Yoshi Combo + Setup Listing

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UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#1 “Quote” Edit Post
I'm putting most of yoshi's useful/common combo stuff + setups in one place with damage quotes to aid new players. I'll start with combo variants useful for consistency and ease, as well as additional wall carry, followed by swordless (NSS) variants. After that will be a whole section on setups and tricks. In the next post will then be a section for everything involving the wall, including setups. Pro tip: hit control + f to search specific launchers.

Consistency notes: Some combos which incorporate a jab can use a 2 jab instead of 1 for an additional 2 combo damage, but at the cost of consistency when off axis to the left when following up with d2 strings, and it won't allow you to connect swordless charge afterwards either. KIN f2 connects off axis to the right without having to be timed as precisely. Getting the third hit of d221 is a matter of delaying the 2nd hit (or both) sufficiently long. Dashing into df1 can result in accidental CD options if you have a neutral gap in your directional inupts, doing ff~df1 for the dash without letting go of the d-pad can eliminate this problem. Kin b21 off axis right can whiff after several hits, just be aware.


Df2: i15. Safe at -6 on block. Doesn't launch crouchers on normal hit. High launch allows for special swordless combos.

Balanced:
53: f3 S!, d22, b21~1+2, kin b21
57: f3 S!, d22, b21~1+2, kin f2
59: 3~4u, DGF 2, DGF 4 S!, dash f3+4, flea 2
62: CD1~1+2, kin b21, CD2 S!, d221
68-73: CD1~1+2, kin b21, CD2 S!, qcf1

Wall Carry:
49: f3 S!, dash 1, b1, b1, b11, f3+4
50: f3 S!, dash 1, b1, b1, b1, d221 (or b21 for 45)
56: 3~4u, DGF 2, DGF 4 S!, d221
58: b2~1+2, kin b21, CD2 S!, d221

Swordless:
55: f3+4, 23 S!, f3+4, b21 (or d22)
55: f3 S!, f3+4, 1, f3+4, b21
59: CD1, CD2 S!, f3+4, b21~1+2, kin f2
61: f3+4, CD 2 S!, f3+4, 1, f3+4, b21 (or d22)
67-72: f3+4, dash 1+4, b2, CD 2 S!, qcf1 difficult, 72 damage if opponent tech rolls


Uf3: 2 more damage than df2 and also i15, but -13 on block. Launches crouchers. Ducks highs a bit as well as crushing lows. Recovery makes immediate NSS charge impossible.

Balanced:
61: f3 S!, 1+2~kin f, kin b21, b21~1+2, kin f2
61: 3~4u, DGF 2, DGF 4 S!, dash f3+4, flea 2
67-72: CD1, df1, b2, CD 2 S!, qcf1 (64 vs quick recovery, 72 vs tech roll. BNB on open ground).

Wall Carry:
51: f3 S!, dash 1, b1, b1, b11, f3+4
52: f3 S!, dash 1, b1, b1, b1, d221 (or b21 for 45)
58: 3~4u, DGF 2, DGF 4 S!, d221

Swordless:
57: f3 S!, f3+4, 1, f3+4, b21
60: f3 S!, f3+4, 2, b21~1+2, kin f2


FF4: Long range mid launcher. Can avoid punishes on block by recovering with b or db mixup, as well as buffered b33/b44.

Balanced:
52: BT 1, BT 1, BT 13 (easy)
62: BT 2 S!, 1+2~kin b21, b21~1+2, kin f2

Wall Carry:
53: BT 2 S!, dash 1, b1, b1, b1, d221 (or b21)
52: BT 2 S!, dash 1, b1, b1, b11, f3+4

Note: Jab after BT 2 can be done too early to connect. Either wait a micro second or side step before dashing into 1 if you are whiffing the jab.

Swordless:
59: bt 2 S!, d22, b21~1+2, kin f2
61: bt 2 S!, f3+4, 2, b21~1+2, kin f2


1+4 (flash): Infamous i6 launcher. Becomes i8 in sworldess but gains range. Identical combos because he pulls out the sword when in swordless anyway.

Balanced:
61: d21 S!, df1, b21~1+2, kin f2 (d21 isn't always consistent off axis to the left)
62: CD2 S!, df1, 2, b21~1+2, kin f2 (replacing cd2 with f3 is more damage, but less consistent on some characters)
67: 3~4u, DGF 2, DGF 4 S!, dash f3+4, flea 2
69-74: b2~1+2, kin b21, CD2 S!, qcf1 (BNB on open ground)

Wall Carry:
55: CD2 S!, dash 1, b1, b1, b11, f3+4
56: CD2 S!, dash 1, b1, b1, b1, d221 (or b21)
64: 3~4u, DGF 2, DGF 4 S!, dash d221 (or b21)
65: d22, df1, d21 S!, d221


CD 1 (f, n, d, df1): i17 bufferable long range launcher. Launch punishable on block, but puts out good pushback to make it hard to punish. Pointless to do in swordless.

