|============================================================================| | _ | | __ __________________________________________________/ \ | | / / \__________________________________________________\ ))))))))))))) | | / / __ \_/ | | / / / /_____ _____ __ __ __ _ __ __ _______ _____ __ __ | |/ / / // __ \ / ____\ / / / // // \ / \ / //__ ___\/ ____\ / / / / | |\ \___/ // / / // /____ / /__/ // // \/ / // / / / / /____ / / / / | | \_ __// / / //___ // ___ // // /\___/ // / / / /___ // / / / | | / / / /__/ /_____) // / / // // / / // / / / _____) // /__/ / | | /_/ \_____//______//_/ /_//_//_/ /_//_/ /_/ /______/ \_____/ | | | | | ============================================================================== :: TEKKEN 4 YOSHIMITSU FAQ :: version 1.0 (first, not last :) :: ============================================================================== :: Project name: "Y.O.S.H.I. - Your Opponent Should Hide Immediately!" :: ------------------------------------------------------------------------------ :: by: Tenshimitsu :: [tenshimitsu@go2.pl] :: [http://yoshimitsu.prv.pl] :: ------------------------------------------------------------------------------ === This Guide must be viewed in monotype typeface! === ------------------------------------------------------------------------------ This FAQ was originally written for the following sites: 1. http://yoshimitsu.prv.pl [ or: http://yoshimitsu.rules.it ] 2. http://www.tekkenzaibatsu.com For TekkenZaibatsu it's the Final Version. The FAQ will be updated only in the Yoshimitsu Obsession Team Shrine [http://yoshimitsu.prv.pl] if I find anything interesting to add. Please check the sites above. If you have found this guide on the site not listed above, and the list of sites differs in the original FAQ [ located at http://yoshimitsu.prv.pl ], please let me know. It means of course that somebody uses my [ hard ] work for his/her own profits. Also, if you want to put your FAQ on your site, you can let me know. I will change the list of sites above and you'll be an "official" FAQ distributor :) Of course I don't have to mention that the contents of this FAQ must remain untouched... Eventually, you can put a link to this page: http://yoshimitsu.gamingsource.co.uk/faqfiles1.php Here's located the FAQ. But DON'T put the original FAQ text on your own site! Moreover, the strategies below are copyright (c) Tenshimitsu [ unless I say otherwise ], and you should NOT steal the information contained in this guide or attempt to reword it. A lot of FAQs/Guides/etc. have been ripped, redistributed or reworded, especially by magazines... just don't do it. The consequences of such a deed would be very painful for you and also unforgiven by the Tekken community... Keep it in mind. Not to mention it will only make you look like a moron. Simple. Sit in the chair, spend hundreds hours playing Tekken and write your own FAQ, do not steal somebody's work. It's disgusting! ============================================================================== :: Table of Contents :: ============================================================================== [0] Version History [1] Prologue [2] Conventions - Commands - Abbreviations - Comments - Levels - Damage [3] Introduction to Yoshimitsu - Changes... changes... - Why Yoshimitsu? - For Beginners - General Play Style [4] Yoshimitsu Basics - Small note: "Chickening" - The Movement and Positioning - Short Buffering Guide - Other Yoshi basics... well, really? [5] Manji Arts + Other Fighting Arts (COMPLETE Movelist) - General Moves for Yoshi - Grappling Arts - Basic Moves - Special Arts - Indian Sit Arts - Meditation Arts - Flea Arts - Unblockable Arts - Strings [6] Move List Analysis [ including some strategies ] - Moves' Properties [ the criteria ] - General Moves for Yoshi - Grappling Arts - Basic Moves - Special Arts - Indian Sit Arts - Meditation Arts - Flea Arts - Unblockable Arts [7] Advanced Strategy & Tricks - Intro: =Do not part Manji Arts to "stances, special arts, etc."= - Arenas breakout - Approach, Retreat... that is: positioning again! - Custom Strings: Yoshi's first MUSTLEARN - Juggles & Combos: Yoshi's second MUSTLEARN - Oki-zeme - Yoshi's third MUSTLEARN - Unpredictibility [ deception, (false) rhythm... ] - Purpose [ seeing openings, reading opponent, using walls... ] - Why I didn't bothered with offensive, defensive strategies... - SUMMARY [8] Know Your Enemy!!! - Types of players - Types of play - Yoshimitsu, baby! - Jin Kazama - Ling Xiaoyu/Miharu Hirano - Paul Phoenix - Julia Chang - Lee Chaolan/Violet - Heihachi Mishima - Kazuya Mishima - Lei Wulong - Bryan Fury - Kuma/Panda - Eddy Gordo/Christie Monteiro - Steve Fox - Nina Williams - Craig Marduk - King - Marshall Law - Fan Hwoarang - Combot :) [9] Finally... - Mental Preparation [10] Warious :P [11] Info :) - Yoshimitsu's Story - Outfits - Pre-Fight/Winning Stances - Original