Yoshimitsu combos (Tekken 7): Difference between revisions

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{{Yoshimitsu}}
{{Yoshimitsu}}
{| class="wikitable"
== Bread n' butter ==
|+ Bread n Butters
ย 
{{BNB}}
ย 
{| class="wikitable col-3-end valign-middle" ย 
! Launcher type
! Example(s)
! style="text-align: center" | Combo
|-
| Regular
| {{Plainlist|
* uf+3
* df+2
}}
| f,n,d,df+2 S! d/f+1 2 b+2,1+2 KIN.b+2,1
|-
|-
! Launcher !! Combo
| Pickup
| {{Plainlist|
* 1+4
* CH (d+2),2
* CH SS.4
}}
| d+2,2 df+1 d2,1 S! b+2,1
|-
|-
| df2, uf3, cd1, BT uf4 || cd1, df1, b+2, cd+2 S! QCF 1
| Crouching
| {{Plainlist|
* CH hFC.df+4
* CH KIN.3
}}
| ws1,2 S! df+1 2 b+2,1
|-
|-
| df2 || d+2,2 2 d+2,1 S! QCF 1
| Instant Screw
| {{Plainlist|
* CH f,n,d,df+2
* CH KIN.f+2
* CH (df+1),2
}}
| f,F+3,1+2 KIN.b+2,1 b+2,1
|}
|}
== Mini-Combos ==
{{Combolist|columns=9em|
;KIN.1+2
;1SS.f,F+2&#58;2<ref group="m" name="ff22">Only against Marduk (Who can [[Marduk_vs_Yoshimitsu#Yoshimitsu f,F+2:2|escape it]]), Jack-7, Gigas, Fahkumram</ref>
;BT.3
:1SS.BT.d+1
;KIN.3
:hFC df+4
;FLE.2
:FDFA.3
:FDFT.3
:FDFT.4
:FDFA.u WS.4,1+2 KIN.b+2 f,n,d,df+2 S! qcf+1<ref group="m">Only on shallow hit</ref>
;1SS.f+3+4
:FLE.n FLE.1+2
:FLE.n FLE.2
;CH KIN.f+1
;CH (df+3),1
;CH d+1
;CH (1SS.1),1
;CH BT d+1
;1SS.f+1+2<ref group="m" name="otg cd1">Requires the wall</ref>
;uf+4<ref group="m" name="otg cd1" />
:1SS f,n,d,df+1
:uf+2
;CH 1SS (1,2),1
:df+1+2 ws4 b+2,1,1+2 KIN.f+2
:f,n,d,df+2 S! d2,2 b2,1,1+2 KIN.f+2<ref group="m" name="Bear Combo">Only against Kuma and Panda</ref>
:f,F d+1+2 FLE.n FLE.1+2 df+1,2 S! qcf+1
;CH 1SS.db+1<ref group="m" name="d/b+1">Character-dependent may require a wall to work</ref>
;b+1
;1SS.uf+1<ref group="m" name="uf+1">Requires a hit on a crouching opponent in the corner</ref>
:1SS.1+4<ref group="m" name="1ss Flash">[[#Staples|+22a]]</ref>
;CH b+1
:1SS.1,1
:NSS.2,1
:NSS.1+4<ref group="m" name="nss Flash">[[#Staples|+29a]]</ref>
;CH 2
:NSS.1+4<ref group="m" name="Flash">character-dependent. Whiffs against some females. More consistent after SSL</ref>
;CH 1SS.1+2+3
;1+2+3+4,โ€‹b,โ€‹n,โ€‹f,โ€‹n,โ€‹u,โ€‹n,โ€‹d+3+4(1)<ref group="m" name="Bryan Taunt">Only available vs [[Bryan]]</ref>
:f,n,d,df+1<ref group="m" name="cd1">[[#Staples|+35a (+25a)]]</ref>
:b+2,2
;NSS FC (DF+1),2
:NSS.2,1
:R.f,n,d,df+1+2<ref group="m" name="sword sweep extension">[[#Staples|+58a (+38a)]] See Rage Subsection</ref>
}}
<references group="m" />


