Yoshimitsu combos: Difference between revisions

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(โ†’โ€ŽMini-combos: a bunch of additions and damage numbers.)
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== Mini-combos ==
== Mini-combos ==


{{Combolist|columns=9em|
{{Combolist|columns=11em|
<!-- see https://wavu.wiki/t/Template:Combolist for usage -->
<!-- see https://wavu.wiki/t/Template:Combolist for usage -->
; [?] 1+4
; [21] 1SS.1+4 ย 
; [?] blocked NSS KIN.1+2,2*
; [0 (14)] blocked NSS KIN.1+2,2*
: [+?] b+2,2 <ref group="mini" name="heat">Heat engager</ref>
; [0] CH 1SS.1+2+3
: [+?] f,n,d,df+2
: [+22] b+2,2 <ref group="mini" name="heat">Heat engager</ref>
: [+14] f,n,d,df+2


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


; [?] CH b+1
; [12] CH 2 <ref group="mini" name="charspecific"/>
; [?] CH 2
; [9] CH b+1
: [+?] NSS.1+4 <!-- insert a ref to NSS.1+4 combos -->
: [+24] NSS.1+4 <!-- insert a ref to NSS.1+4 combos -->


; [?] f,F+3,1+2
; [20] f,F+3,1+2
: [+?] KIN.f+2<ref group="mini" name="heat" />
: [+17] KIN.f+2<ref group="mini" name="heat" />


; [?] CH (1),1
; [24] CH (df+3),1SS.1
; [?] CH (df+3),1
; [22] CH (1),1SS.1
; [?] CH KIN.d+1
: [+18] 1SS.f+1+2
; [?] CH BT.d+1
; [?] 1+2,p
; [?] uf+4<ref group="mini">Requires close distance to the wall without a wall splat</ref>
: [+?] f,n,d,df+1


; [30] NSS.2,1 <ref group="mini">requires forward dash</ref>
; [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>
; [?] f,F+2&#58;2 <ref group="mini">input as F>1~1+2</ref>
; [30] NSS.2,1 <ref group="mini" name="dash">requires forward dash</ref>
; [21] uf+4<ref group="mini" name="dash"/>
; [25] NSS.1+2+3<ref group="mini">Opponent can escape with quick back roll</ref>
: [+23] NSS.f+1+2
: [+23] NSS.f+1+2


; [?] 1SS.qcf+1
; [36] KIN.1+2
: [+20] f+1+2
; [20] BT.3
: [+?] ub+1+2
: [+16] BT.d+1


; [?] NSS.qcf+1
; [24] CH BT.d+1
: [+?] d+3
; [24] CH KIN.d+1
; [21] CH BT.2
; [21] CH f+2
; [21] CH (ws1),2
; [19] CH (df1),2
; [13] KIN.3
: [+31] NSS.ub+1+2
: [+23] NSS.f+1+2
: [+20] 1SS.ub+1+2
: [+18] 1SS.f+1+2


; [?] KIN.1+2
; [35] 1SS.qcf+1<ref group="mini" name="delay">Delay followups with a forward dash to increase damage dealt</ref>
; [?] MED.3
; [22] 1+2,P<ref group="mini" name="delay"/>
; [?] f,F+2&#58;2 <ref group="mini">Only vs Jack-8</ref>
: [+31] H.ub+1+2
: [+?] BT.d+1
: [+23] H.f+1+2
: [+20] 1SS.ub+1+2
: [+18] 1SS.f+1+2


; [?] KIN.3
; [30] NSS.qcf+1
: [+?] FC df+4
: [+23] NSS.f+1+2
}}
}}



Revision as of 21:18, 2 February 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.

Regular launch (e.g. df+2)
1+4 d+2,2,B df+1,2,1 T! 3,2,1+2
Pickup launch (e.g. NSS 1+4)
d+2,2,B df+1 d+2,2,2 T! 3,2,1+2

Mini-combos

[21] 1SS.1+4
[0 (14)] blocked NSS KIN.1+2,2*
[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 2]
[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
[35] f,F+2:2 [mini 3]
[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 (df1),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
  1. โ†‘ 1.0 1.1 Heat engager
  2. โ†‘ 2.0 2.1 Only off-axis SSL or against certain characters
  3. โ†‘ input as F>1~1+2. Some characters with unique getup options (e.g. Dragunov FDFT.1+2) can escape
  4. โ†‘ 4.0 4.1 requires forward dash
  5. โ†‘ Opponent can escape with quick back roll
  6. โ†‘ 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
df+2
combo for df+2 here

Wall

Regular carry (30% scaling)
[32] d+2,2,2 T! >NSS.ub+1+2
[27] d+2,2,2 T! b+1,1,1,1,1
[25] 3,2,NSS.1+2
[22] 1 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

Float

1
combo when you anti-air with jab here

Back-turned opponent

df+2
combo when you hit df+2 in the back

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 ยง Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.