Balanced:
68: kin 4 S!, 1+2~kin f, kin b21, b21~1+2, kin f2
71: CD1~1+2, kin b21, CD2 S! d221
77-82: CD1~1+2, kin b21, CD 2 S!, qcf1

Wall Carry:
56: kin 4 S!, dash 1, b1, b1, b11, f3+4
59: kin 4 S!, df1, 1, d221 (don't use the 2 jab)


4~3: Extremely evasive slow mid launcher. Only -12 on block. Big damage.

Balanced:
73: delayed hopkick, d21 S!, b21~1+2, kin f2
78: late delayed hopkick, 3~4u, DGF 4 S!, dash f3+4, flea 2 (timing dependent)
80-85: delayed hopkick, d22, CD 2 S!, qcf1 (77 vs quick recovery, 85 if they tech roll)

Wall Carry:
69: delayed hopkick, d21 S!, b2~1+2, kin b21
73: delayed hopkick, d21 S!, dash jab, d221 (or b21)

Swordless:
76: delayed hopkick, CD 2 S!, f3+4, 1, f3+4, b21

Note: delayed hopkick in these combos is performed by holding up + forward till you jump, then hit 4 once airborne.


NSS FC df3:

54: ws12 S!, f3+4, b21~1+2, kin f2
57: ws4, CD 2 S!, f3+4, 1, f3+4, b21


FC df1 (sword sweep): Unblockable low from crouch with short reach. Can be inputted with FC df1 after a brief delay, FC qcb1, or FC b1. Pick whichever is most consistent for you. Blockable with swordless, but gains an extension. Doesn't leave crouched despite the animation aesthetic.

Balanced:
60: f3 S!, 1+2~kin f, kin b21, b21~1+2, kin f2
58: 3~4u, DGF 4 S!, dash f3+4, flea 2

Wall Carry:
48: f3 S!, dash 1, b1, b1, b11 f3+4
49: f3 S!, dash 1, b1, b1, b1, d221
51: d22, df1, d21 S!, b21 (or difficult d221 for 56)
55: 4~3u, DGF 4 S!, d221

Swordless:
57: f3 S!, f3+4, 2, b21~1+2, kin f2
60: f3+4, CD2 S!, f3+4, 1, f3+4, b21 (charge is inconsistent at point blank sweep)
63: f3+4, 1+4, b2, CD 2 S!, f3+4, flea 2


WS 21: i15 launcher from crouch. Leads to DGF, granting a float combo punish if blocked. Great range, solid damage. Doesn't launch in swordless, use uf3 instead from crouch for punish.

Balanced:
70: DGF 2, DGF 2, DGF 4 S!, b21~1+2, kin f2 (or d221 for the wall)
70: DGF 4 S!, 1+2~kin f, kin b21, b2~1+2, kin b21
74-79: DGF 2, d, df1, b2, CD 2 S!, qcf1

Wall Carry:
65: DGF 4 S!, dash jab, b1, b1, b1, d221


CH FC df4:

Balanced:
59: ws12 S!, df1, b21~1+2, kin f2
61: ws4, b2, CD2 S!, f3+4, flea 2

Wall Carry:
54: ws12 S!, dash jab, b11, f3+4

Swordless:
61: ws12, f3+4, b21~1+2, kin f2
64: ws4, CD 2 S!, f3+4, 1, f3+4, b21


CH KIN 3:

Balanced:
56: ws12 S!, b21~1+2, kin b21
58: ws12 S!, df1, b21~1+2, kin f2
60: ws4, b2, CD2 S!, f3+4, flea 2
64-69: ws4~1+2, kin b2, CD2 S!, qcf1

Wall Carry:
50: ws12 S!, dash jab, b1, b1, b21 (or d221)
53: ws12 S!, dash jab, b11, f3+4

Swordless:
60: ws12, f3+4, b21~1+2, kin f2
64: ws4, CD 2 S!, f3+4, 1, f3+4, b21


CH ff3: High damage combos on CH. Steppable and walkable both directions up, close but catches to the left at range. Identical combos in swordless for 5 less damage.

78-82: d22, df12 S!, ff1+2, d1
81-85: kin transition, kin b21, df12 S!, ff1+2, BT d1
82: kin transition, kin 1+2, BT d1


SS4 and KIN 4: Common frame trap and kin transition. CH off a SS4 to yohi's left doesn't give many good followups. KIN 4 and side stepping to the right with 4 give smoother followups.