== Staples == ย 
== Staples == ย 
{{Combolist|columns=10em|
{{Combolist|columns=10em|
; d/f+2
; df+2
; u/f+3
; uf+3
; KIN b+2,1
; KIN.b+2,1
; FC D/F+1
; FC df+1
; 1+4
; 1+4
; R.u/b+1+4
; R.ub+1+4
; CH (d+2),2
; CH (d+2),2
; CH (d+2,2),d+1
; CH (d+2,2),d+1
; Low Parry
; Low Parry
: [46] d+2,2 2 d2,1 S! QCF+1<ref name="Grandma">As-known-as the Granny Combo. Doesn't work off-axis.</ref><ref name="QCF1">Moonsault Slayer guaranteed with sufficient delay.</ref>
: [46] d+2,2 2 d2,1 S! qcf+1<ref name="Grandma">As-known-as the Granny Combo. Doesn't work off-axis.</ref><ref name="QCF1">Moonsault Slayer guaranteed with sufficient delay.</ref>
: [38] d+2,2 2 d2,1 S! b+2,1<ref>Or any wall carry ender</ref>
: [38] d+2,2 2 d2,1 S! b+2,1<ref>Or any wall carry ender</ref>


; d/f+2
; 4~3
: [43] f+3 S! d/f+1, 2, b+2,1,1+2~KIN f+2
; FLE.3+4
; (f,F+3+4,1+2),3+4
; (IND.3),3+4
: [58] <UF,4 d+2,2 df+1,2 S! qcf+1
: [47] <UF,4 d+2,2 df+1,2 S! b+2,1
ย 
; df+2
: [49] f,n,d,df+1 df+1 b+2 f,n,d,df+2 S! qcf+1<ref name = "f,n,d,df+1 Route">f,n,d,df+1 MUST be buffered.</ref>
: [43] f+3 S! d+2,2, b+2,1,1+2 KIN.f+2
: [35] f+3 S! f+1 b+1 b+1 b+1 b+2,1
: [35] f+3 S! f+1 b+1 b+1 b+1 b+2,1
: [49] f,n,d,D/F+1 d/f+1 b+2 f,n,d,D/F+2 S! QCF+1<ref name = "CD+1 Route">CD+1 MUST be buffered.</ref>


; u/f+3
; uf+3
: [43] f+3 S! d/f+1, 2, b+2,1,1+2~KIN f+2
: [49] f,n,d,df+1 df+1 b+2 f,n,d,df+2 S! qcf+1<ref name="f,n,d,df+1 Route"/><ref>df+1 whiffs versus most females.</ref>
: [43] f+3 S! df+1, 2, b+2,1,1+2 KIN.f+2
: [35] f+3 S! f+1 b+1 b+1 b+1 b+2,1
: [35] f+3 S! f+1 b+1 b+1 b+1 b+2,1
: [49] f,n,d,D/F+1 d/f+1 b+2 f,n,d,D/F+2 S! QCF+1<ref name="CD+1 Route"/><ref>d/f+1 whiffs versus most females.</ref>


; f,F+4
; f,F+4
: [39] bt.2 S! d/f+1, 2, b+2,1,1+2~KIN f+2
: [42] delay bt.4 f,n,d,df+2 S! df+1 b+2,1,1+2~KIN.f+2
: [42] delay bt.4 f,n,d,D/F+2 S! d/f+1 b+2,1,1+2~KIN f+2
: [39] BT.2 S! df+1, 2, b+2,1,1+2 KIN.f+2


