Yoshimitsu: Difference between revisions

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* i15 – df+2 ''(mid)''}}
* i15 – df+2 ''(mid)''}}
|parry={{Plainlist|
|parry={{Plainlist|
*1+2 ''(all highs/mids, except unblockables and some charge moves)''
*1+2 ''(all highs/mids, except throws, unblockables and charge moves)''
*1+4 ''(strings with gaps)''
*1+4 ''(strings with gaps)''
}}
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{{See other}}
{{See other}}


'''Yoshimitsu''' is one of the Tekken fighters of all time.
'''Yoshimitsu''' is an extremely unorthodox, stance-based keepout character. His moves are just plain weird - a permanent stance with a hitbox around his butt, a highly evasive spin that hurts him, an i8 parry/attack that can punish moves that would ordinarily be safe, and the ability to commit seppuku. His movelist is a double edged sword - confusing and unintuitive for the straight-laced, and an infinite color palette for the clinically insane.
ย 
Yoshimitsu's tools allow him to dictate the pace of the match at will. His Flash (1+4) acts as an i8 parry/attack that allows him to punish overt aggression, making it difficult to pressure him. A cautious opponent is open to being launched with his unblockable low sword sweep, or mixed up with his myriad stance options. Aggressive approach can be further stuffed with his evasive side spin or strong keepout options. Plenty of Yoshimitsu's tools allow him to toy with his opponent to setup unique or weird situations, forcing the opponent to constantly respond to whatever he's doing.
ย 
Yoshimitsu's is difficult to play straightforwardly due to his poor generics, lows and punishment, necessitating leaning into his unconventional tools. They can be difficult to take advantage of effectively, requiring in-depth match-up knowledge and situational awareness.


{{BlueRed
{{BlueRed
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* '''Unique Punishment'''. Yoshimitsu can launch punish or interrupt a collection of usually-safe moves using Flash, Spinning Evade or Kincho parry. Flash is so fast that it can even punish some strings that are safe on block or interrupt them outright.
* '''Unique Punishment'''. Yoshimitsu can launch punish or interrupt a collection of usually-safe moves using Flash, Spinning Evade or Kincho parry. Flash is so fast that it can even punish some strings that are safe on block or interrupt them outright.
* '''Special Movement'''. Meditation backdash cancel and Spinning Evade are unusually evasive. Many of Yoshi's attacks also manuver him about the screen, making it difficult to keep track of him.
* '''Special Movement'''. Meditation backdash cancel and Spinning Evade are unusually evasive. Many of Yoshi's attacks also manuver him about the screen, making it difficult to keep track of him.
* '''Strong Combos & Okizeme'''. Yoshimitsu has both above-average combo damage & wall carry, as well as some of the strongest wall okizeme situations in the game.
* '''Irritating Keepout'''. Meditation stance cancel, long-range mids with pushback, and high-crushing moves make it difficult for opponents to just dash in.
* '''Irritating Keepout'''. Meditation stance cancel, long-range mids with pushback, and high-crushing moves make it difficult for opponents to just dash in.
* '''Stance Barrage''': Yoshi's stances give him strong combo or mixup opportunities and are very easy to get into with normal strings. Special note goes to NSS, which results powered up attacks that heal him.
* '''Stance Barrage''': Yoshi's stances give him strong combo or mixup opportunities and are very easy to get into with normal strings. Special note goes to NSS, which results powered up attacks that heal him.
* '''Just Plain Weird''': Yoshimitu's toolkit is so unconventional that it becomes a huge boon if mastered. Even the most dedicated of opponents can be confused by his wide range of strange stances and strong defensive tools.
* '''Just Plain Weird''': Yoshimitu's toolkit is so unconventional that it becomes a huge boon if mastered. Even the most dedicated of opponents can be confused by his wide range of strange stances and strong defensive tools.
* '''Legacy Character'''. Having appeared in every mainline game, his movelist has become massive, allowing for greater player expression and experimentation.
* '''Can commit seppuku'''. ย 
* '''Can commit seppuku'''. ย 


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* '''Unique Punishment'''. Yoshimitsu requires in-depth match-up knowledge to use tools like Flash, Spinning Evade and Kincho parry to effect.
* '''Unique Punishment'''. Yoshimitsu requires in-depth match-up knowledge to use tools like Flash, Spinning Evade and Kincho parry to effect.
* '''Risky Panic Moves'''. Flash and Spinning Evade are both launch punishable if baited properly. As Yoshimitsu, you must understand when and where people will try to bait your panic tools.
* '''Poor Fundamentals'''. Most pokes either end his turn on block, or don't give enough advantage on hit. No knockdown on his WS punishment. No Down Jab in 1SS.
* '''Poor Fundamentals'''. Most pokes either end his turn on block, or don't give enough advantage on hit. No knockdown on his WS punishment. No Down Jab in 1SS.
* '''Weak Backdash'''. Single backdash distance is poor.
* '''Weak Movement'''. Single backdash distance and sidestep evasion are poor, forcing him to rely on the Spinning Evade and Meditation cancel.
* '''Can commit seppuku'''. ย 
* '''Subpar Lows'''. Some of his lows are minus on hit, while the plus ones are either reactable or launch punishable on block.
* '''Legacy Character'''. Having appeared in every mainline game, his movelist has become massive, making him overwhelming for newer players to pick up.
* '''Can commit seppuku'''.
}}
}}


{{KeyTechs|
{{KeyTechs|
{{KeyTech|Mashing|importance=5|value=5|dexterity=1|rhythm=2}}
{{KeyTech|Flash Punishment|importance=5|value=5|dexterity=1|rhythm=0}}
{{KeyTech|Blocking|importance=0|value=0|dexterity=5|rhythm=5}}
{{KeyTech|MED Cancel|importance=3|value=3|dexterity=2|rhythm=3}}
{{KeyTech|KIN Parry|importance=2|value=3|dexterity=0|rhythm=0}}
}}
}}