SSL4:
55: MED 3, BT d1

SSR4:
64: SS right, df1, 23 S!, d221
67: KIN 4 or f3 S!, df1

KIN 4:
64: d22, 23 S!, d221
71: KIN 4 or f3 S!, d22, b21~1+2, kin f2

Swordless KIN 4:
68: ssr, d22, 23 S!, f3+4, b21
75: f3+4, CD2 S!, f3+4, 1, f3+4, b21 (off side step right variant only)


F4: Wall bounce

Close (61): 23 W!, 22~1+2, kin 1+2
Medium (62): b22 W!, b11, f4
Medium (69): 3~4 W! (high), f3, b11, f4
Far (67): b21 W!, uf3+4 b1 4


Low Parry:

Balanced:
44: f3 S!, d22, b21~1+2, kin f2
46: 3~4u, DGF 2, DGF 4 S!, f3+4, flea 2
48: b2~1+2, kin b21, CD2 S!, qcf1

Wall Carry:
39: d22, df1, d21 S!, b21

Swordless:
42: f3+4, 23 S!, f3+4, b21
45: f3 S!, f3+4, 2, b21~1+2, kin f2
48: f3+4, CD2 S!, f3+4, 1, f3+4, b21
54-59: f3+4, dash 1+4, b2, CD 2 S!, qcf1 (hard)


Open ground setups:

Pattern A: Quick qcf1 ender here is not guaranteed, but hits most of the common options (tech roll, back and grounded). Won't hit opponents that stay grounded to roll to the side, or front rollers. Wakeup kicks can sometimes interrupt after d22, but whiff just as often (opponent can end up kicking the wrong way for some reason). You can also attempt other attacks than qcf1 if they get up, for a chance to catch them in the rear, mix them up with other unblockables like uf1+2 or dash ub1+2 1, punish getup kicks, and to apply stance pressure. If they stay down and start rolling, you can also hit them with other things like FC df4 for free damage. QCF1 unblockable requires sword.

Df2: f3 S!, b21~1+2, kin b21, qcf1 (52-77)
Uf3: f3 S!, b21~1+2, kin b21, qcf1 (54-79)
ff4: BT 2 S! b21~1+2, kin b21, qcf1 (55-80)
1+4: CD 2 S!, b21~1+2, kin b21, qcf1 (58-83)
4~3: delayed hopkick, d21 S!, 1, d22, qcf1 (68-93)
CD 1: Kin 4 S!, b21~1+2, kin b21, qcf1 (57-82)
FC df1: CD 2 S!, b21~1+2, kin b21, qcf1 (49-74)
WS 21: DGF 4 S!, b21~1+2, kin b21, qcf1 (67-92)
CH FC df4: ws4~1+2, kin b21, CD 2 S!, d22, qcf1 (53-78)


Pattern B: The BT d1 is guaranteed if they don't tech roll for strong damage. If they do tech roll, you can hold down + towards the opponent to put out strong mixups instead. For instance, tech rolling leaves them in range of FC df1 from here, as well as all of his WS moves and other moves like ff4. Also, if they tech roll they are in range of your BT mixups if you choose not to turn around (and BT d1 hurts even more after they stand again). Works in swordless but BT d1 does 4 less damage.

Df2: f3 S!, dash f34, BT d1 (49-63)
Uf3: f3 S!, dash f34, BT d1 (51-65)
ff4: BT 2 S!, dash f34, BT d1 (52-66)
1+4: f3 or d21 or CD 2 S!, dash f34, BT d1 (57-71)
CD 1: Kin 4 S!, dash f34, BT d1 (56-70)
FC df1: f3 or CD 2 S!, dash f34, BT d1 (48-62)
WS 21: DGF 4 S!, dash f34, BT d1 (64-78)
CH FC df4: ws12 S!, dash f34, BT d1 (50-64)
NSS FC df3: ws12 S!, dash f34, BT d1 (44-58)

Note: To avoid getting ff3 when you dash into f3, you can do ff, slide to df, then slide back to f before hitting 3 to perform f3 after a canceled dash. Takes a bit of practice but not too difficult. Also, slightly delaying BT d1 adds 2 damage if they don't tech roll.


Pattern C: There are many stance followups yoshi can employ to continue pressure.

KIN: Instead of ending a b21 combo with kin f2, you can hold forward after b21~1+2, which causes yoshi to dash forward. This realigns you against an opponent's tech roll after a little over a single dash. For instance:

df2, f3 S!, df1, 2, b21~1+2, f, mixup with kin 3 and kin 1+2

DGF: You can also use kin to transition to close range dragonfly with Kin u1+2, and holding forward in dragonfly realigns you against tech roll after entering stance. For example:

ff4, BT 2, df1, 2, b21~1+2, kin u1+2, f, DGF mixup with 3+4 and 4

FC mixups: You can enter FC mixups from flea 1, commonly entered with yoshi's f3+4 combo ender. If your opponent tech rolls they are left close for mixups, but after many hits an opponent that holds back will require longer moves to reach them such as FC df4 or ff4. Example:

CH FC df4, ws12 S!, f3+4, flea 1, mixup with FC df1 and uf3

VS backwards tech: f3+4, flea 1, mixup with FC df4 and ff4, or uf1+2d.