; Low Parry
; Low Parry
: [45] NSS u/f+3 1+4 f,n,d,D/F+2 S! f+3+4~FLE.2
: [45] NSS.uf+3 1+4 f,n,d,df+2 S! f+3+4 FLE.2
}}
ย 
== Wall ==
ย 
{{Wall}}
ย 
{{Combolist|
; Regular splat<ref group="w">Common after d2,2 or 3~4ย  in a juggle</ref>
: [22] 1SS.1, 3~4u DGF.4
: [16] 2,2 f,n,d,df+1<ref group="w">14 damage in NSS</ref>
: [17] NSS.2,2 f+1+2
: [16] 2,2,1+2 KIN.1+2
: [15] NSS.f+3+4 1+4
ย 
; Low splat<ref group="w">Common after f+3+4 W! in a juggle</ref>
: [14] DB+3,3,3,3,3,3
: [13] b+2>1<ref group="w">Minimum delay; 9 damage in NSS</ref>
: [12] FLE.f,f FLE.f,f
: [11] f,n,n,df+1<ref group="w">9 damage in NSS</ref>
ย 
ย 
; High splat<ref group="w">Possible after b+2,1 W! or KIN.b+2,1 W! in a juggle</ref>
: [26] 1SS.KIN f+2 3~4u DGF.4
: [?] 1SS.f+3 1 3~4u DGF.4
: [?] 2,2 2,2 f,n,d,df+1
: [?] NSS.f+3 2,2 f+1+2
ย 
ย 
; Very high splat
: [34] 1SS f,F+4, BT.d+1+4<ref group="w">Deals 60 self-damage 1 frame afterward</ref>
ย 
; Side splat
: f+1+2
: uf+1
: f,n,d,df+2
: 2,3
ย 
; Reverse splat
:
ย 
; Wall bounce
: 1SS f,n,d,d/f+1,1+2 KIN.f+2 1 3~4u DGF.4
: 1SS f,n,d,d/f+1,1+2 KIN.f+2 2,2 f,n,d,df+1
: 1SS 2,3 W! f+1 3~4u DGF.4
: 1SS 2,3 W! 2,2 f,n,d,df+1
ย 
; vs Gigas, Jack, Marduk, Fahkumram
: 1SS f,F+2&#58;2, BT.d+1
ย 
; vs bears, Gigas, Marduk
: [21] 1, df+1,2,DB+2,2,2,2,2 <ref group="w">Can add one more DB+2 to add 2 damage but recover grounded</ref>
}}
}}


== Guaranteed Hits ==
<references group="w" />
ย 
== Float ==


{{Combolist|columns=10em|
{{Combolist|
;KIN.1+2
; 1
;f,F+2,2<ref name="ff22">Only against Marduk, Jack-7, Gigas, Fahkumram</ref>
; 2
:BT d+1
: [45] d+2,2 df+1,2 S! 1SS.qcf+1
: [35] df+1,2 S! b+2,1,1+2 KIN.f+2
: [31] f,n,d,df+2 S! b+2,1,1+2 KIN.f+2
ย 
; df1
: [46] 2 d+2,2 S! 1SS.qcf+1
: [36] f,n,d,df+2 S! b+2,1,1+2 KIN.f+2
ย 
; 1SS.3~4u
: [48] DGF.2 DGF.4 S! f,F qcf+1
: [40] DGF.4 S! b+2,1,1+2 KIN.f+2
ย 
; 1SS.3~4u(2)
: [51] DGF.2 DGF.4 S! f,F qcf+1
: [48] DGF.4 S! df+1 b+2,1,1+2 KIN.f+2
}}


;CH KIN f+1 ย 
== Back-turned opponent ==
;CH (d/f+3),1
uf+1 f,n,d,df+1 is guaranteed vs airborne, backturned opponents. f,n,d,df+1 will launch if the opponent attempts to stand up.
;CH d+1
{{Combolist|
;CH (1),1
; df+2
;CH BT d+1
: [63] d+2,2 df+1,2 S! uf+1 f,n,d,df+1 <ref group="bt">d+2,2 whiffs up close</ref>
:1SS f,n,d,D/F+1
: [57] b+1 2 df+1,2 S! uf+1 f,n,d,df+1


