Lichmassacre (talk | contribs) m (Navbox added.) |
Psychoblue (talk | contribs) No edit summary |
||
Line 2: | Line 2: | ||
{{SFxTCharacterHeader|Yoshimitsu|yoshimitsu| | {{SFxTCharacterHeader|Yoshimitsu|yoshimitsu| | ||
Point | |||
| | | | ||
Yoshimitsu is a fairly complex character, but not necessarily in a manner that is high execution. | |||
Most of his buttons are very awkward to use in a traditional sense, and even seemingly good | |||
hitboxes on his sword-based normals aren’t as good as they may appear to be. To compensate | |||
for this, Yoshimitsu makes due with the other tools he has at his disposal to confound | |||
opponents. He has numerous ways he can safely tag in his partner, chief among them his | |||
Sword Poke Windmill that can lure opponents closer to him. This is especially useful as a whiff | |||
punish on the ground, and sometimes it will even catch opponents in the air. His Overhead | |||
target combo is another safe tag-in option, and counts as an “off the ground” attack that will | |||
crush certain low attacks. His j.HP is a powerful offensive weapon, as it is active for a long time, | |||
starts up quickly, and has a hitbox that completely protects his hurtbox when activated. This | |||
makes it useful for both jump-in and air-to-airs, and he can get full combos off both. Yoshimitsu | |||
is also well-equipped to deal with aerial assaults from the ground, as his DP has air crush | |||
properties and leads to a follow-up juggle. If you have meter and life to spare, Yoshimitsu’s EX | |||
Suicide into a tag combo can lead to absurd damage, potentially turning the tide of battle into | |||
your favor. Because Yoshimitsu has so many options to safely tag in his partner, and because | |||
his own solo damage is lacking, it is best to have Yoshimitsu start the match and utilize his | |||
assortment of safe tag options to bring his partner into the match. | |||
| | |||
+Multiple ways to safely tag cancel into his partner (P and K variations of Slap U Silly, Sword | |||
Poke Windmill) or to continue a combo | |||
+Possesses a DP with air crush properties that can lead into a full combo. | |||
+Teleport allows him to advance or retreat quickly | |||
+Overhead Target Combo can lead to a safe tag cancel on block or hit | |||
+EX Suicide Tag Combos, if successful, can lead to massive damage | |||
+j.HP is one of the best high-priority air normals in the entire game and is extremely difficult to | |||
anti-air | |||
| | |||
-Lackluster solo combos | |||
-Not very threatening without meter | |||
-Struggles offensively thanks to his normal attacks having bad priority, awkward hitboxes, | |||
limited utility, or all of the above | |||
-Only his EX DP has ground invincibility}} | |||
Line 108: | Line 147: | ||
== Combos == | == Combos == | ||
=== Bread and Butters === | === Bread and Butters === | ||
* | |||
* st.MK xx dp+HP, st.LK, st.LK, st.MK xx dp+HP (306) | |||
(0bar, easy) | |||
=== Hit Confirm Combos === | === Hit Confirm Combos === | ||
* | |||
* f+HK>f+HK>f+HK, st.MK xx dp+HP (238) | |||
(0bar, easy) | |||
=== Post-launch Combos === | |||
* cl.MP, cr.LP, st.MK xx dp+HP | |||
(0bar, easy) | |||
* cl.MP xx CADC, cl.MP, st.MK xx dp+HP | |||
(0bar, medium) | |||
=== Advanced Combos === | === Advanced Combos === | ||
* | |||
* f+MK, st.MK xx dp+HP, st.LK, st.LK, st.MK xx dp+HP (311) | |||
(0bar, overhead, counterhit, easy) | |||
* dp+MP, st.LK, st.LK, st.MK xx dp+HP (262) | |||
(0bar, invincible, easy) | |||
* dp+LP, st.LK, st.LK, st.MK xx dp+HP (242) | |||
(0bar, anti-air, easy) | |||
=== Combos Into Supers === | === Combos Into Supers === |
Revision as of 21:06, 26 September 2023


Yoshimitsu
Ideal Team Position: Point
Yoshimitsu is a fairly complex character, but not necessarily in a manner that is high execution. Most of his buttons are very awkward to use in a traditional sense, and even seemingly good hitboxes on his sword-based normals aren’t as good as they may appear to be. To compensate for this, Yoshimitsu makes due with the other tools he has at his disposal to confound opponents. He has numerous ways he can safely tag in his partner, chief among them his Sword Poke Windmill that can lure opponents closer to him. This is especially useful as a whiff punish on the ground, and sometimes it will even catch opponents in the air. His Overhead target combo is another safe tag-in option, and counts as an “off the ground” attack that will crush certain low attacks. His j.HP is a powerful offensive weapon, as it is active for a long time, starts up quickly, and has a hitbox that completely protects his hurtbox when activated. This makes it useful for both jump-in and air-to-airs, and he can get full combos off both. Yoshimitsu is also well-equipped to deal with aerial assaults from the ground, as his DP has air crush properties and leads to a follow-up juggle. If you have meter and life to spare, Yoshimitsu’s EX Suicide into a tag combo can lead to absurd damage, potentially turning the tide of battle into your favor. Because Yoshimitsu has so many options to safely tag in his partner, and because his own solo damage is lacking, it is best to have Yoshimitsu start the match and utilize his assortment of safe tag options to bring his partner into the match.
Strengths | Weaknesses |
---|---|
+Multiple ways to safely tag cancel into his partner (P and K variations of Slap U Silly, Sword Poke Windmill) or to continue a combo +Possesses a DP with air crush properties that can lead into a full combo. +Teleport allows him to advance or retreat quickly +Overhead Target Combo can lead to a safe tag cancel on block or hit +EX Suicide Tag Combos, if successful, can lead to massive damage +j.HP is one of the best high-priority air normals in the entire game and is extremely difficult to anti-air |
-Lackluster solo combos -Not very threatening without meter -Struggles offensively thanks to his normal attacks having bad priority, awkward hitboxes, limited utility, or all of the above -Only his EX DP has ground invincibility |
Moves
Normal Attacks









































crossup





















crossup






Unique Attacks


Sliding Headbutt


















can be repeated 2 more times





























Bronze Fist
Steel Fist










Throws









Special Moves























deals damage to self
causes self-crumple


rapidly press

for additional hits


after 6 hits, causes
Yoshimitsu to crumple




rapidly press

for additional hits


after 6 hits, causes
Yoshimitsu to crumple










vacuum effect


Super Combo


Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- st.MK xx dp+HP, st.LK, st.LK, st.MK xx dp+HP (306)
(0bar, easy)
Hit Confirm Combos
- f+HK>f+HK>f+HK, st.MK xx dp+HP (238)
(0bar, easy)
Post-launch Combos
- cl.MP, cr.LP, st.MK xx dp+HP
(0bar, easy)
- cl.MP xx CADC, cl.MP, st.MK xx dp+HP
(0bar, medium)
Advanced Combos
- f+MK, st.MK xx dp+HP, st.LK, st.LK, st.MK xx dp+HP (311)
(0bar, overhead, counterhit, easy)
- dp+MP, st.LK, st.LK, st.MK xx dp+HP (262)
(0bar, invincible, easy)
- dp+LP, st.LK, st.LK, st.MK xx dp+HP (242)
(0bar, anti-air, easy)
Combos Into Supers
- N/A