Last edited by UberDuder on Nov 5th, 2019 at 23:39

UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#2 “Quote” Edit Post
There are several considerations worth making to reaching the wall. While yoshi has a high potential wall carry, his combos often contain few hits and his moves have fairly quantized carry ranges, which means gauging the proper wall distance in advance can be tricky with him. This is compounded by the fact that all of yoshi's options have pretty dramatic tradeoffs.

Pre-wall phase:

A (b1 method): Following a launcher, you can opt for an early tailspin, which lets you dash up and jab the opponent with 1 as their feet begin to fall. This in turn allows for several b1's chained together after jab, with each b1 carrying yoshi and the opponent very far forward. He can do 23 after up to two b1's. He can do d22, b21, d221 (in order of increasing carry distance) after up to three b1's. He can even do b21 after four b1's, but only with a difficult micro dash in between. Additionally, he can do up to two b1's followed by b11, which gives f3+4 possibility for extreme distance, although this limits your wall enders to flea ff, ff and you can risk smacking into the wall yourself (hit 3+4 to tech from self induced wall splat with this move). Remove a b1 if you tailspinned with d21 instead of f3.

Overall, the b1 method gives yoshi his best carry distance and adjustment/flexibility. This is at the cost of abysmal damage however (each b1 does only 1 point of damage). You often barely out damage his open ground combos by reaching the wall with this. However, getting the wall from any distance is still nice since it allows for setups and pressure. The jab can still be miss-timed after tailspin though, and this method does not work consistently on bears since jab will not reach their legs.

Example Combo: df2, f3 S!, dash 1, b1, b1, b1, b21 or uf3, d21 S!, dash 1, b11, f3+4

B (balanced method): The more traditional combos often contain few hits and don't carry extremely far as a result. For example: df2, f3 S!, b21~1+2, kin b21, while being more damaging than the jab into b1 method, won't carry as far.

Its worth noting that D221, despite its long range, will often carry the opponent to the wall fairly low, sometimes limiting your subsequent wall ender to stuff like the b21 and kin b21 string. The second method to get better carry is to do many hits before tailspin. The primary way for yoshi to achieve this is with launch into 3~4u, DGF 2, DGF 4 S! sequence, or alternatively, something like d22, df1, d21 S!. This allows your tailspin to do work by padding the number of hits beforehand, letting you access any of yoshi's carry moves after tailspin (d22, b21, f3+4 etc.) while also out-damaging the b1 method.

Example Combo: uf3, f3 S!, df1, 1, d221 or df2, 3~4u, DGF 2, DGF 4 S!, b21


Wall Enders: When you've finally achieved a wall carry, you can end with these. Some of them, namely those that start with jab, require sufficient time to reach an opponent on the wall to connect, whereas d22d1 and b21 are more lenient.

1, db334 12 damage
D22d1 - 12 damage, 18 if the last hit is slightly delayed.
Db 333333 12 damage, 14 if first hit lands on low opponent, leaves grounded
Db334 13 damage, but only 10 if first hit lands on low opponent
B21 - 9 damage, but 15 if the second hit is delayed enough to hit low opponent (easy to reach wall in time with this ender)
1, B21 11 damage, but 17 damage if second hit is delayed enough to hit low opponent (jab not always possible to reach in time)
Uf3+4, b1, 4 16 damage, 23 if the first hit lands on low opponent
22~1+2, kin 1+2 17 damage
1, f4 17 damage
22, CD1 - 18 damage, KIN oki possibilities with 1+2, CD1 can be buffered early during the jab animation
b11, f4 - 19 damage, but requires time to reach, such as after d22 wall splat

NSS f3+4, 1+4 18 damage
NSS 22, f1+2 20 damage

Note: d22 2+3 transition as a wall carry allows for the swordless enders from an initial launch with sword out.

Flea ff, ff ~14 damage. If you carry with f3+4 to the wall, this is your only ender. Rarely does 14 damage as the opponent tends falls out of it part way through.

Bears:

ws12 db222222 - 18 damage with five spins, 20 with six but gets dizzy.
1, df12 db222222 - 21 damage with five spins, 23 with six but gets dizzy

Note: A lot of his normal enders, particularly those with db3 as a low hit will have trouble with kuma. B11, f4 along with these work pretty well, and 1 b21 is consistent but switches sides with delayed 2nd hit.

Wall Setups: Some tricky wall enders to get a chance at more damage.

