Strategy - Intro

Strategy - Intro
Tenshimitsu 2005-08-01 20:52 2
Hello :)

I would like to write a short intro of what I'll write in not only "Strategy" section of yTS, but also in my incoming FAQ. As we all know, knowing Yoshimitsu's moves is only a tip of an iceberg. The next and most important step is to put them together in a nice and effective strategy. But first we must realize which moves are useful, which are not, and what are Yoshi's advantages and disadvantages. Knowing it is our priority.

Yoshimitsu disadvantages:
- Lack of fast moves tracking sidestep. The roundhouse kicks somehow don't track too well. Minority of moves track sidestep to Yoshi's right.
- Relatively poor range of some fast Yoshi's moves. With a big exception of Kamikaze.
- Poor tracking of trademark Yoshi's moves to such a level that even "natural combos" tend to whiff! Random stuff...
- A neccessity to do numerous setups for some of Yoshi's moves that normally can't be used as the regular attack (due to slow motion, etc)

Yoshimitsu advantages:
- Numerous jugglestarters, some of them are safe and have nice properties. The juggles but are decent.
- Good wall damage and wall pressure. One of best in the game.
- One of the greatest okizeme tactics in the game. Awesome techtraps. Damaging guess-ups.
- The advantage of having unblockable moves and the additional guess-ups that can kill defensive opponents.
- Ability to force the opponent to attack.
- Good evading and countering moves.

General rules:
1.) Yoshimitsu is NOT born for offensive in this game (Tekken 5). His strategy shouldn't be BASED on this way of playing.
2.) You attack because you want:
- to gain advantage for next offensive tactics
- juggle your opponent and keep the pressure
- read your opponent and predict his moves so that you will counter him (using "crushing" moves)
- to exploit opponent's disadvantage/whiffed move
3.) You start offensive:
- after gaining advantage by hitting your opponent
- after countering/juggling/forestalling your opponent
4.) If you get blocked:
- you try to read your opponent and counter/block/parry his possible retaliation
- try to retreat and attack again from a distance
5.) If you hit your opponent:
- with a regular move: keep the offensive or try to read opponent's intentions. If he wants to block, use unblockables.
- with a jugglestarter: be awared of your surroundings and do a juggle that will send your opponent as far to the wall as possible (or juggle him up the wall to score extra damage). Alternatively, use it as a setup for okizeme.
6.) Use a set of moves that you think will always pressure your opponent (cover the distance between Yoshi and opponent), such as Kamikaze versus backdashers (will catch them if they are careless).
7.) Force to block with fast moves, exploit their fear of damage with unblockables.

This is the general Strategy. Now we have small-scale strategy and large-scale strategy. Small strats are just set of moves that are "likely to hit" (popularly called "set-ups"). Large-scale strategy is how to make these set-ups work...

To be continued.


  1. I Think that in the earlier tekkens, (2,3) he was built mainly as an offensive player, but as they progressed, they built him more twoards a juggle/combo person that needs to be learned in order to be effective.

    2011-08-23 04:39
  2. ty chyba naprawde gadasz lepiej po engliszu niż w sym języku ^^
    historyka super(i tak jej nie rozumiem po angielsku) ale co tam:D super:P

    i love tensh. story:P

    2007-09-27 13:57

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