Yoshimitsu (Tekken 7) |
---|
Yoshimitsu has a unique 6-frame mid launcher in the form of Flash (1+4, While Rising 1+4, Kincho 1+4). On paper, this is a fantastic move. It should be the ideal punisher, and a strong interrupt tool; however, the main limitation of Flash is range. Most use cases of Flash are character matchup dependent or require setups.
There are a few techniques to extend the range of Flash, each with their own situational use case:
- No Sword Stance variants of Flash all have extended range, as the hurtbox includes the unsheathing animation. The No Sword Stance variants are 2 frames slower than normal Flash. Using Flash in No Sword Stance returns to One Sword Stance.
- Standing Flash can be Kara canceled into with 4~1+4. A Kara is a variant of a slide input, except going from a one-button input to a multi-button input. The startup frames of 4 moves Yoshimitsu forward slightly. This input cannot be buffered and adds at least one frame to the startup of Flash. Can be used in No Sword Stance.
- Against moves that are -11 (-13 in No Sword Stance) or more, a buffered forward dash into Flash extends the range greatly.