Japanese moves' names! - Yoshimitsu Obsession Team: for Yoshi-maniacs! [12] Credits ============================================================================== = [0] :: Version History :: ============================================================================== - 01.02.2004 - VERSION 1.0! - After over three months of writing, I finally finished this FAQ... I wrote it mainly during weekends, having no time in the middle of the week due to studies... heh heh, I finished it a minute before midnight. :P What I'm writing here is 02.02.2004... heh heh heh... - 06.02.2004 - first edit: corrected some minor typos and mistakes, and also: added original Japanese names of Yoshi's arts, in the "info" section! ^_^ ...and: a couple of thingies in VS strategy section. - 07.02.2004 - now my FAQ has a cool name! Thanks to Agnieszka Blaszczyk! (your ability to make such funny jokes is impressive! ^_^) "Y.O.S.H.I. - Your Opponent Should Hide Immediately"! LOL! ROTFL! Also, added one cool trick after Indian Sit Cannon... :) - 13.02.2004 - added new section titled "Why didn't I bother with offensive, desenfive strats" :) Also, added one custom string, correction of d/f+2, Zig-Zag, Bad Breath and Indian Sit tables, and added MaDDoN's VS Steve strategies! Thanks! + Extra custom strings added, the great ones! (SS madness!) - 14.02.2004 - added jump over tricks in Oki-zeme Section! Flashy! - 22.02.2004 - added Hwoarang section (I just forgot about him!) and "for Beginners" section... and one nice technique after f+1~D/B+2. :) Next version will appear depending on your support. ^_^ ============================================================================== = [1] :: Prologue :: ============================================================================== Hello Yoshi lovers! My name's Joanna Torz (yeah, I'm a girl... but... stop! Please! Don't close this FAQ! Give me a chance! :P ] and I'm from Poland. Some of you may know me as Tenshimitsu [from http://yoshimitsu.prv.pl site], in Tekken Zaibatsu forums my nickname is "Kazu-Yoshi-girl" [very old one :)]. Here's my first attempt to write Yoshimitsu FAQ. :) I hope you'll learn something useful or interesting! I also hope that my English will be easy to understand :). By now this FAQ is "Yoshimitsu Obsession Team exclusive"! (It means that it will be updated only in the Yoshimitsu Obsession Team). That's because our Yoshi Team site doesn't seem to gather Yoshi players... all of them stick to Tekken Zaibatsu etc. Why? Are you too lazy to write something useful in our Forums? You can also submit your strategies to be listed in the strategy page! Heh, you can even "Copy&paste" stuff from your posts. :P Just we need your support. :) And I hope you'll send me comments or/and strategies to this FAQ, I'm looking forward to receiving them! ^_^ (just don't bash me too much, OK? :) Anyway, I hope I proved with the following piece of hard work that there are good Yoshi players in our Team, so all what you write in the forums will be understood, heh. :P You can share your knowledge without fear, even if your opponent knows all your techniques, Yoshimitsu will still suprise him, and even better: it will set up even more guess-up stuff. :) That's why I wrote this FAQ. Especially for Yoshi players, but also for our sparring partners not using Yoshi, to show them that even knowledge about Yoshimitsu strategies won't help them in final match with the Yoshi player's intelligence. :P Also, I decided to write this FAQ because there are no really good T4 Yoshi FAQs around the net... (there WEREN'T... MaddoN's FAQ is an exception! :) It can be found in TZ) also, I have tested my skills in local tournaments and I wasn't an easy opponent to anyone :) I have still much to learn, though, so I hope that you, dear reader, will help me increase the number of Yoshi tactics and tricks listed here. :) Let's create the greatest Yoshi-compendium! And remember: Yoshimitsu rulez forever!!! OK, let's go with this stuff... :) ============================================================================== = [2] :: Conventions :: ============================================================================== == Command == f - tap forward F - hold forward b - tap back B - hold back u - tap up U - hold up d - tap down D - hold down d/f - tap down and forward D/F - hold down and forward d/b - tap down and back D/B - hold down and back u/f - tap up and forward U/F - hold up and forward u/b - tap up and back U/B - hold up and back QCT - quarter circle toward (d,d/f,f) QCB - quarter circle back (d,d/b,b) == Abbreviations == FC - full crouch (must be in full crouching animation) N - neutral (no direction pressed on the joystick) WS - while standing from a crouch SS - side step [ tap u or d ] WLK - walk [ hold U or D ] + - do moves on either side of + together ~ - immediately followed by... [ _ ] - you have a choice of which way