Latest revision as of 21:48, 10 October 2024

Yoshimitsu
Heat
  • Can perform powered up NSS moves in 1SS.
Heat Smash Mid, i18~19, +4
Heat Engagers
  • 3,1
  • f+1+2
  • b+2,2
  • KIN.f+2
  • DGF.4
Stances
  • DGF (Manji Dragonfly) – 1SS.u+1+2
  • FLE (Flea) – 1SS.d+1+2
  • IND (Indian Stance) – d+3+4
  • KIN (Kincho) – 1+2
  • MED (Meditation) – 3+4
  • NSS (No Sword Stance) – b+1+2
Fastest
Launch
  • i8 – NSS.1+4 (situational)
  • i15 – df+2
  • i15 – uf+3 (crouching)
CH launch
  • i11 – NSS.2 1+4 (high, situational)
  • i14 – f,n,d,df+2 (mid)
  • i14 – b+2,1 (mid)
  • i15 – df+2 (mid)
Wall splat
  • i10 – NSS.1,1 (high)
  • i14 – f,n,d,df+2 (mid)
Archetypal moves
Parry
  • 1+2 (all highs/mids, except throws, unblockables and charge moves)
  • 1+4 (strings with gaps)
Mid check
  • i12 – df+4 (standing)
  • i13 – df+1 (standing)
  • i11 – ws4 (crouching)
Hopkick uf+3
Power low
  • db+1,2
  • NSS.FC.df+3
Snake edge FC.DF+1
Shadow cutter hFC.df+4
Clef cannon
  • 1SS.2,1
  • 2,3
Slash kick f,f,F+3
Generic moves
Remapped
  • d+1 โ†’ NSS.db+1
Missing
  • 1SS.d+1
  • d+2
  • uf,n,4
External links
Lore Yoshimitsu
Twitter #T8_Yoshimitsu
Discord Shiki Soku Ze Kลซ - Yoshimitsu Discord Server [SC6 & TK7/8]

This page is for Tekken 8. For Tekken 7, see Yoshimitsu (Tekken 7).

Yoshimitsu is an extremely unorthodox, stance-based keepout character. His moves are just plain weird - a permanent stance with a hitbox around his butt, a highly evasive spin that hurts him, an i8 parry/attack that can punish moves that would ordinarily be safe, and the ability to commit seppuku. His movelist is a double edged sword - confusing and unintuitive for the straight-laced, and an infinite color palette for the clinically insane.

Yoshimitsu's tools allow him to dictate the pace of the match at will. His Flash (1+4) acts as an i8 parry/attack that allows him to punish overt aggression, making it difficult to pressure him. A cautious opponent is open to being launched with his unblockable low sword sweep, or mixed up with his myriad stance options. Aggressive approach can be further stuffed with his evasive side spin or strong keepout options. Plenty of Yoshimitsu's tools allow him to toy with his opponent to setup unique or weird situations, forcing the opponent to constantly respond to whatever he's doing.

Yoshimitsu's is difficult to play straightforwardly due to his poor generics, lows and punishment, necessitating leaning into his unconventional tools. They can be difficult to take advantage of effectively, requiring in-depth match-up knowledge and situational awareness.

Strengths
  • Unique Punishment. Yoshimitsu can launch punish or interrupt a collection of usually-safe moves using Flash, Spinning Evade or Kincho parry. Flash is so fast that it can even punish some strings that are safe on block or interrupt them outright.
  • Special Movement. Meditation backdash cancel and Spinning Evade are unusually evasive. Many of Yoshi's attacks also manuver him about the screen, making it difficult to keep track of him.
  • Strong Combos & Okizeme. Yoshimitsu has both above-average combo damage & wall carry, as well as some of the strongest wall okizeme situations in the game.
  • Irritating Keepout. Meditation stance cancel, long-range mids with pushback, and high-crushing moves make it difficult for opponents to just dash in.
  • Stance Barrage: Yoshi's stances give him strong combo or mixup opportunities and are very easy to get into with normal strings. Special note goes to NSS, which results powered up attacks that heal him.
  • Just Plain Weird: Yoshimitu's toolkit is so unconventional that it becomes a huge boon if mastered. Even the most dedicated of opponents can be confused by his wide range of strange stances and strong defensive tools.
  • Legacy Character. Having appeared in every mainline game, his movelist has become massive, allowing for greater player expression and experimentation.
  • Can commit seppuku.
Weaknesses
  • Unique Punishment. Yoshimitsu requires in-depth match-up knowledge to use tools like Flash, Spinning Evade and Kincho parry to effect.
  • Risky Panic Moves. Flash and Spinning Evade are both launch punishable if baited properly. As Yoshimitsu, you must understand when and where people will try to bait your panic tools.
  • Poor Fundamentals. Most pokes either end his turn on block, or don't give enough advantage on hit. No knockdown on his WS punishment. No Down Jab in 1SS.
  • Weak Movement. Single backdash distance and sidestep evasion are poor, forcing him to rely on the Spinning Evade and Meditation cancel.
  • Subpar Lows. Some of his lows are minus on hit, while the plus ones are either reactable or launch punishable on block.
  • Legacy Character. Having appeared in every mainline game, his movelist has become massive, making him overwhelming for newer players to pick up.
  • Can commit seppuku.
Flash Punishment
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
MED Cancel
importance
โ˜…โ˜…โ˜…โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†
KIN Parry
importance
โ˜…โ˜…โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†

External links