;CH 1SS (1,2),1 ย 
; b+2,1
:d/f+1+2 ws4 b+2,1,1+2~KIN f+2
: [85] ,1+2 <KIN.b+2,1 df+1,2 S! uf+1 f,n,d,df+1
:f,n,d,D/F+2 S! d2,2 b2,1,1+2~KIN f+2<ref name="Bear Combo">Only against Kuma and Panda</ref>
: [76] df+1,2 S! uf+1 f,n,d,df+1
}}
<references group="bt" />


;CH b+1
== Stage break ==
:1SS.1,1
:NSS.2,1
:NSS.1+4


;CH NSS.2
{{Combolist|columns=1|
:NSS 1+4<ref name="Flash">Axis-dependent, character-dependent. Whiffs against some females.</ref>
; Howard Estate
: big boy break all the walls combo here
}}
}}


== Extras ==
{{Extra}}


== General Concepts ==
== General Concepts ==
Yoshimitsu has many combo routes with different goals like wall carry, okizeme, and guaranteed damage. In addition, because No Sword Stance removes damage and weakens hitboxes on some attacks, and in compensation gives him NSS f+3+4 as a filler attack, the routes in No Sword Stance vary completely from One Sword Stance combos.
Yoshimitsu has many combo routes with different goals like wall carry, okizeme, and guaranteed damage. In addition, because No Sword Stance removes damage and weakens hitboxes on some attacks, and in compensation gives him NSS f+3+4 as a filler attack, the routes in No Sword Stance vary completely from One Sword Stance combos.


= Wall Carry =
=== Wall Carry ===


Yoshimitsu has control over the wall carry he does have. He may not go wall-to-wall on most stages, but he can get a clean wall splat whenever the wall is reachable. He can interchange the following enders on any juggle: b+2,1; 3~4; d+2,2; d2>2>1<ref>Requires a fast, deep dash</ref>.
Yoshimitsu has control over the wall carry he does have. He may not go wall-to-wall on most stages, but he can get a clean wall splat whenever the wall is reachable. He can interchange the following enders on any juggle: b+2,1; 3~4; d+2,2; d2>2>1<ref>Requires a fast, deep dash</ref>.
Line 82: Line 253:
If KIN f+2 hits a high-wall splat, Yoshimitsu may convert into a normal wall combo. This requires precise wall distance for b+2,1 to high-splat and KIN f+2 to hit.
If KIN f+2 hits a high-wall splat, Yoshimitsu may convert into a normal wall combo. This requires precise wall distance for b+2,1 to high-splat and KIN f+2 to hit.


= Okizeme =
=== Okizeme ===
Yoshimitsu has strong mixup potential after a knockdown at the wall. Moves like f,n,d,D/F+1 and d+3 hit grounded, and FC d/f+1 (ws b+1) and u/b+1+2,2 hit an opponent standing up.
Yoshimitsu has strong mixup potential after a knockdown at the wall. Moves like f,n,d,D/F+1 and d+3 hit grounded, and FC d/f+1 (ws b+1) and u/b+1+2,2 hit an opponent standing up.


Yoshimitsu can make his KIN.3 and KIN f1 -13 and -12 respectively by ending a juggle with 3 juggle hits with b+2,1,1+2~KIN, and timing the low to hit just after their tech roll invincibility ends with the last active frames. Yoshimitsu can potentially mix up an opponent with KIN u+1+2 and KIN f~n+2. ย 
Yoshimitsu can make his KIN.3 and KIN.f1 -13 and -12 respectively by ending a juggle with 3 juggle hits with b+2,1,1+2~KIN, and timing the low to hit just after their tech roll invincibility ends with the last active frames. Yoshimitsu can potentially mix up an opponent with KIN.u+1+2 and KIN.f~n+2. ย 


Yoshimitsu can refloat an opponent who doesn't tech roll after a screw attack with dash up iWS.4, for a mini-combo b+2,1,1+2~KIN f+2 or b+2,1+2~KIN b+2,1. The opponent can tech roll or hold back to avoid iWS.4, but the frame advantage is still in Yoshimitsu's favor.
Yoshimitsu can refloat an opponent who doesn't tech roll after a screw attack with dash up iWS.4, for a mini-combo b+2,1,1+2~KIN.f+2 or b+2,1+2~KIN.b+2,1. The opponent can tech roll or hold back to avoid iWS.4, but the frame advantage is still in Yoshimitsu's favor.


