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Author Topic: Yoshimitsu FAQ From Zaibatsu  (Read 1133 times)

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Offline BrokentierTH

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Yoshimitsu FAQ From Zaibatsu
« on: October 18, 2009, 08:55:30 PM »
NEED TO TEST

- DGF 4 by the wall grants u/f+3_u/f+4_BT throw on BT'd opponent?
- CH Fc d/f+4 into ws+3,2. Possible? YES!!!! [Confirmed]
- CH Fc d/f+4 into ws+2,1 BT d+2 ws+3,2. Possible? NO!!!! [Confirmed]
- CH (d+2),2 into qcf+3,2. Possible?
- CH (d+2),2 into d+1+2 FLE 1+2_FLE 2. Possible?
- Swordsweep faster?
- u/f+3_d/f+2,2 into 3~4, possible?Yes, but no followups [Confirmed]
- Post B! b+2~1+2 KIN b+1+2 tech catch?
- ws+2,1,3 jails? NO!!!! [Confirmed]
- uf+3, 1, d+2,2, 1~1_f+1+2. Possible?
- Does KIN 2,1+2 hit grounded? .Yes, second hit!!!! [Confirmed]
- Check out NSS KIN 1, how it recovers, general info. NH causes FDFA
- What is the most damaging juggle?
- Try longer juggles ending with qcf+3,2 since qcf+3 has longer range. YES!!!! [Confirmed]
- "Fixed" soul siphon? Not fixed, still fucked up.
- Test the possibility of KIN b+1+2 to tech catch after a wall combo. NO!!!! [Confirmed]



NEW MOVES: (last updated: 3/18/09)

ws+2,1,3_BT 1,3 (m,h,h_h,h) - i15, b -8,-9,-5
Last kick is now high, sends opponent far. Pushback on block.

NSS 2,1 (h,h,h) - i10, b -12
KND on hit. NOT the same as his old DR 2,1. NC, and the second hit tracks at least 180. Wall splat !!! and Jails.

d+2>2 (m,m) - i16, b -9,-14, h 0,0
high crush, at least jab punishable on block. NC only if not delayed. CS launcher on CH. When used as a juggle ender, the delayed second hit sends opponent higher for better wall combo.

3~4(~u) (m,m) - i16, b -5(0), h +4(+9)
NC, + on hit, safe on block. ~u into DGF. Tracks Yoshi's left. When 3~4~u is blocked, opponent's jab against yoshi is guaranteed.

NSS KIN 1 (sM) - i15, b -8, h PLD
Ground-hitting special mid.

1SS f+1+2 (m) - i17 b -8
Yoshi's new B! attack. Safe and push back on block. It feels like Bruce's b+2.

NSS Fc d/f+1,2 (l,L) - i25, b -19,-19, h pld,+8
Swordless spin extention to another spin that hits ground opponent. Massive stun on 2nd CH.


PROPERTY CHANGES:

  • ws+1,2 is now NCC.
  • You can walk forward (though slowly) while in KIN.
  • ws+2,1,2_BT 1,2 (m,h,m_h,m)
[+/–] The old f+1+2 is now in NSS only.
[+/–] WS_qcf+3,2 is now m,m. It's NCc, and punishable on block.
[–] MED 3 causes reverse B!.
[–] CH d+1_(d/f+3),1 delay no longer bounce opponents.
[–] Only the first hit of d/b+3,3,3 series hits ground.
[–] No conventional low jab, but can possibly done by d/f~d_d/b~d+1
[–] Fc d/f+4 cannot be done from iFc d/f+4
[–] Shorter 1+4 range
[–] f,F+4 turnaround jab juggle is no longer applicable.



Latest Ina tekken punish guide
Frame, Command Input, Hit Range, Damage, Hit frame/property, Reach, Misc. Info

i6, 1SS 1+4, m, 21+juggle, Opp down, Short, 1SS only.
i8, NSS 1+4, m, 21+juggle, Opp down, Short, NSS only.
i10, 1,1, h,m, 23(7,16), -4Opp crouch, Medium, 1SS only.
i10, 2,2, h,h, 18(10,8), +5, Medium.
i10, 2,1, h,hh, ?(10,10,?), Opp down, Medium, NSS only.
i12, d/f+4, m, 15, +4, Long.
i13, d/f+1, m, 13, +5, Long.
i15, u/f+3, m, 15+juggle, JG, Medium.
i15, b+2, m, 15, +2, Very long, NSS only.
i15, d/f+2, m, 13+juggle, JG, Long, NSS only
i15, 4,4, h,h, 34(17,17), -3?, Long.
i16, d/f+2,2, m,m, 24(10,14)+juggle, JG, Long, 1SS only
i16+, f,f+4, m, 20+juggle, JG, Very long
i17?+, CD+1, m, 18+juggle, JG, Long-Very long.
i17, f+1+2, m, 18?, Opp down, Very long, 1SS only
i21, f+3+4, m, 30?, Opp down, Very long.
i27+, 4~3, m, 35+juggle, JG, Long.



COMMON JUGGLES: (Credited to SyLVoS)

-f,F+4 BT 1 BT d+2 WS+3,2 B!

-u/f+3 b+1,1 b+1,1,1,(1),1 f+1+2 B!
-u/f+3 b+1,1 b+1,1 b+1 f+1+2 B!
-u/f+3 b+1,1 b+1,1,1 qcf+3,2 B!

-swordsweep d/f+1 1 b+1,1 f+1+2, B!
-swordsweep d/f+1 1 b+1 b+2,1~1+2, KIN f+2

-CH FC d/f+4 WS+2,1,3
-CH FC d/f+4 WS+3,2, B!
-CH FC d/f+4 cc d/f+1, 1, b+1,1, f+1+2 B!

-flash d+1+2, FLE 1+2, b+2,1~1+2, KIN f+2
-flash d+2>2

-NSS d/f+2 f+3+4 1 b+1 d+1 B!
-NSS d/f+2 f+3+4 1 b+1 b+2,1~1+2 KIN f+2


POST B! OPTIONS: (Credited to SyLVoS)

-b+2,1(~1+2)
-d+2>2
-3~4
-f+3+4
-b,b u/f+1+2~d

LOW-PARRY B! OPTIONS: (Credited to SyLVoS)

-LP B! d/f+1, 1, b+1, b+2,1~1+2, KIN f+2 [for damage]
-LP B! d/f+1, 1, b+1,1, f+1+2 [for oki]
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Offline Reez

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Re: Yoshimitsu FAQ From Zaibatsu
« Reply #1 on: November 03, 2009, 03:55:25 AM »
โอ้ frame data ของ Yoshi !!!!
ในที่สุด !!!
ก็รู้ว่า yoshi punish ยอดแย่  :cry:

Offline MAMBA

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Re: Yoshimitsu FAQ From Zaibatsu
« Reply #2 on: November 04, 2009, 01:10:34 PM »
โอ้ frame data ของ Yoshi !!!!
ในที่สุด !!!
ก็รู้ว่า yoshi punish ยอดแย่  :cry:

ใจเย็นพี่รีสไม่แย่เท่าภาคเก่าหรอก  :wink:


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