to continue the move = - next part of sequence -- - N/A _ - OR [ e.g. d_d/b+1 means d+1 or d/b+1 ] BT - back towards opponent ANY - any button ALL - 1+2+3+4 < - moves on either side of < can be slightly delayed == Comments == BT - this move recovers with your character backturned JG - juggle starter GC - Guard Crouch, opponent recovers crouching RC - recovers crouching (you may go into any WS or FC after move) OB - forces opponent's back to face you OS - forces opponent's side to face you BS - low block stagger (to attacking character) DY - this move damages your character GB - Guard Break (opponents guard is broken for a short time) CS - Crumple Stun (opponent crumples over when hit) CFS - Crumple Fall Stun (opponent crumples and falls when hit) CH - move must be a counter hit c - counter hit modifier [ eg. JGc ] co - crouching opponent modifier [ eg. JGco ] == Levels == l - move hits low range (D/B to block) m - move hits mid range (B to block) Sm- move hits Special mid (B or D/B to block) h - move hits high range (B to block) L - move hits low range and downed opponents (D/B to block) M - move hits mid range and downed opponents (B to block) H - move hits high range and downed opponents (B to block) ! - move is unblockable {!} - unblockable, hits grounded opp. *!* - unblockable, hits big grounded opponents unblockable hit which can be ducked == Damage == Damage is based on a point system. 100 points doesn't neccessarily mean that a move takes 100% of a lifebar. The default energy bar has 140 points, but it may be changed, especially on arcades or during tournaments. ============================================================================== = [3] :: Introduction to Yoshi :) :: ============================================================================== And here you decided to read about Yoshimitsu, one of the most unpredictable and weird in general character in Tekken [ and Soul Calibur ] series. :) The space ninja who decided to wear a bug-like outfit, who stands on his sword, spits poison fumes, spins in all directions and can even fly a short distance :). OK, your choice... But it's a very good choice, indeed! ------------------------------------------------------------------------------ == Changes... changes... == ------------------------------------------------------------------------------ Yoshi has been toned down [ well, he was always being toned down every rele- ased Tekken... ], but still he can kick ass with his newly increased speed and unpredictibility [ more moves, extensions and Soul Stealer! ]. His strength is now weakened, unfortunately. If we compare basic juggles from Tekken Tag and Tekken 4, we will see a huge difference. Not only juggles, but also some of his standard moves are weaker. Just to mention: - d/f+2 basic uppercut - now it has slightly worse range, doesn't duck high moves with good priority, has more disadvantage on block... - 3 - takes less damage! Why!!!??? - f,f+4 - takes less damage and it's priority is weakened!!! It's the greatest Namco's mistake, I think... It's now such a risky move! In previous Tekkens, the risk was worth taking it, but now... :( ...OK, more about moves in the Move Analysis Section. :) Some of his moves have different notations [Wood Choper, Bad Breath, Flash..], some of them have been strengthened [like 4,4,4, which is now in fact good!]. The throwing system has changed not only because of Position change, but also in connection with movement: Now Yoshi can throw right from the SideStep and from Full Crouch Position [looks like WS :)]. Yoshi's throws have now also a better range... or maybe it's just my own impression? SS+1+2 is not a Flea anymore, Yoshi will do a SS+1 instead. His stances are now really powerful and have lots of extensions! The greatest re-build ever was done with Yoshi's Meditation: now this stance has one of the greatest potential! Keep up the good work, Namco! :) Yoshimitsu doesn't have a d+[throw] command low parry! WHY??!! The parry was great, especially as a deceptive tool... everybody knows low parry to either basic uppercut or lunging sweep or sword sweep... some of you know a Flash set-up after throw, using a low parry that makes a tiny step forward... GREAT mistake... standard low parry is NOT the same! His suicidal attacks have now different properties :). f,F+1+4 Double Suicide is not "Double" if it's the finishing attack for your opponent. :) Yeah, Yoshi survives with no harm to him! It's a good solution for such a risky move, in previous Tekkens the only thing you gained was Double KO. Just calculate the lifebar status carefully if you don't want to end with no more but one point of health, staggering with your sword in the stomach, asking for KO.. :) d+1+4~b+1,1,1,1,1,1 also has its uses! Now each spin takes a lot of energy, starting from 15 and ending with 30 points!!! Yoshi also travels further. :) 1+4 Flash, now