Yoshimitsu can reset an opponent who tech rolls after a screw attack with dash up FC d/f+1. In the open most characters can avoid this by staying down or holding back.
Yoshimitsu can reset an opponent who tech rolls after a screw attack with dash up FC d/f+1. In the open most characters can avoid this by staying down or holding back.


Yoshimitsu can reset an opponent who holds back after a juggle with 3~4u which is a complete reset. Yoshimitsu can screw again with DGF 4 S! This can be avoided by tech rolling or staying down.
Yoshimitsu can reset an opponent who holds back after a juggle with 3~4u which is a complete reset. Yoshimitsu can screw again with DGF.4 S! This can be avoided by tech rolling or staying down.
ย 


== External links ==
== External links ==
* [https://www.youtube.com/watch?v=f0S1g9UE6P8 Yoshimitsu Combo Guide (Season 4) by Ryzing Sol]
* [https://www.youtube.com/watch?v=f0S1g9UE6P8 Yoshimitsu Combo Guide (Season 4) by Ryzing Sol]

Latest revision as of 16:00, 25 January 2024

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 ยง Staples.

Launcher type Example(s) Combo
Regular
  • uf+3
  • df+2
f,n,d,df+2 S! d/f+1 2 b+2,1+2 KIN.b+2,1
Pickup
  • 1+4
  • CH (d+2),2
  • CH SS.4
d+2,2 df+1 d2,1 S! b+2,1
Crouching
  • CH hFC.df+4
  • CH KIN.3
ws1,2 S! df+1 2 b+2,1
Instant Screw
  • CH f,n,d,df+2
  • CH KIN.f+2
  • CH (df+1),2
f,F+3,1+2 KIN.b+2,1 b+2,1

Mini-Combos

KIN.1+2
1SS.f,F+2:2[m 1]
BT.3
1SS.BT.d+1
KIN.3
hFC df+4
FLE.2
FDFA.3
FDFT.3
FDFT.4
FDFA.u WS.4,1+2 KIN.b+2 f,n,d,df+2 S! qcf+1[m 2]
1SS.f+3+4
FLE.n FLE.1+2
FLE.n FLE.2
CH KIN.f+1
CH (df+3),1
CH d+1
CH (1SS.1),1
CH BT d+1
1SS.f+1+2[m 3]
uf+4[m 3]
1SS f,n,d,df+1
uf+2
CH 1SS (1,2),1
df+1+2 ws4 b+2,1,1+2 KIN.f+2
f,n,d,df+2 S! d2,2 b2,1,1+2 KIN.f+2[m 4]
f,F d+1+2 FLE.n FLE.1+2 df+1,2 S! qcf+1
CH 1SS.db+1[m 5]
b+1
1SS.uf+1[m 6]
1SS.1+4[m 7]
CH b+1
1SS.1,1
NSS.2,1
NSS.1+4[m 8]
CH 2
NSS.1+4[m 9]
CH 1SS.1+2+3
1+2+3+4,โ€‹b,โ€‹n,โ€‹f,โ€‹n,โ€‹u,โ€‹n,โ€‹d+3+4(1)[m 10]
f,n,d,df+1[m 11]
b+2,2
NSS FC (DF+1),2
NSS.2,1
R.f,n,d,df+1+2[m 12]


  1. โ†‘ Only against Marduk (Who can escape it), Jack-7, Gigas, Fahkumram
  2. โ†‘ Only on shallow hit
  3. โ†‘ 3.0 3.1 Requires the wall
  4. โ†‘ Only against Kuma and Panda
  5. โ†‘ Character-dependent may require a wall to work
  6. โ†‘ Requires a hit on a crouching opponent in the corner
  7. โ†‘ +22a
  8. โ†‘ +29a
  9. โ†‘ character-dependent. Whiffs against some females. More consistent after SSL
  10. โ†‘ Only available vs Bryan
  11. โ†‘ +35a (+25a)
  12. โ†‘ +58a (+38a) See Rage Subsection

