Yoshimitsu combos (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 § Staples.

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

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

Damage values are with max juggle scaling, without rage, and no breaks.
Regular splat[w 1]
[22] 1SS f+1 3~4~u DGF.4
[18] 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 f+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
Reverse splat
Wall bounce
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, and Marduk
vs Fahkumram (regular splat)
vs bears
  1. Common after d2,2 or 3~4 in a juggle
  2. 13 damage in NSS
  3. Must be done at a long enough range, otherwise f+3+4 self-splats
  4. Common after 1SS f+3+4 W! in a juggle
  5. Minimum delay; 9 damage in NSS
  6. 9 damage in NSS
  7. Possible after b+2,1 W! or KIN b+2,1 W! in a juggle
  8. Deals 60 self-damage 1 frame afterward

Mini-Combos

KIN.1+2
f,F+2,2[6]
BT d+1
CH KIN f+1
CH (d/f+3),1
CH d+1
CH (1),1
CH BT d+1
1SS f,n,d,D/F+1
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[7]
CH b+1
1SS.1,1
NSS.2,1
NSS.1+4
CH NSS.2
NSS 1+4[8]

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[9].

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. As-known-as the Granny Combo. Doesn't work off-axis.
  2. Moonsault Slayer guaranteed with sufficient delay.
  3. Or any wall carry ender
  4. 4.0 4.1 CD+1 MUST be buffered.
  5. d/f+1 whiffs versus most females.
  6. Only against Marduk, Jack-7, Gigas, Fahkumram
  7. Only against Kuma and Panda
  8. Axis-dependent, character-dependent. Whiffs against some females.
  9. Requires a fast, deep dash