called "Soul Stealer", is another Yoshimitsu's great suprise. Soul Stealer doesn't damage an opponent and can steal some of his moves. I'm not very enthusiastic about this move, but in fact it can be a good weapon if used correctly, not only as a stealing tool, but also as Yoshi's ultimate shield or even a juggle-maker. :) Nevertheless, I loved the T3/TTT Flash, this one is not that good IMO... Forget all what you know about Yoshi's standard spinning juggles. The number and sequence of spins has changed, the juggle finishers have different properties [e.g. d/f+1,1,1 is one of the strongest JG finisher... o_O], and you'll not only juggle to take damage, but also you'll juggle to gain better positioning. Sometimes it will be better to cut the juggle short either to prevent it from missing or to start another combo. It often happens near walls. You'll also juggle using stolen moves... Tekken 4 is a game in which whiffing is maybe the most painful. The Sidestep priority is sometimes really frustrating, not to mention bugs caused by rough surface or invisible walls... you'll often hear "That should have hit!", "I missed?! But it's a guarantee!!!", etc. Use "guaranteed" stuff ONLY if you're sure that it will hit. :P Another great change that you MUST keep in mind is the d+1, d/b+1 change... In Tekken 4 d+1 is a sword slash whether d/b+1 is a standard basic low punch, without which Yoshi's keep-away game, strings, offensive and defensive can't exist. It's extremely important! The detailed changes will be listed in Move Analysis section :) ------------------------------------------------------------------------------ == Why Yoshimitsu? == ------------------------------------------------------------------------------ Why? WHY?! Everyone must at least try Yoshimitsu! His amazing fighting style, taunting stances and extraordinary appearance is what made me learn him. :) His game story is also important: Yoshi is fighting for the poor! Yoshi is ever-smiled but deadly, scary but good-hearted, hidden under a mask but sociable, with a great sense of humour... and also very wise. :) Don't believe me? Just read some of his words in the last section :). In fact to win using him means to know himself and a whole game perfectly. Yoshimitsu requires patience and devotion, great reflexes and calmness in the heat of a battle. You'll also have to calculate risk more than ever and use more brain cells than in previous Tekkens :P The result will be amazing, I assure you! OK, maybe let's list some of Yoshi's pros and cons :) PROS: 1. He's FAST! [ he has the fastest moves! ] 2. His potential is endless! 3. He has the best arsenal of unblockables! 4. He has awesome juggling capabilities! 5. His deceptive techniques are charming and deadly as well! 6. He has little moves with poor recovery time. 7. He's well-balanced, strong game in all distances. 8. His stances have tons of follow-ups! 9. He can STEAL MOVES! 10. You build your strings by yourself! [ custom stringing all the time ] 11. You have to THINK more than ever playing Yoshi, and that's very satisfying! You'll see! CONS: 1. Lots of his moves have weakened damage. 2. His standard juggles are average. 3. His best throw [ Rainbow Drop ] has been weakened 4. He still has some useless moves [ like jumping 3... ] 5. The Flash [ Soul Stealer ] has different properties... 6. You have to take risk to inflict serious damage... [ but on the other hand: it usually ends in nearly instant K.O. :) ] 7. You have to be extremely patient to master Yoshimitsu 8. All strings you have to build by yourself: he doesn't have many chained punch or kick series [ like Law, Bryan... ]. Well, it's not a serious disadvantage, I even like it! [ see above :) ], but some people count it as a disadvantage... don't know why. :) 9. You have to THINK more than ever playing Yoshi. :) [ some people do not like thinking, mwa hah hah :D ] 10. Highly advanced character: you have to take advantage on every occasion, every wall, every corner or slope... it makes Yoshi the real Demon of Fight :) [ it can also be a "pro" :P ] To sum up: Yoshi takes a lot of time to master... he requires a complex knowledge not only about himself, but a whole game and characters. I think it didn't suprise you: every Tekken player must know the game, but in case of Yoshi I have the impression that it's even more important. His strength lies exactly in taking advantage on just anything you can: I think this is what Namco wanted to tell us by giving Yoshi the Soul Stealer: A funny tool for stealing moves. In right hands it's deadly, in wrong ones: it's just a fun to try, nothing more. OK, but to move withing the game like in your home, you have to learn Manji Arts thoroughly, you have to feel Yoshimitsu's way of fighting. Watch his movement, his moves: their priority, range and properties... Use them in different situations... I hope this guide