Saikoro, what is "T" and "DT" in your notations? It's the first time I see notations like this..
f,f+4 on whiff... you might be a bit late. People usually don't throw into the air moves with large recovery, they try punches, quick WS moves (but if they do, f,f+4 on the way!

). Whiff punishing relies on fast moves and good reflexes. I usually whiff-punish with d/f+2,2 on reflex after Backdashing/Sidestepping somebody's move, sometimes u/f+3 upclose if I manage to SS punches successfully, also his 3~4 is best whiff punisher from far away since on hit you can enter Dragonfly for uninterruptible DGF 4 (which CHs any attack attempts). But beware, on block you can only hold on ~D and pray not to be jabbed out of air, bounded and juggled, so you must be sure the recovery will be enough to whiff-punish.
But how you can compare this to old Kamikaze (f+3+4), f,f+4, d/f+2? I could whiff-punish almost from the other end of arena
f,f+4 is better in anticipation of backdash, it chases opponent's backdash and launches him. Best used in FC mixup, since you can also do it from FC easily, if you expect somebody wants to backdash your Sword Sweep.
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Anyways, don't get me wrong. I will complain on Yoshi where I see that Namco didn't put much care. He has good moves, but "Devil is in the details". The old moves aren't "updated" to Tekken 6. The animation, frames: they are all old, coming from tekken DR system. In tekken 6, though, the movement is more tight, the backdash and SS travel closer, the hitboxes of basic moves are greatly enlarged. That's why (because of the bigger hitbox) moves like SS+1, 4~3, u+3+4 or b+1+2 don't do their jobs as they used to. They don't evade moves properly.
At least it's my feeling.
But hey... Yoshimitsu rulezzz forever and we will prove anybody that he's a character other people should really fear.
Okay, I'll throw you some setups to make you cheer up ^^:
1. f+1+2 (hit), u/f+1+2~D (hits everything besides backroll, but for backroll you have run up~b+2,1, KINf+2 :D)
2. KIN 1 (single sword on hit), QCB+1+2 (throw setup) - explanation: KIN 1 travels from middle-far distance to really upclose - nice throw setup.
3. 3~4, SS (and then u/f+3 on reaction against whiff or QCB+1+2 (throw) on turtlers.
4. End juggle with BOUND!, SS+1, and then ... b,b+1+4 - a techroll trap with unblockable.
5. d/f+2 (hit), 1+4 (Flash trap No 1.)
6. 1,1 (hit) 1+4 (Flash trap No 2., on people loving to spam WS attack after 1,1. Flash double hits in this case, but it's we who are standing
7. NSS d/b+2,2,2,2, FC d+1+2 (Flash trap No 3.)
8. d/f+4(hit) f,n,d,d/f+1 - popular launcher setup
... more coming...
This post was edited by Tenshimitsu (2009-11-12 18:09, 11 years ago)