Ub1+2 1 - Canceling ub1+2 with 1 into the sword spin gives you a quick, mid hitting unblockable with generous hitboxes to either side. If you predict a tech roll after you finish your wall ender, you can set up this lingering move in advance to get free damage on wakeup. Press or mash b to cancel the animation quicker after it lands. This move is a powerful in a lot of oki situations, don't hesitate to use it frequently, as it can make getting up at the wall a real pain for your opponent.

D22d1 oki - ending with this string slams the opponent downwards, rending them unable to tech roll. If you anticipate them holding back to rise, this is a good way to go into other things like uf3+4 and u3+4 for setups or ub1+2 1 for direct damage. If they stay down and roll, d1+2, ff, ff into flea pressure or pokes like fc df4 is free damage.

22 1+2 Leaves back turned, last hit spikes which disables tech rolling options. If last hit misses, BT d1 can still reach the opponent tech rolling to either side if properly timed.

Db33333, d3+4 Indian stance oki after 5 spins of db3. IND 1 and 4 tracks tech roll either way.

Ff4, d1+4 Adds an insane 42 damage if they stay down or hold back, 66 if they tech roll. This is at the cost of 60 of your own health. Hits the opponent first, so finishing the opponent's lifebar with this awards a win rather than a draw, even if you would otherwise die. Requires a sufficiently deep ff4 hit for d1+4 to connect, prone to messing up which makes this quite risky.

D22, d1+2, flea u This ender catches people who don't tech with the ground hit on the sword from flea. Flea u catches people who tech roll with the unblockable pogo jump. This jump can also potentially grant another wall splat on hit. Whether you go for the unblockable jump or not, you still get flea pressure as they stand with stuff like flea 2 or flea 1+2.

NSS d22, u1+2 The NSS u1+2 attack after d22 times out to land right after the invincibility frames of tech rolling, giving you a potentially favorable interaction from swordless Indian on hit.

B11 trick It might be a bit too range specific to call this staple combo material, but with a little luck and judgement you can pull off the following setup. Before reaching the wall, you can do b11 out of the jab pickup variants after f3 tailspin, which in turn allows b21 to put the opponent up high on the wall splat. If you transition to kin and do f2 immediately, at certain ranges you will land the kin f2 while the opponent is high above the ground on the wall, allowing a subsequent wall ender (such as db334) before the opponent falls. This grants more damage than yoshi's typical wall enders and can be a decent gambit when the wall isn't too far. Range dependent, and b11 must be done after no more than one b1 after jab to allow b21 to
still connect.

Last edited by UberDuder on Nov 5th, 2019 at 02:20

UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#3 “Quote” Edit Post
Reserved**

I will possibly be adding launchers and combos over time, but i wont include every possible combo variant in the first section to prevent it from being overwhelming. Will add a rage drive section soon.

Any suggestions are welcome as well.

Last edited by UberDuder on Jul 8th, 2018 at 10:07

Aurongroove
Lone Wolf
Joined: Apr 2011
Posts: 327
From: Ireland
PSN: jfgtp
#4 “Quote” Edit Post
That ff4, into hahakiri, makes Yoshi able to close rounds in balcony break and wall break set combos.

You can learn set combos that Balcony break, then carry the set distance of each stage and take 2/3rds life.

Just playing around with rage in Twilight Conflict I was hitting 120~140 damage combos from relatively normal wall bounds, wall splats, and launchers into balcony break.


one thing that's VERY IMPORTANT is to remember is that "slow wall crumples" work like tailspins/bounds/spikes

if you start a combo, say:
df2(W!), d2,2,1 (BB!)

The d2,2,1 has SPENT your "slow wall crumple", and ff4,d2+4 will whiff as the opponent will fall too fast the next time they hit a wall.

thus: if you plan on Balcony breaking and carrying to the wall, and finishing with ff4, d+2+4, don't break with d+2,2,1, or you'll just kill yourself.
Signature I'm hilarious!
oshtechx
Sage
Joined: May 2015
Posts: 490
From: United States
PSN: oshtech
#5 “Quote” Edit Post
Originally posted by UberDuder
I'm putting most of yoshi's useful/common combo stuff + setups in one place with damage quotes to aid new players. I'll start with combo variants useful for consistency and ease, as well as additional wall carry, followed by swordless (NSS) variants. After that will be a whole section on setups and tricks. In the next post will then be a section for everything involving the wall, including setups. Pro tip: hit control + f to search specific launchers.

Consistency notes: Some combos which incorporate a jab can use a 2 jab instead of 1 for an additional 2 combo damage, but at the cost of consistency when off axis to the left when following up with d2 strings, and it won't allow you to connect swordless charge afterwards either. KIN f2 connects off axis to the right without having to be timed as precisely. Getting the third hit of d221 is a matter of delaying the 2nd hit (or both) sufficiently long. Dashing into df1 can result in accidental CD options if you have a neutral gap in your directional inupts, doing ff~df1 for the dash without letting go of the d-pad can eliminate this problem.