will help you develop your own style of fighting, or even better: I hope you won't have any style and you will be totally creative or, as Bruce Lee once said: You'll be "shapeless, formless", you'll be "like a water". :) Eventually, what Yoshimitsu says is "Shiki soku ze kuu"! [ "The form is itself emptiness" - deeply philosophical thought... ] If you want to know what it means, visit Yoshimitsu Obsession Team :) ------------------------------------------------------------------------------ == For Beginners == ------------------------------------------------------------------------------ MaDDoN told me that my FAQ may look very advanced in the eyes of the beginner, but in fact it's not. :) Well, you only have to have a good memory (because all what I listed is quite important...), a devotion to study Yoshimitsu, patience and of course, you have to have Tekken game and even better: the game and sparring partner :) You'll have to use Practice Mode a lot (well, I still use it to test some of my ideas, thank Namco for Practice Mode!) to train juggles and get accustomed to Yoshi's spinning patterns in them (if you have never played him, this may cause some problems at the beginning... "was it 4 spins or 5?" :P Yeah, but you'll find your system, don't worry. For example: - to do d/f+2, b+1,(1),(1),1 you just do d/f+2 and IMMEDIATELY start spinning by the time you see the second hit of the spin... because two spins in the middle will miss for sure. It's a basic spinning pattern which causes some good damage with a juggle ender. Later you'll learn how to do more spins after it... In the practice mode you'll also have to test the moves' reach and priority, examine the distance at which you can start the technique with little chance to whiff, and also remember the hit ranges, it's extremely important. As your experience will raise, you'll also learn other characters in this way. For example, not knowing that Kazuya's EWGF hits high will make it very difficult to win fight with him. Well, it's for Tekken beginners, because people playing Tekken should have no problems with this FAQ at all... Then Frame Data... it's not a thing to make you scream because it's so much to learn. No, it will only show you where you or your opponent is defenceless. It's pure Maths! Even I don't remember all the frame parameters of his moves (only of the moves that are his essence), and as far as moves that have great disadvantage I just pray not to be punished. :P It's but useful e.g. if your friend repeats the same technique, and you want to know if you manage to do Roo Kick... etc. To make a use of these data you'll have to browse other character's frame data and just do some simple calculations. After a conclusion you just launch practice mode and test the newborn technique... This system is widely described at the beginning of Move List analysis. You don't have to remember all these frames, it's enough to know that your opponent can/can't do anything to you if you press active guard. It's also useful to know after which blows you have these belowed positive numbers of advantage on block. Yoshi is poor in this area, only 1 b+1,1,... d/f+1,1,1,1 (last hit) leave you with advantage on block. Also, the frames must be connected with your own experience in using a move, for example: SS+1, which is in fact a safe move because it pushes you away. What else? Well, Just extract from this FAQ all what you find out to be safe, use at the beginning moves that I consider to be great (five or four stars of rating), learn a few juggles... then after some time come back to this FAQ and learn more. :) You don't have to jump from site to site to gather information about Yoshi: I hope here's everything what you should know. After you play a bit and understand a game, remember other character's techniques etc, then you can use some of the guess up or oki-zeme strats listed here, ... To sum up, even my style of playing have been changing all the time, what I wrote here is 6-year experience (5-month experience in Tekken 4), and I'm happy to make your life easier. Simply, you won't have to discover things that I discovered earlier and after learning them, you'll have the opportunity to focus on new tricks or techniques. Yoshi is a fun to play (and win :P), don't ever give up learning him! ------------------------------------------------------------------------------ == General Play Style == ------------------------------------------------------------------------------ I hope that you have the Tekken 4 System down because I won't write much about it... By now this guide is for Tekken Players who know the basics of the play and movement. Many things have changed since Tekken 3/Tag, so be sure to read carefully [http://tekkenzaibatsu.com] the System Section in TZ. Without this you won't understand the physics of the game, which will result in mistakes... Even if