Staples

df+2
uf+3
KIN.b+2,1
FC df+1
1+4
R.ub+1+4
CH (d+2),2
CH (d+2,2),d+1
Low Parry
[46] d+2,2 2 d2,1 S! qcf+1[1][2]
[38] d+2,2 2 d2,1 S! b+2,1[3]
4~3
FLE.3+4
(f,F+3+4,1+2),3+4
(IND.3),3+4
[58] <UF,4 d+2,2 df+1,2 S! qcf+1
[47] <UF,4 d+2,2 df+1,2 S! b+2,1
df+2
[49] f,n,d,df+1 df+1 b+2 f,n,d,df+2 S! qcf+1[4]
[43] f+3 S! d+2,2, b+2,1,1+2 KIN.f+2
[35] f+3 S! f+1 b+1 b+1 b+1 b+2,1
uf+3
[49] f,n,d,df+1 df+1 b+2 f,n,d,df+2 S! qcf+1[4][5]
[43] f+3 S! df+1, 2, b+2,1,1+2 KIN.f+2
[35] f+3 S! f+1 b+1 b+1 b+1 b+2,1
f,F+4
[42] delay bt.4 f,n,d,df+2 S! df+1 b+2,1,1+2~KIN.f+2
[39] BT.2 S! df+1, 2, b+2,1,1+2 KIN.f+2
Low Parry
[45] NSS.uf+3 1+4 f,n,d,df+2 S! f+3+4 FLE.2

Wall

Damage values are with max juggle scaling, without rage, and no breaks.
Regular splat[w 1]
[22] 1SS.1, 3~4u DGF.4
[16] 2,2 f,n,d,df+1[w 2]
[17] NSS.2,2 f+1+2
[16] 2,2,1+2 KIN.1+2
[15] NSS.f+3+4 1+4
Low splat[w 3]
[14] DB+3,3,3,3,3,3
[13] b+2>1[w 4]
[12] FLE.f,f FLE.f,f
[11] f,n,n,df+1[w 5]


High splat[w 6]
[26] 1SS.KIN f+2 3~4u DGF.4
[?] 1SS.f+3 1 3~4u DGF.4
[?] 2,2 2,2 f,n,d,df+1
[?] NSS.f+3 2,2 f+1+2


Very high splat
[34] 1SS f,F+4, BT.d+1+4[w 7]
Side splat
f+1+2
uf+1
f,n,d,df+2
2,3
Reverse splat
Wall bounce
1SS f,n,d,d/f+1,1+2 KIN.f+2 1 3~4u DGF.4
1SS f,n,d,d/f+1,1+2 KIN.f+2 2,2 f,n,d,df+1
1SS 2,3 W! f+1 3~4u DGF.4
1SS 2,3 W! 2,2 f,n,d,df+1
vs Gigas, Jack, Marduk, Fahkumram
1SS f,F+2:2, BT.d+1
vs bears, Gigas, Marduk
[21] 1, df+1,2,DB+2,2,2,2,2 [w 8]
  1. โ†‘ Common after d2,2 or 3~4 in a juggle
  2. โ†‘ 14 damage in NSS
  3. โ†‘ Common after f+3+4 W! in a juggle
  4. โ†‘ Minimum delay; 9 damage in NSS
  5. โ†‘ 9 damage in NSS
  6. โ†‘ Possible after b+2,1 W! or KIN.b+2,1 W! in a juggle
  7. โ†‘ Deals 60 self-damage 1 frame afterward
  8. โ†‘ Can add one more DB+2 to add 2 damage but recover grounded

