Yoshimitsu combos (Tekken 7): Difference between revisions
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== Float == | |||
{{Combolist| | |||
; 1 | |||
: combo when you anti-air with jab here | |||
}} | |||
== Back-turned opponent == | |||
{{Combolist| | |||
; df+2 | |||
: combo when you hit df+2 in the back | |||
}} | |||
== Stage break == | |||
{{Combolist|columns=1| | |||
; 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>. | ||
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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. | ||
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Yoshimitsu can force his opponent to get up backturned if he wall splats an opponent slightly off-axis to the left relative to the wall (must be off-axis before the launch, trying to adjust the alignment mid-combo does not work), by using 1, b+2,1 as a wall ender. From here, b+2,1 is guaranteed for a relaunch if the opponent techrolls, though it will fail to relaunch most other wakeup options, and can even be blocked with a delayed quick stand. However, f,n,d,d/f+1 will also relaunch techrolls, wakeup kicks, and quick stand, and will also hit grounded against opponents who don't do any of these. | Yoshimitsu can force his opponent to get up backturned if he wall splats an opponent slightly off-axis to the left relative to the wall (must be off-axis before the launch, trying to adjust the alignment mid-combo does not work), by using 1, b+2,1 as a wall ender. From here, b+2,1 is guaranteed for a relaunch if the opponent techrolls, though it will fail to relaunch most other wakeup options, and can even be blocked with a delayed quick stand. However, f,n,d,d/f+1 will also relaunch techrolls, wakeup kicks, and quick stand, and will also hit grounded against opponents who don't do any of these. | ||
== 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] |
Revision as of 04:32, 12 May 2022
Yoshimitsu (Tekken 7) |
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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 |
|
f,n,d,d/f+2 S! d/f+1 2 b+2,1+2 KIN.b+2,1 |
Pickup |
|
d+2,2 d/f+1 d2,1 S! b+2,1 |
Crouching |
|
ws1,2 S! d/f+1 2 b+2,1 |
Instant Screw |
|
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
- FC d/f+4
- FLE.2
- FDFA.3
- FDFT.3
- FDFT.4
- 1SS.f+3+4
- FLE.n FLE.1+2
- FLE.n FLE.2
- CH 1SS (1,2),1
- d/f+1+2 ws4 b+2,1,1+2~KIN f+2
- f,n,d,D/F+2 S! d2,2 b2,1,1+2~KIN f+2[m 4]
- CH b+1
- 1SS.1,1
- NSS.2,1
- NSS.1+4[m 8]
- SSL,f~n CH 2
- NSS 1+4[m 9]
- โ Only against Marduk (Who can escape it), Jack-7, Gigas, Fahkumram
- โ Requires the wall or a precise forward dash
- โ Requires the wall
- โ Only against Kuma and Panda
- โ Character-dependent may require a wall to work
- โ Requires a hit on a crouching opponent in the corner
- โ +22a
- โ +29a
- โ character-dependent. Whiffs against some females.
- โ Only available vs Bryan
- โ +35a (+25a)
Staples
- d/f+2
- u/f+3
- KIN b+2,1
- FC D/F+1
- 1+4
- R.u/b+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]
- d/f+2
- [43] f+3 S! d/f+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
- [49] f,n,d,D/F+1 d/f+1 b+2 f,n,d,D/F+2 S! QCF+1[4]
- u/f+3
- [43] f+3 S! d/f+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
- [49] f,n,d,D/F+1 d/f+1 b+2 f,n,d,D/F+2 S! QCF+1[4][5]
- 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,D/F+2 S! d/f+1 b+2,1,1+2~KIN f+2
- Low Parry
- [45] NSS u/f+3 1+4 f,n,d,D/F+2 S! f+3+4~FLE.2
Wall
- Regular splat[w 1]
- [22] 1SS 1, 3~4~u DGF.4
- [16] 2,2 f,n,d,d/f+1[w 2]
- [17] NSS 2,2 f+1+2
- [16] 2,2,1+2 KIN.1+2
- [15] NSS f+3+4[w 3] 1+4
- Low splat[w 4]
- [14] d/b+3,3,3,3,3,3
- [13] b+2>1[w 5]
- [12] FLE f,f FLE f,f
- [11] f,n,n,d/f+1[w 6]
- [10] d/b+3,3,4
- High splat[w 7]
- [26] 1SS KIN f+2 3~4~u, DGF.4
- [?] 1SS f+3, 1, 3~4~u, DGF.4
- [?] 2,2 2,2 f,n,d,d/f+1
- [?] NSS f+3 2,2 f+1+2
- Very high splat
- [34] 1SS f,F+4, BT.d+1+4[w 8]
- Side splat
- f+1+2
- u/f+1
- f,n,d,d/f+2
- 2,3
- Reverse splat
- Wall bounce
- 1SS f,n,d,d/f+1,1+2, KIN.f+2, 1, 3~4~u, DGF.4
- 1SS f,n,d,d/f+1,1+2, KIN.f+2, 2,2, f,n,d,d/f+1
- 1SS 2,3 W! f+1 3~4~u, DGF.4
- 1SS 2,3 W! 2,2 f,n,d,d/f+1
- vs Gigas, Jack, Marduk, Fahkumram
- 1SS f,F+2:2, BT.d+1
- vs bears, Gigas, Marduk
- [21] 1, d/f+1,2,D/B+2,2,2,2,2 [w 9]
- โ Common after d2,2 or 3~4 in a juggle
- โ 14 damage in NSS
- โ Must be done at a long enough range, otherwise f+3+4 self-splats
- โ Common after 1SS f+3+4 W! in a juggle
- โ Minimum delay; 9 damage in NSS
- โ 9 damage in NSS
- โ Possible after b+2,1 W! or KIN b+2,1 W! in a juggle
- โ Deals 60 self-damage 1 frame afterward
- โ Can add one more D/B+2 to add 2 damage but recover grounded
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 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.
Yoshimitsu can force his opponent to get up backturned if he wall splats an opponent slightly off-axis to the left relative to the wall (must be off-axis before the launch, trying to adjust the alignment mid-combo does not work), by using 1, b+2,1 as a wall ender. From here, b+2,1 is guaranteed for a relaunch if the opponent techrolls, though it will fail to relaunch most other wakeup options, and can even be blocked with a delayed quick stand. However, f,n,d,d/f+1 will also relaunch techrolls, wakeup kicks, and quick stand, and will also hit grounded against opponents who don't do any of these.