Yoshimitsu combos: Difference between revisions

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{{Navbox Yoshimitsu}}
{{Navbox Yoshimitsu}}
{{Navbox combos}}
{{Navbox combos}}
{{Combo_notation}}


== Bread n' butter ==
== Bread n' butter ==
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{{Combolist|columns=1|
{{Combolist|columns=1|
; Regular launch (e.g. df+2)
; Regular launch (e.g. df+2)
: 1+4 d+2,2,B df+1,2,1 T! 3,2,1+2
: 1+4 d+2,2,B df+1,2,1 T! 3,2,NSS.1+2


; Pickup launch (e.g. NSS 1+4)
; Pickup launch (e.g. NSS 1+4)
: d+2,2,B df+1 d+2,2,2 T! 3,2,1+2
: d+2,2,B df+1 d+2,2,2 T! 3,2,NSS.1+2
 
; Instant Tornado (e.g. low parry)
: d22b 1 f3+4 d22 f1+2
}}
}}


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{{Combolist|columns=11em|
{{Combolist|columns=11em|
<!-- see https://wavu.wiki/t/Template:Combolist for usage -->
<!-- see https://wavu.wiki/t/Template:Combolist for usage -->
; [21] 1+4  
; [20] 1+4  
; [0 (14)] blocked NSS KIN.1+2,2*
; [12] blocked NSS.KIN.2,1+2*
; [0] CH 1SS.1+2+3
; [0] CH 1SS.1+2+3
: [+22] b+2,2 <ref group="mini" name="heat">Heat engager</ref>
: [+22] b+2,2 <ref group="mini" name="heat">Heat engager</ref>
Line 25: Line 29:


; [7] b+1
; [7] b+1
<!-- improve this ref with some character examples -->
: [+21] 1SS.1+4 <ref group="mini">Only off-axis SSL or against Jack-8 and Devil Jin</ref>
: [+21] 1SS.1+4 <ref group="mini" name="charspecific"> Only off-axis SSL or against certain characters </ref>


; [12] CH 2 <ref group="mini" name="charspecific"/>
; [12] CH 2 <ref group="mini" name="charspecific">Only against certain characters</ref> <!-- improve this ref with some character examples -->
; [9] CH b+1
; [9] CH b+1
: [+24] NSS.1+4 <!-- insert a ref to NSS.1+4 combos -->
: [+24] NSS.1+4 <!-- insert a ref to NSS.1+4 combos -->
Line 38: Line 41:
; [22] CH (1),1SS.1
; [22] CH (1),1SS.1
: [+18] 1SS.f+1+2
: [+18] 1SS.f+1+2
: [+17] 1SS.f,n,d,df+1


; [35] f,F+2&#58;2 <ref group="mini">input as F>1~1+2. Some characters with unique getup options (e.g. Dragunov FDFT.1+2) can escape</ref>
; [30] NSS.2,1 <ref group="mini" name="dash">Requires forward dash</ref>
; [30] NSS.2,1 <ref group="mini" name="dash">requires forward dash</ref>
; [21] uf+4<ref group="mini" name="dash"/>
; [21] uf+4<ref group="mini" name="dash"/>
; [25] NSS.1+2+3<ref group="mini">Opponent can escape with quick back roll</ref>
; [25] NSS.1+2+3<ref group="mini">Opponent can escape with quick back roll</ref>
Line 54: Line 57:
; [21] CH f+2
; [21] CH f+2
; [21] CH (ws1),2
; [21] CH (ws1),2
; [19] CH (df1),2
; [19] CH (df+1),2
; [13] KIN.3
; [13] KIN.3
: [+31] NSS.ub+1+2
: [+31] NSS.ub+1+2
Line 70: Line 73:
; [30] NSS.qcf+1
; [30] NSS.qcf+1
: [+23] NSS.f+1+2
: [+23] NSS.f+1+2
; [32] ws3,2
: [+8] d+2
; [30] H.KIN.f+2,F
: [+24] NSS.ub+1+2
: [+18] NSS.f+1+2
: [+16] 1SS.ub+1+2
: [+14] 1SS.f+1+2
}}
}}