you think you know the game, but you haven't read all about Tekken System, read it just in case! Suprise in the battle ends in lost round, and eventually fight. It would be very stupid to lose e.g. because you didn't know how to recover from a stun... Judging from my experience, being defensive really counts in Tekken 4, especially if you play Yoshimitsu. I do not mean that you just run away, doing nothing and waiting for a move: you'll be soon or later crushed by your opponent's offensive jabs and strings, which are deadly especially because of shorter backdash distance. Heh, maybe "defensive" is not a good term, let's call it "hunting for occasion" :). After you have just caught the occasion :), you begin your offensive strategies wisely, reading your opponent and even making him do certain moves. "Wisely" means "do not attack chaotically". Yoshi doesn't have much moves with advantage after block, the only moves which have these properties are his 1 jabs and b+1,1 spins... so he's not ALL-offensive character. Keep it in mind! [ But in fact a good Yoshi player attacks all the time. :) Even at the defensive you can attack. Anyway, the full strategy will be described in a separated section far below ^_^ ] The best "occasion-catchers" are his jugglestarters. Opponent lying on the ground after a juggle has little ways to stand up or attack, it's the most advantageous position for you! The same goes to walls, but it's the other story. :) This knowledge in connection with Yoshi's powerful mid-low guess-up game is really deadly... not to mention the usefulness of stances, unblockables and in general his arts to fool your opponent for more damage! Well-played Yoshimitsu can be in fact unstoppable. :) The string starting from "catching the occasion" a few steps from the opponent [e.g. d/f+2] and ending really UPCLOSE with Yoshi's keep-a-pressure custom strings and low-mid guess-up game in connection with good positioning can damage your opponent very badly, and you didn't use a whole Yoshi's potential! Are you interested? :) ============================================================================== = [4] :: Yoshimitsu basics :: ============================================================================== Some of you may bash me: "Hey, do you think I'm stupid?! I know these things!" OK, so you can skip this section easily. :) But just in case, I decided to list here Yoshimitsu basics: that is: things without which Yoshimitsu can't exist... by now only the basics, and most common understandment of these terms. Then we will go through Move List Analyzis... and Advanced Strategy. ------------------------------------------------------------------------------ == Small note: Chickening == ------------------------------------------------------------------------------ [ Yeah, reversals are still here in Tekken 4... :) ] Some characters still have so called "reversals", and even an average Tekken player should know how to escape them. If Paul/Nina reverses your left limb [ 1 or 3 ], immediately press f+1+3. If it's the right limb [ 2 or 4 ], press f+2+4. There are maybe only two moves which may cause problems with choosing the way to escape a reversal: Kangaroo Kick [ from any position ] and WS+1+2 [ Namco should do something with this move... it's pretty much WS+1! >_< ]. Roo Kick can be chickened with f+2+4, and WS+1 with f+1+3. Solar kick can't be either chickened or reversed. :) [ Depends on character...anyway, you don't have to bother about it. :) ]. The same goes to unblockables, which in general can't be chickened, and some can't be reversed. Beware of Heihachi! He can reverse just about anything, even your Double Suicide! Well, that's basically all about chickening... There are tons of FAQs about Chickening only, and the "Buffering Guide" below will surely help you understand "reversaling reversals" better. :) ------------------------------------------------------------------------------ == The Movement and Positioning == ------------------------------------------------------------------------------ The movement is an Art, indeed! You can guess from the very beginning of the round if somebody is advanced or not, judging from the way he/she moves! First step in advanced art of movement claims: - "Forget about B and D walk in front of your opponent" :) ... unless you want to taunt somebody pressing "F" naughtily. :P The "Walk" style of moving is very rarely used... not to mention you're harmful, especially in "F" version. Yoshimitsu is a stealthy ninja, he must nearly fly all over the arena, quickly change positioning, dance! Since Yoshi don't have any special motion inputs like Paul's Sway, we must do our best with what we have. :P And what we have? - a really fast SS { Side Step } - dash forward - run - backdash - Walk up and down :) - Jump forward and backwards ( buffered, or with certain moves ) Only with these