Yoshimitsu combos: Difference between revisions

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; Instant Tornado (e.g. dgf.2,4)
; Instant Tornado (e.g. dgf.2,4)
: (1ss) f2,1 3~4u dgf.f1+2
: (1ss) f2,1 3~4u DGF.f1+2
: (NSS) f3+4 1+4 3~4u DGF.f1+2
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Revision as of 00:50, 15 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 § 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. dgf.2,4)
(1ss) f2,1 3~4u DGF.f1+2
(NSS) f3+4 1+4 3~4u DGF.f1+2

Mini-combos

[21] 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. 1.0 1.1 Heat engager
  2. 2.0 2.1 Only off-axis SSL or against certain characters
  3. Input as F>1~1+2. Some characters with unique getup options (e.g. Dragunov FDFT.1+2) can escape
  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
[+82] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 HB H.1+4 f,F+2,2 H.f+1+2[s 1]
[+59] f,n,d,df+1 df+1 b+2,1,1+2 KIN.b+2,1 T! f,F+1+4*,n[s 2]
[+57] 1+4 d+2,2,B df+1,2,1 T! NSS.1+4 1SS.f+3+4
[+54] 1+4 d+2,2,B df+1,2,1 T! 3,2,NSS.1+2[s 3]
[+53] 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
[27] CH ss4
[27] CH kin.4
[+49] kin.4 kin.b2,1 T! 3~4u dgf.f1+2
[+49] d2,2B df1 d2,2,2 T! ssr NSS.1+4 d2,2
  1. Input H.f+1+2 as F>1~1+2. If opponent stands up, heat dash combo followup is guaranteed
  2. Deals 60 self damage 1 frame afterwards
  3. Whiffing b1 instead of dashing after T! spaces correctly so all 3 hits of 3,2,1+2 hit consistently

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
[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


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.