this before, so I will leave it at that. Your Key for success here is anticipation for a counterattack and mind games (Like Sword Tripping on Ukemi or either UT+3+4 or UT+1/2 on a downed opponent). Nuff' said!!
I'm all for Yoshi having a great distance game, but if your opponent knows this weakness he will exploit it at every opportunity!! More options up close are required so we aren't so predictable to skilled players... I also think they should make some changes in his throwing game, time for an objective look by the creators at his balance issues.
I disagree with you there.... his throwing game is rather interesting while somewhat limited. Consider his basic throws that every character has (Left/Right, SideStep variants and Rear). Then add in his Rainbow Drop and Soul Siphon (Did I get the Name right?? QCT+2....) and he basically has the same ammount of throws that every other standard character has. You want throw Mixups?? Play King or Dragunoff. Yeah, it would be nice to have some Crouching throws (As those would fit him nicely), but Yoshi has plenty of Crouch Wake-Up games to begin with (Saviour Fist, Door Knocker, WoodCutter, that B+2 move that I cant name, etc.) that could possibly lead to throw openings. One tremendous throw setup are his high/mid Spinners (B+1,1,1,1,1 or DB+2,2,2,2,2 respectively) that work quite well. In the end, your throwing game varies on your opponents ability to read you along with your own creativity. Playing an expert?? Change up your game by throwing sparingly or not at all or youre seriously in Kahoots!! With that said, a great Tactic is throwing someone right out of an Ukemi.... Scrubs go down like Whores on that one....
Sorry for busting off topic... Yoshi's Tsuka Atemi is a great move and crucial to his game post bound. It's like his side kick which has also remained very useful for poking in T6. I must say that I am pleased also with his increased options in BT stance, also I love the animations for Gehosen (f,n,d,d/f+1), it looks sweet and it has uses.
Not at all Matt, no need to apologize. By the way, is that Tsuka Atemi his 3~4?? That move kicks some serious ass as it sneaks in like nobodies buisness. And it takes up a 1/4th of the screen for crying out loud!! As far as the Gehoshen goes, try pulling that one off on the 360 pad.... :con
Awesome Discussion. Keep your input coming!! This is proving quite usefull!!
Sincerely,
-Saikoro
This post was edited by Saikoro (2009-11-10 16:32, 11 years ago)