Df2: i15. Safe at -6 on block. Doesn't launch crouchers on normal hit. High launch allows for special swordless combos.

Balanced:
56: f3 S!, df1, 2, b21~1+2, kin f2
59: 3~4u, DGF 2, DGF 4 S!, dash f3+4, flea 2
67-72: instant ff4, BT 4, CD2 S!, qcf1 the ff4 must hit while opponent is still high. Very difficult on most characters.

Wall Carry:
49: f3 S!, dash 1, b1, b1, b11, f3+4
50: f3 S!, dash 1, b1, b1, b1, d221 (or b21 for 45)
56: 3~4u, DGF 2, DGF 4 S!, d221

Swordless:
55: f3+4, 23 S!, f3+4, b21 (or d22)
55: f3 S!, f3+4, 1, f3+4, b21
61: f3+4, CD 2 S!, f3+4, 1, f3+4, b21 (or d22)
67-72: f3+4, dash 1+4, b2, CD 2 S!, qcf1 difficult, 72 damage if opponent tech rolls


Uf3: 2 more damage than df2 and also i15, but -13 on block. Launches crouchers. Ducks highs a bit as well as crushing lows. Launches lower than df2, making 3~4 harder and immediate NSS charge impossible.

Balanced:
58: f3 S!, df1, 2, b21~1+2, kin f2
61: 3~4u, DGF 2, DGF 4 S!, dash f3+4, flea 2

Wall Carry:
51: f3 S!, dash 1, b1, b1, b11, f3+4
52: f3 S!, dash 1, b1, b1, b1, d221 (or b21 for 45)
58: 3~4u, DGF 2, DGF 4 S!, d221

Swordless:
57: f3 S!, f3+4, 1, f3+4, b21
60: f3 S!, f3+4, 2, b21~1+2, kin f2


FF4: Long range mid launcher. Can avoid punishes on block by recovering with b or db mixup, as well as buffered b33/b44.

Balanced:
52: BT 1, BT 1, BT 13 (easy)
59: BT 2 S!, df1, 2, b21~1+2, kin f2 (you can add a SSR into dash after S! for easier kin f2)

Wall Carry:
53: BT 2 S!, dash 1, b1, b1, b1, d221 (or b21)
52: BT 2 S!, dash 1, b1, b1, b11, f3+4

Note: Jab after BT 2 can be done too early to connect. Either wait a micro second or side step before dashing into 1 if you are whiffing the jab.

Swordless:
61: bt 2 S!, f3+4, b21~1+2, kin f2


1+4 (flash): Infamous i6 launcher. Becomes i8 in sworldess but gains range. Identical combos because he pulls out the sword when in swordless anyway.

Balanced:
61: d21 S!, df1, b21~1+2, kin f2 (d21 isn't always consistent off axis to the left)
62: CD2 S!, df1, 2, b21~1+2, kin f2 (replacing cd2 with f3 is more damage, but less consistent on some characters)
67: 3~4u, DGF 2, DGF 4 S!, dash f3+4, flea 2

Wall Carry:
55: CD2 S!, dash 1, b1, b1, b11, f3+4
56: CD2 S!, dash 1, b1, b1, b1, d221 (or b21)
64: 3~4u, DGF 2, DGF 4 S!, dash d221 (or b21)


CD 1 (f, n, d, df1): i17 bufferable long range launcher. Launch punishable on block, but puts out good pushback to make it hard to punish. Enders can be tricky because you are off axis to the left, making them especially weak vs smalls. Pointless to do in swordless.

Balanced:
60: 23 S!, df1, b21~1+2, kin f2 (doesn't work on ling)
63: kin 4 S!, df1, 2, b21~1+2, kin f2 (ditch the jab against smalls like ling)
64-69: df1, 2, b2, CD 2 S!, qcf1 (doesn't grant wall followups)

Wall Carry:
59: kin 4 S!, df1, 1, d221 (don't use the 2 jab)
56: kin 4 S!, dash 1, b1, b1, b11, f3+4


4~3: Extremely evasive slow mid launcher. Only -12 on block. Big damage.

Balanced:
73: delayed hopkick, d21 S!, b21~1+2, kin f2 (delayed hopkick = pressing 4 once airborne with uf)
78: late delayed hopkick, 3~4u, DGF 4 S!, dash f3+4, flea 2 (timing dependent)
79-84: delayed hopkick, df1, b2, CD 2 S!, qcf1 (guaranteed 79 if they stay down, 84 if they tech roll)

Wall Carry:
73: delayed hopkick, d21 S!, dash jab, d221 (or b21)

Swordless:
76: delayed hopkick, CD 2 S!, f3+4, 1, f3+4, b21

Note: delayed hopkick in these combos is performed by holding up + forward till you jump, then hit 4 once airborne.