Float

1
2
[45] d+2,2 df+1,2 S! 1SS.qcf+1
[35] df+1,2 S! b+2,1,1+2 KIN.f+2
[31] f,n,d,df+2 S! b+2,1,1+2 KIN.f+2
df1
[46] 2 d+2,2 S! 1SS.qcf+1
[36] f,n,d,df+2 S! b+2,1,1+2 KIN.f+2
1SS.3~4u
[48] DGF.2 DGF.4 S! f,F qcf+1
[40] DGF.4 S! b+2,1,1+2 KIN.f+2
1SS.3~4u(2)
[51] DGF.2 DGF.4 S! f,F qcf+1
[48] DGF.4 S! df+1 b+2,1,1+2 KIN.f+2

Back-turned opponent

uf+1 f,n,d,df+1 is guaranteed vs airborne, backturned opponents. f,n,d,df+1 will launch if the opponent attempts to stand up.

df+2
[63] d+2,2 df+1,2 S! uf+1 f,n,d,df+1 [bt 1]
[57] b+1 2 df+1,2 S! uf+1 f,n,d,df+1
b+2,1
[85] ,1+2 <KIN.b+2,1 df+1,2 S! uf+1 f,n,d,df+1
[76] df+1,2 S! uf+1 f,n,d,df+1
  1. โ†‘ d+2,2 whiffs up close

Stage break

Howard Estate
big boy break all the walls combo here

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the ยง Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.

General Concepts

Yoshimitsu has many combo routes with different goals like wall carry, okizeme, and guaranteed damage. In addition, because No Sword Stance removes damage and weakens hitboxes on some attacks, and in compensation gives him NSS f+3+4 as a filler attack, the routes in No Sword Stance vary completely from One Sword Stance combos.

Wall Carry

Yoshimitsu has control over the wall carry he does have. He may not go wall-to-wall on most stages, but he can get a clean wall splat whenever the wall is reachable. He can interchange the following enders on any juggle: b+2,1; 3~4; d+2,2; d2>2>1[6].

If the ender is 4 hits into the juggle, he can interchange the following enders: All enders listed above; b+2,1+2~KIN b+2,1; b+2,1,1+2~KIN f+2

If KIN f+2 hits a high-wall splat, Yoshimitsu may convert into a normal wall combo. This requires precise wall distance for b+2,1 to high-splat and KIN f+2 to hit.

Okizeme

Yoshimitsu has strong mixup potential after a knockdown at the wall. Moves like f,n,d,D/F+1 and d+3 hit grounded, and FC d/f+1 (ws b+1) and u/b+1+2,2 hit an opponent standing up.

Yoshimitsu can make his KIN.3 and KIN.f1 -13 and -12 respectively by ending a juggle with 3 juggle hits with b+2,1,1+2~KIN, and timing the low to hit just after their tech roll invincibility ends with the last active frames. Yoshimitsu can potentially mix up an opponent with KIN.u+1+2 and KIN.f~n+2.

Yoshimitsu can refloat an opponent who doesn't tech roll after a screw attack with dash up iWS.4, for a mini-combo b+2,1,1+2~KIN.f+2 or b+2,1+2~KIN.b+2,1. The opponent can tech roll or hold back to avoid iWS.4, but the frame advantage is still in Yoshimitsu's favor.

Yoshimitsu can reset an opponent who tech rolls after a screw attack with dash up FC d/f+1. In the open most characters can avoid this by staying down or holding back.

Yoshimitsu can reset an opponent who holds back after a juggle with 3~4u which is a complete reset. Yoshimitsu can screw again with DGF.4 S! This can be avoided by tech rolling or staying down.

External links

  1. โ†‘ As-known-as the Granny Combo. Doesn't work off-axis.
  2. โ†‘ Moonsault Slayer guaranteed with sufficient delay.
  3. โ†‘ Or any wall carry ender
  4. โ†‘ 4.0 4.1 f,n,d,df+1 MUST be buffered.
  5. โ†‘ df+1 whiffs versus most females.
  6. โ†‘ Requires a fast, deep dash