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{{Combolist|
{{Combolist|
; df+2
; [13] df+2
: combo for df+2 here
: [+59] f,n,d,df+1 df+1 b+2,1,1+2 KIN.b+2,1 T! f,F+1+4*,n<ref group="s">Deals 60 self damage 1 frame afterwards</ref>
: [+57] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 1SS.f+3+4
: [+56] 1+4 d+2,2,B 1 NSS.f+3+4 2,2 T! >NSS.f+3+4 NSS.f+1+2<ref group="s">Requires on-axis or SSL. NSS.f+3+4 after tornado must hit meaty</ref>
: [+54] 1+4 d+2,2,B df+1,2,1 T! (b1) 3,2,NSS.1+2<ref group="s">Whiffing b1 instead of dashing after T! spaces correctly so all 3 hits of 3,2,1+2 hit consistently</ref>
: [+52] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 d+2,2,B
: [+51] f,n,d,df+1 b+2,1,1+2 KIN.b+2,1 T! d+2,2,2
: [+49] dash d+2,>2,B f+1 NSS f+3+4 d+2,>2,>2 T! b+1 NSS.3,1
: [+63] 1+4 d2,2 md. d2,2,2 T! KIN.(2),1+2*<ref group="s"name="gb setup">Last hit guard breaks for a free b+2,2 on standup, or counter-hits wakeup kicks. Hits grounded.</ref>
 
; [27] CH ss4
; [27] CH kin.4
: [+49] kin.4 kin.b2,1 T! 3~4u dgf.f1+2
: [+48] d2,2B df1 d2,2,2 T! ssr NSS.1+4 d2,2
 
; [20] NSS.1+4
: [+47] SSL.1 d+2,2,B 1 f+3+4 2,2 T! NSS.f+3+4 NSS.f+1+2<ref group="s">Doesn't work on Alisa, Jack-8, Jun, Kuma/Panda, Lee, Leroy, Victor, Xiaoyu, Yoshimitsu and Zafina</ref>
: [+?] SSL.1 d+2,2,B df+1,2,1 T! NSS.3,1,2
 
 
; [12] NSS.FC.df3
: [+50] uf1+3 1+4 f2,1 3~4u DGF.f1+2
: [+46] KIN.4,1+2 KIN.b2,1 d2,2b NSS.f1+2
 
; [12] 1SS.FC.df1
: [+46] KIN.4,1+2 KIN.b2,1 d2,2b NSS.f1+2
: [+44] ws1,2,1 3~4u DGF.f1+2
 
; [25] 4~3
; [25] FLE.3+4
: [+54] (3)~4 d2,2b df1,2,1 T! (b1) 3,2,1+2
: [+53] 4~3 T! f2,1 3~4u DGF.f1+2<ref group="s" name="1ss">1SS only</ref>
: [+58] (3)~4u dgf.2 dgf.2 dgf.2,4b T! 1+4 d221<ref group="s" name="1ss">1SS only</ref>
: [+55] 4~3 T! db1+2,1 f3+4 1 d22 f1+2<ref group="s" name="NSS">NSS only</ref>
 
; [20] H.f1+2f
; [33] H.b2,2f
; [24] H.DGF.4f
; [37] H.3,1f
: [+48] d2,2b 1+4 md d2,2b 1 f3+4 d2,2,2 T! 3,1<ref group="s">Doesn't work on bears</ref>
: [+61] d2,2b d2,2 d2,2 d2,2,2 T! KIN.(2),1+2*<ref group="s"name="gb setup"/>
}}
}}
<references group="s"/>