NSS FC df3:

54: ws12 S!, f3+4, b21~1+2, kin f2
57: ws4, CD 2 S!, f3+4, 1, f3+4, b21


FC df1 (sword sweep): Unblockable low from crouch with short reach. Can be inputted with FC df1 after a brief delay, FC qcb1, or FC b1. Pick whichever is most consistent for you. Blockable with swordless, but gains an extension. Doesn't leave crouched despite the animation aesthetic.

Balanced:
55: f3 S!, df1, 2, b21~1+2, kin f2
58: 3~4u, DGF 4 S!, dash f3+4, flea 2

Wall Carry:
48: f3 S!, dash 1, b1, b1, b11 f3+4
49: f3 S!, dash 1, b1, b1, b1, d221
55: 4~3u, DGF 4 S!, d221

Swordless:
57: f3 S!, f3+4, 2, b21~1+2, kin f2
60: f3+4, CD2 S!, f3+4, 1, f3+4, b21 (charge is inconsistent at point blank sweep)
63: f3+4, 1+4, b2, CD 2 S!, f3+4, flea 2


WS 21: i15 launcher from crouch. Leads to DGF, granting a float combo punish if blocked. Great range, solid damage. Doesn't launch in swordless, use uf3 instead from crouch for punish.

Balanced:
70: DGF 2, DGF 2, DGF 4 S!, b21~1+2, kin f2 (or d221 for the wall)
71: DGF 4 S!, df1, 2, b21~1+2, kin f2 (or d221)
74-79: DGF 2, d, df1, b2, CD 2 S!, qcf1

Wall Carry:
65: DGF 4 S!, dash jab, b1, b1, b1, d221


CH FC df4:

Balanced:
56: ws12 S!, df1, b21~1+2, kin f2
58: ws4, b2, CD2 S!, f3+4, flea 2

Wall Carry:
51: ws12 S!, dash jab, b11, f3+4

Swordless:
58: ws12, f3+4, b21~1+2, kin f2
61: ws4, CD 2 S!, f3+4, 1, f3+4, b21


CH ff3: High damage combos on CH. Steppable and walkable both directions up, close but catches to the left at range. Identical combos in swordless for 5 less damage.

82: d22, df12 S!, ff1+2, d1
84: kin transition, kin 1+2, BT d1


SS4 and KIN 4: Common frame trap and kin transition. CH off a SS4 to yohi's left doesn't give many good followups. KIN 4 and side stepping to the right with 4 give smoother followups.

SSL4:
55: MED 3, BT d1

KIN 4:
64: SS right, df1, 23 S!, d221
67: KIN 4 or f3 S!, df1, b21~1+2, kin f2

SSR4:
64: SS right, df1, 23 S!, d221
67: KIN 4 or f3 S!, df1

Swordless:
64: ssr, df1, 23 S!, f3+4, b21
75: f3+4, CD2 S!, f3+4, 1, f3+4, b21 (off side step right variant only)


Low Parry:

Balanced:
43: f3 S!, df1, 2, b21~1+2, kin f2
46: 3~4u, DGF 2, DGF 4 S!, f3+4, flea 2

Wall Carry:
37: f3 S!, dash 1, b1, b1, b1, d221 or b21

Swordless:
42: f3+4, 23 S!, f3+4, b21
45: f3 S!, f3+4, 2, b21~1+2, kin f2
48: f3+4, CD2 S!, f3+4, 1, f3+4, b21
54-59: f3+4, dash 1+4, b2, CD 2 S!, qcf1 (hard)


Open ground setups:

Pattern A: Quick qcf1 ender here is not guaranteed, but hits most of the common options (tech roll, back and grounded). Won't hit opponents that stay grounded and roll to the side, or front rollers. Wakeup kicks can sometimes interrupt after d22, but whiff just as often (opponent can end up kicking the wrong way for some reason). You can also attempt other attacks than qcf1 if they get up, for a chance to catch them in the rear, mix them up with other unblockables like uf1+2 or dash ub1+2 1, punish getup kicks, and to apply stance pressure. If they stay down and start rolling, you can also hit them with other things like FC df4 for free damage. QCF1 unblockable requires sword.

Df2: f3 S!, df1, 2, d22, qcf1 (48-73)
Uf3: f3 S!, df1, 2, d22, qcf1 (50-75)
ff4: BT 2 S!, df1, 2, d22, qcf1 (51-76)
1+4: CD 2 S!, df1, 2, d22, qcf1 (54-79)
4~3: delayed hopkick, d21 S!, d22, qcf1 (55-90)
CD 1: Kin 4 S!, df1, 1, d22, qcf1 (53-78)
FC df1: CD 2 S!, df1, 2, d22, qcf1 (45-70)
WS 21: DGF 4 S!, df1, 2, d22, qcf1 (63-88)
CH FC df4: ws4, b2, CD 2 S!, d22, qcf1 (49-74)

Note: 1 jab required over the 2 jab for consistency into d22 when you are off to the left.