things you can work miracles. Characters in Tekken 4 in general look as if they were skating... LOL... Your main motion tools are definitely Side Steps, dash forward and backwards. Chained together will make Yoshi dance! SSL [ Sidestep Left ], b,b~SSL, b,b, f,f, SSR... Not to mention that you have a whole Yoshi's repertoire ready to use. Don't forget about powerful Side Step attacks! They rock!!!! ^_^ There's also a "Double Sidestep": just press a Sidestep Command, and then hold the direction towards which Yoshi steps: u,n~U or d,n~D ...and Yoshi's special step: SS to Yoshi's left and immediately b+3+4: one of the fastest and most evasive movements! See also buffering guide for more dash variations :) That were basic things: now I'll list his arts with most significant position changes during/after execution: - Meditation variation [ rhyme! yai! :) ] 3+4, b -> repeat - Indian Sit [ yeah :P ]... and stances in general - d/f+3 - Hopkicks [ and all jumping stuff in general ] - Deathcopters, especially Deathcopter Trick - Juggles! And most of his jugglestarters - Roo Kick - Fubuki - Spins - SS moves - Evasive Sidespin - Ninja blade smash - All Cartwheels [ f,f+1+2, f,f+3+4... ] - Confusion/Suicide - Manji Blood Dance - Wall Jump - Ochimusha Hunter... And so on and so forth! Now I think it would be better to list moves during which Yoshi doesn't change the positioning =much=... heh heh... I haven't finished this list, but don't worry. These are only examples, I'll come back to this topic in "Move List Analysis" section. Just a word to finish this subsection: movement and positioning are extremely important and so you'll notice that I'll constantly stress the importance of these arts... The unified knowledge about the shape of the arena you're fighting in, the distance your moves can cover, usefulness of Sidesteps and dashes to gain better positioning and the "space instinct" [ so to call it... you have to feel how far from the wall you are :) ] will improve your fighting very much. Not to mention fast Side Steps and dashes are quite difficult to focus on, every character sways a little bit during SS execution and so e.g. if you go to FC position immediately after SS, you have great chances it won't be noticed. [ and so FC, d/f+3 at the edge of the range often suprises even most advanced players... I'll talk about it later :)] And now a word for possible beginners: Don't think that SS and dashes will "work for themselves", I saw many players who wanted to move like their advanced opponents and in fact they did even worse than before. Every move has to have a destination. Dash and SS can be in any time cut short to gain high or low block. Example 1: " You attacked Heihachi with a jab and you want to do SS+1 right afterwards. Suddenly you noticed a familiar animation: Heihachi you're fighting against loves using his 1+2 stunning move, which surely will beat you out of SS! You !immediately! press "B" to cancel a Sidestep and block the uncoming move, and you're not only safe, but you can score free 1,2,1 punches exploiting Heihachi's disadvantage..." Example 2: " You're sidesteping and dashing in front of Kazuya, both you and Kaz have the energy bar low... Kaz approaches you, and you're awared of any of his move. Kazzy Sidesteps, you too... and just as you're sidesteping, Kazuya does his Hellsweep hoping that it will hit you in the middle of Side Step. No way, because you cut the SS short with low block. Kazuya staggers, and you have a free u/f+3 juggle which ends a round..." These movements [ SS, dashes ] can be also cancelled one into another... it looks very fluent and fast, it's not a long, full sidestep to full backdash, but one command immediately after another, making Yoshimitsu dance! See Buffering Guide to have a better view on Tekken System. ------------------------------------------------------------------------------ == Short Buffering Guide == ------------------------------------------------------------------------------ Tekken fighting system is very smart. :) It allows you to buffer a command into a recovery time of the previous move. For example, Sweeping Low Kick is mainly a poking tool which come off only if buffered with previous moves! [ WS~D/B+3 : it's the input without buffering... well, really? I have the impression that it's buffered into a WS animation, LOL... ]. Try to buffer it in this way: 1, D/B+3, done one immediately after another, like 1~D/B+3 Did you succeed? ^_^ You should NOT do a first d/b+3,3,.. spinning low kick! If you did the Sweeping Low Kick, you have the basics of buffering down. :) Another example of useful buffer is throw buffering. Let's take a close look at Rainbow Drop [ QCB+1+2 ]. The best set-up for this throw is a single 1 jab, because it gives you much advantage if hits. [ In Tekken 3 it was nearly a combo! ] Normally you would do: 1, QCB+1+2 It's OK, but well, you can do