== Wall ==
== Wall ==


{{Combolist|
{{Combolist|
<!--
      This list was produced mostly by selecting Rebel Hanger in stage select
      and doing the following combo from Default restart position:
      df+2 b+1 b+1 b+1 b+1 d+2,2 W!
      Hold back after d+2,2 to transition to NSS
      Take the full combo damage and subtract 36 to get the wall combo damage
-->
; Regular carry (30% scaling)
; Regular carry (30% scaling)
: [40] d+2,2,2 T! uf+3+4,1SS.d+1+2 FLE.n FLE.f,f FLE.f,f FLE.f,f<ref group="wall">only works on-axisr</ref>
: [32] d+2,2,2 T! >NSS.ub+1+2
: [32] d+2,2,2 T! >NSS.ub+1+2
: [27] d+2,2,2 T! b+1,1,1,1,1
: [27] d+2,2,2 T! b+1,1,1,1,1
: [25] 3,2,NSS.1+2
: [27] HB 4~3 T! 2 3~4,1SS.U DGF.4
: [22] 1 3~4,1SS.U DGF.4
: [26] 1SS b+2,1,1+2 W! KIN.f+2 3~4,1SS.U DGF.4
: [25] NSS.3,2>1+2
: [23] 2 3~4,1SS.U DGF.4
: [18] b+1,1 NSS.f+1+2
: [18] b+1,1 NSS.f+1+2
: [18] d+2,2>2
: [18] d+2,2>2
: [varies] 1SS.F+3+4 W! FLE.f,f
: [varies] 1SS.F+3+4 W! FLE.f,f
}}
}}
<references group="wall"/>


== Float ==
== Float ==
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{{Combolist|
{{Combolist|
; df+2
; [13] df+2 (NSS)
: [52] NSS.1+4 d+2,2,2 T! uf+1 1SS.f,n,d,df+1
; [51] f,F+3 KIN.b+2,NSS.1
: [49] d+2,2 df+1,2,1 T! uf+1 1SS.f,n,d,df+1
: [+55] NSS.1+4 d+2,2,2 T! f,F+1+2 BT.d+1


; [32] b+2,1SS.1,1+2
; [13] df+2 (NSS OK)
; [22] 1SS.f,n,d,df+1,1+2
; [32] b+2,1 (NSS OK)
: [+53] KIN.4,1+2 KIN.b+2,1SS.1 T! uf+1 1SS.f,n,d,df+1
; [54] f,F+3 KIN.b+2,1 (NSS OK)
 
: [+61] 3,1 DGF.2,4B T! NSS.1+4 HB f,F+1+2 BT.d+1
; [32] b+2,1SS.1
: [+53] 3,1 DGF.2,4 T! f,F+1+2 BT.d+1
; [22] 1SS.f,n,d,df+1
: [+53] 3,1 DGF.2,4B T! f,F+1+2 BT.df+1+2 <ref group="b">Recovers NSS</ref>
: [+54] 3,1 DGF.2,4 S! uf+1 1SS.f,n,d,df+1
}}


; [29] b+2,NSS.1
<references group="b"/>
; [19] NSS.f,n,d,df+1
: [+55] 3,NSS.1 DGF.2,4 T! uf+1 1SS.f,n,d,df+1
}}


== Stage hazard ==
== Stage hazard ==
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{{Extra}}
{{Extra}}


{{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
{{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->
; [51] df+2 df+2 df+2 HB df2 d+2,2,2 T! df+2 f,n,d,df+1
 
; [71] uf+3 uf+3 1+4 HB uf+3 H.1+4 d+2,2,2 T! H.1+4 f+1+2,F HD! uf+3}}

Latest revision as of 03:52, 3 October 2024

Notation summary for combos
Symbol Meaning
1 Left Punch
2 Right Punch
3 Left kick
4 Right kick
u Up
d Down
f Forward
b Backward
uf Up and forward
df Down and forward
ub Up and backward
db Down and backward
n Neutral
Symbol Meaning
U Up (Hold)
D Down (Hold)
F Forward (Hold)
B Backward (Hold)
UF Up and forward (Hold)
DF Down and forward (Hold)
UB Up and backward (Hold)
DB Down and backward (Hold)
Symbol Meaning
+ Pressed together
# Pressed together, on the same frame
,[1] Followed by
~ Followed by, immediately
: Followed by, tight input window
< Followed by, with delayed input
>
* Held input
Symbol Meaning
.[1] From stance
~ From stance transition[2]
H During Heat[3]
R Rage
FC Full crouch
hFC Half crouch
ws While standing
wr While running
Symbol Meaning
T! Tornado
W! Wall splat
WB! Wall break
F! Floor break
BB! Balcony break
Symbol Meaning Example Example Meaning
CH Counter hit CH 1,2,3 1,2,3 where the first hit is a counter hit
CL Clean hit CL db+4 db+4 with a clean hit
(?) Whiffed or blocked moves CH (1,2),3 1,2,3 where the third hit is a counter hit
(2,2),2 2,2,2 where the first two hits whiff
(x?) Repeat string ? times b+2,f~n(x3) b+2,f~n repeated 3 times
[?; ?] Damage dealt; recoverable damage [50; 12] ws2,3 f,F+3 Combo deals 50 damage, 12 of which is recoverable
  1. 1.0 1.1 Should never have a space immediately after it.
  2. Not "for stance transition", which has no special notation and is written the same as any other input.
  3. Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.

Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to § Staples.

Regular launch (e.g. df+2)
1+4 d+2,2,B df+1,2,1 T! 3,2,NSS.1+2
Pickup launch (e.g. NSS 1+4)
d+2,2,B df+1 d+2,2,2 T! 3,2,NSS.1+2
Instant Tornado (e.g. low parry)
d22b 1 f3+4 d22 f1+2

Mini-combos

[20] 1+4
[12] blocked NSS.KIN.2,1+2*
[0] CH 1SS.1+2+3
[+22] b+2,2 [mini 1]
[+14] f,n,d,df+2
[7] b+1
[+21] 1SS.1+4 [mini 2]
[12] CH 2 [mini 3]
[9] CH b+1
[+24] NSS.1+4
[20] f,F+3,1+2
[+17] KIN.f+2[mini 1]
[24] CH (df+3),1SS.1
[22] CH (1),1SS.1
[+18] 1SS.f+1+2
[+17] 1SS.f,n,d,df+1
[30] NSS.2,1 [mini 4]
[21] uf+4[mini 4]
[25] NSS.1+2+3[mini 5]
[+23] NSS.f+1+2
[36] KIN.1+2
[20] BT.3
[+16] BT.d+1
[24] CH BT.d+1
[24] CH KIN.d+1
[21] CH BT.2
[21] CH f+2
[21] CH (ws1),2
[19] CH (df+1),2
[13] KIN.3
[+31] NSS.ub+1+2
[+23] NSS.f+1+2
[+20] 1SS.ub+1+2
[+18] 1SS.f+1+2
[35] 1SS.qcf+1[mini 6]
[22] 1+2,P[mini 6]
[+31] H.ub+1+2
[+23] H.f+1+2
[+20] 1SS.ub+1+2
[+18] 1SS.f+1+2
[30] NSS.qcf+1
[+23] NSS.f+1+2
[32] ws3,2
[+8] d+2
[30] H.KIN.f+2,F
[+24] NSS.ub+1+2
[+18] NSS.f+1+2
[+16] 1SS.ub+1+2
[+14] 1SS.f+1+2
  1. 1.0 1.1 Heat engager
  2. Only off-axis SSL or against Jack-8 and Devil Jin
  3. Only against certain characters
  4. 4.0 4.1 Requires forward dash
  5. Opponent can escape with quick back roll
  6. 6.0 6.1 Delay followups with a forward dash to increase damage dealt

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
[13] df+2
[+59] f,n,d,df+1 df+1 b+2,1,1+2 KIN.b+2,1 T! f,F+1+4*,n[s 1]
[+57] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 1SS.f+3+4
[+56] 1+4 d+2,2,B 1 NSS.f+3+4 2,2 T! >NSS.f+3+4 NSS.f+1+2[s 2]
[+54] 1+4 d+2,2,B df+1,2,1 T! (b1) 3,2,NSS.1+2[s 3]
[+52] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 d+2,2,B
[+51] f,n,d,df+1 b+2,1,1+2 KIN.b+2,1 T! d+2,2,2
[+49] dash d+2,>2,B f+1 NSS f+3+4 d+2,>2,>2 T! b+1 NSS.3,1
[+63] 1+4 d2,2 md. d2,2,2 T! KIN.(2),1+2*[s 4]
[27] CH ss4
[27] CH kin.4
[+49] kin.4 kin.b2,1 T! 3~4u dgf.f1+2
[+48] d2,2B df1 d2,2,2 T! ssr NSS.1+4 d2,2
[20] NSS.1+4
[+47] SSL.1 d+2,2,B 1 f+3+4 2,2 T! NSS.f+3+4 NSS.f+1+2[s 5]
[+?] SSL.1 d+2,2,B df+1,2,1 T! NSS.3,1,2