Pattern B: The BT d1 is guaranteed if they don't tech roll for strong damage. If they do tech roll, you can hold down + towards the opponent to put out strong mixups instead. For instance, tech rolling leaves them in range of FC df1 from here, as well as all of his WS moves and other moves like ff4. Also, if they tech roll they are in range of your BT mixups if you choose not to turn around (and BT d1 hurts even more after they stand again). Works in swordless but BT d1 does 4 less damage.

Df2: f3 S!, dash f34, BT d1 (49-63)
Uf3: f3 S!, dash f34, BT d1 (51-65)
ff4: BT 2 S!, dash f34, BT d1 (52-66)
1+4: f3 or d21 or CD 2 S!, dash f34, BT d1 (57-71)
CD 1: Kin 4 S!, dash f34, BT d1 (56-70)
FC df1: f3 or CD 2 S!, dash f34, BT d1 (48-62)
WS 21: DGF 4 S!, dash f34, BT d1 (64-78)
CH FC df4: ws12 S!, dash f34, BT d1 (50-64)
NSS FC df3: ws12 S!, dash f34, BT d1 (44-58)

Note: To avoid getting ff3 when you dash into f3, you can do ff, slide to df, then slide back to f before hitting 3 to perform f3 after a canceled dash. Takes a bit of practice but not too difficult. Also, slightly delaying BT d1 adds 2 damage if they don't tech roll.


Pattern C: There are many stance followups yoshi can employ to continue pressure.

KIN: Instead of ending a b21 combo with kin f2, you can hold forward after b21~1+2, which causes yoshi to dash forward. This realigns you against an opponent's tech roll after a little over a single dash. For instance:

df2, f3 S!, df1, 2, b21~1+2, f, mixup with kin 3 and kin 1+2

DGF: You can also use kin to transition to close range dragonfly with Kin u1+2, and holding forward in dragonfly realigns you against tech roll after entering stance. For example:

ff4, BT 2, df1, 2, b21~1+2, kin u1+2, f, DGF mixup with 3+4 and 4

FC mixups: You can enter FC mixups from flea 1, commonly entered with yoshi's f3+4 combo ender. If your opponent tech rolls they are left close for mixups, but after many hits an opponent that holds back will require longer moves to reach them such as FC df4 or ff4. Example:

CH FC df4, ws12 S!, f3+4, flea 1, mixup with FC df1 and uf3

VS backwards tech: f3+4, flea 1, mixup with FC df4 and ff4, or uf1+2d.



Nice wall combos with harakiri are very risky but would look so cool.
UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#6 “Quote” Edit Post
Great points Aurongroove!

I will add to this section in the very near future.
sohail
7th Dan
Joined: Feb 2008
Posts: 96
From: Pakistan
#7 “Quote” Edit Post
hey guys i came up with a new setup (maybe it's old someone else already knows) well anyway

DF2 f3 S!, df1, 2, b21~1+2, kin into u1+2 DGF

i also made video explaining all options
https://www.youtube.com/watch?v=-BA7DFopH58
Signature I don't suffer from insanity I enjoy every minute of it.
forest16
ForestTekkenVideos
Joined: Jan 2009
Posts: 3786
From: Canada
PSN: Forest613
XBL: ForestSkies
#8 “Quote” Edit Post
Sword Sweep can be done as FC hold df+1 or FC b+1. It's listed as FC db,b+1, which isn't correct. In the FC df+1 method, Yoshimitsu has to be in a forward crouch walking state when you press the 1. If you input FC df+1 too quickly, so before Yoshimitsu is in a forward crouch walking state, Yoshimitsu does a basic low punch instead of Sword Sweep. But if you use the other Sword Sweep input method, FC b+1, you can do it as fast or soon as you want! No FC db input is needed. So if you do any move that recovers crouching (db+2,2... strings are my most common setup), mash b+1 and Yoshimitsu will do Sword Sweep ASAP! FC b+1 is by far the easier, more consistent input method for Sword Sweep! I think it's been FC b+1 or while forward crouch walking 1 since the early tekkens.
sohail
7th Dan
Joined: Feb 2008
Posts: 96
From: Pakistan
#9 “Quote” Edit Post
hey guys i found another setup with yoshi after screw f+3+4 into FLE uf jump with right timing you could land it behind them for a cool setup
check this video
https://youtu.be/_U6IbFoPH1Y
Signature I don't suffer from insanity I enjoy every minute of it.
NoodleHead
will touch u gently
Joined: Mar 2001
Posts: 17047
From: USA North Carolina
PSN: TastyPPJuice
#10 “Quote” Edit Post
how consistent is it? This looks too good to be true when it comes to consistency... and if it really is true, Imma jump on the bandwagon lol.

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