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Previously garbage tier, Yoshi got a few buffs in 2013 that made him better. He still is a very awkward character but is very fun to use. His walkspeed is slow, his moves are long, and his target combos are weird. The thing about Yoshimitsu is that all of that weirdness can be used to your advantage. He is great at building meter and doing tag combos and his | Previously garbage tier, Yoshi got a few buffs in 2013 that made him better. He still is a very awkward character but is very fun to use. His walkspeed is slow, his moves are long, and his target combos are weird. The thing about Yoshimitsu is that all of that weirdness can be used to your advantage. He is great at building meter and doing tag combos and his Tekken Strings make him move backwards, spin, and pretty much move around everywhere. Yoshimitsu is not a character that you want to keep in for very long but is great at being a supporting character. Probably the closes character to being an "assist" character (a team support character from UMvC3) in SFxT.}} | ||
Revision as of 09:05, 20 April 2013


Yoshimitsu
Ideal Team Position: TBW
Previously garbage tier, Yoshi got a few buffs in 2013 that made him better. He still is a very awkward character but is very fun to use. His walkspeed is slow, his moves are long, and his target combos are weird. The thing about Yoshimitsu is that all of that weirdness can be used to your advantage. He is great at building meter and doing tag combos and his Tekken Strings make him move backwards, spin, and pretty much move around everywhere. Yoshimitsu is not a character that you want to keep in for very long but is great at being a supporting character. Probably the closes character to being an "assist" character (a team support character from UMvC3) in SFxT.
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves
Normal Attacks
speccancel
hardknockdown
crossup
knockdown vs airborne
crossup
knockdown vs airborne
Unique Attacks
Sliding Headbutt
can be repeated 2 more times
knockdown vs airborne
knockdown vs airborne
knockdown vs airborne
k --- p
knockdown on 5th hit
knockdown vs airborne
Bronze Fist
Steel Fist
high on 5th hit
knockdown vs airborne
Throws
Special Moves
crumple on ex
knockdown vs airborne
crumple on ex
knockdown vs airborne
knockdown
crumple
knockdown vs airborne
deals damage to self
causes self-crumple
rapidly press p
for additional hits
knockdown vs airborne
after 6 hits, causes
Yoshimitsu to crumple
ex cannot be followed up
ex will prevent self-crumple
rapidly press k
for additional hits
knockdown vs airborne
after 6 hits, causes
Yoshimitsu to crumple
ex cannot be followed up
ex will prevent self-crumple
vacuum effect
hardknockdown on ex
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
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A