[12] NSS.FC.df3
[+50] uf1+3 1+4 f2,1 3~4u DGF.f1+2
[+46] KIN.4,1+2 KIN.b2,1 d2,2b NSS.f1+2
[12] 1SS.FC.df1
[+46] KIN.4,1+2 KIN.b2,1 d2,2b NSS.f1+2
[+44] ws1,2,1 3~4u DGF.f1+2
[25] 4~3
[25] FLE.3+4
[+54] (3)~4 d2,2b df1,2,1 T! (b1) 3,2,1+2
[+53] 4~3 T! f2,1 3~4u DGF.f1+2[s 6]
[+58] (3)~4u dgf.2 dgf.2 dgf.2,4b T! 1+4 d221[s 6]
[+55] 4~3 T! db1+2,1 f3+4 1 d22 f1+2[s 7]
[20] H.f1+2f
[33] H.b2,2f
[24] H.DGF.4f
[37] H.3,1f
[+48] d2,2b 1+4 md d2,2b 1 f3+4 d2,2,2 T! 3,1[s 8]
[+61] d2,2b d2,2 d2,2 d2,2,2 T! KIN.(2),1+2*[s 4]
  1. Deals 60 self damage 1 frame afterwards
  2. Requires on-axis or SSL. NSS.f+3+4 after tornado must hit meaty
  3. Whiffing b1 instead of dashing after T! spaces correctly so all 3 hits of 3,2,1+2 hit consistently
  4. 4.0 4.1 Last hit guard breaks for a free b+2,2 on standup, or counter-hits wakeup kicks. Hits grounded.
  5. Doesn't work on Alisa, Jack-8, Jun, Kuma/Panda, Lee, Leroy, Victor, Xiaoyu, Yoshimitsu and Zafina
  6. 6.0 6.1 1SS only
  7. NSS only
  8. Doesn't work on bears

Wall

Regular carry (30% scaling)
[40] d+2,2,2 T! uf+3+4,1SS.d+1+2 FLE.n FLE.f,f FLE.f,f FLE.f,f[wall 1]
[32] d+2,2,2 T! >NSS.ub+1+2
[27] d+2,2,2 T! b+1,1,1,1,1
[27] HB 4~3 T! 2 3~4,1SS.U DGF.4
[26] 1SS b+2,1,1+2 W! KIN.f+2 3~4,1SS.U DGF.4
[25] NSS.3,2>1+2
[23] 2 3~4,1SS.U DGF.4
[18] b+1,1 NSS.f+1+2
[18] d+2,2>2
[varies] 1SS.F+3+4 W! FLE.f,f
  1. only works on-axisr

Float

[4] 1
[14] 1+4
[+42] d+2,2,B f+1 d+2,2,2 T! SSR NSS.1+4 d+2,2
[+40] d+2,2,B df+1,2,1 T! NSS.1+4 d+2,2

Back-turned opponent

[13] df+2 (NSS)
[51] f,F+3 KIN.b+2,NSS.1
[+55] NSS.1+4 d+2,2,2 T! f,F+1+2 BT.d+1
[13] df+2 (NSS OK)
[32] b+2,1 (NSS OK)
[54] f,F+3 KIN.b+2,1 (NSS OK)
[+61] 3,1 DGF.2,4B T! NSS.1+4 HB f,F+1+2 BT.d+1
[+53] 3,1 DGF.2,4 T! f,F+1+2 BT.d+1
[+53] 3,1 DGF.2,4B T! f,F+1+2 BT.df+1+2 [b 1]
  1. Recovers NSS

Stage hazard

Secluded Training Ground
big boy break all the walls combo here

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.
[51] df+2 df+2 df+2 HB df2 d+2,2,2 T! df+2 f,n,d,df+1
[71] uf+3 uf+3 1+4 HB uf+3 H.1+4 d+2,2,2 T! H.1+4 f+1+2,F HD! uf+3