this much easier! [1], QCB+2 [] brackets mean "hold the button". Lots of fun, neh? ^_^ Not only moves, but also a movement can be buffered. :) What about dashes? The recovery time between one backdash and another is quite long, don't you think? You can make it much, much shorter! Instead of: b~b, b~b Try this little buffering trick: b~b~d/b, b~d/b, b~d/b... It's a backdash cancelled by d/b directional command, in which is buffered "b" command, again cancelled by "d/b"... In this example you have to press each direction separatedly, without "thumb-sliding" or "stick-sliding" You should see Yoshi doing little backdashes repeatedly. :) It can be in theory endless... but practically it requires really great manual skills. :) Often doing two backdashes is enough. :) Or maybe I'm too lazy to practice more backdashes? ^_^ A very useful buffer is instant WS (While Standing). Quite hard to do if you have a bad controller, so be sure to have a proper joystick with soft diagonals (and never lend it to anyone!). Try this: d~d/b~b+4 or d~d/f~f+4 ...depending which version you find out to be handier. :) But beware if you want to do instant WS+1. Obviously do not try d~d/f~f! Heh heh! This buffer is extremely useful in creating custom strings as it gives you new possibilities. WS moves are in fact very good (WS+4 and WS+1 as good examples), and should be used frequently! ^_^ It's your MUSTLEARN technique, your Yoshi gameplay will improve greatly with this! You won't have to go into FC, then WS, but you'll be able to do any WS move instantly, just BOOM! -> WS+4. :) (not to mention the reach, priority and great recovery time of this move. ^_^ Another example is jump backwards. Just for fun, because it's not much useful in a fight. As you probably noticed, nobody can jump backwards in Tekken 4 if not using any jumping move. But you can buffer a jump backwards, maybe not easily, but you can :) Normal jump forward command is: just u/f or U/F ^_^ If you want to jump backwards, you must do: u/f~u~u/b ! Looks easy, but in fact it must be done extremely fast. :) In theory, it can be done also by: u/f~f~d/f~d~d/b~b~u/b ... LOL! But you would have to have EXTREMELY superb manual skills. :) I have never tried it, it's only a theory... maybe somebody will try and tell me if my supposition is true. ^_^ Also, the chickening mentioned above is all about buffering! For example: a friend of mine [playing Paul] loves to do a QCF+1 and follow it up by a reversal. If you know it, you can laugh at him with chicken :) d/f+[2]~f+4 You do e.g. Basic Uppercut, hold on "2" and immediately press f+4. And you have a nice chicken buffered! Don't forget to smile as the announcer says "CHICKEN!" during Yoshimitsu's "punch-in-ya-face" animation. :) Yoshimitsu without buffers is quite poor, so to speak. ^_^ Maybe it's not his power, but it's the fun to use! Some of his buffers are also very useful. You'll see "Unconventional Meditation Buffers" below. To suprise your opponent with a low jab or hopkick from this stance really can help you win! Let's examine Meditation Hopkick: 3+4, f~u/f+4 "f" command means "towards your opponent", just in case... I can explain it in this way: Meditation [3+4] is cancelled by "f" command, which is then immediately cancelled by u/f+3. :) It's very fluent, and should be done so, that is: VERY fluently. Practice it, ... ... and always warm up your fingers before a fight. :) Not warmed up, you'll surely screw it up. :) I hope I explained you the basics of buffering... it will make your battles be more easy and "hand-friendly". ^_^ Especially if you are going to play on a PS2 Joypad. :) Well, even on the Arcade Stick buffering won't make your hands suffer after 1 hour of playing :) ------------------------------------------------------------------------------ == Other Yoshi basics... well, really? == ------------------------------------------------------------------------------ I had some problems with this section, called "Yoshimitsu basics"... really! The meaning of this word in this context is: "basic art is the art without which Yoshimitsu can't live"... And so I wanted to list here Custom Strings, Juggles and Oki-zeme! These arts really should be listed here, but as I started to describe them, I came to the conclusion that I started to explain advanced strategy... What a mess! ^_^ So by now I decided only to give you definitions of these arts: - CUSTOM STRING - it's a set of moves that, if used properly, makes it very difficult for your opponent to do much of anything besides blocking. A good custom string must have three major features: flow, variation and destination. But to build a good custom string, you must know Yoshimitsu's moves first. :) I'll write a "good for custom strings" note in "Move List Analyzis" section. Generally, most of custom strings are built with fast, basic moves, ended with Special Arts depending on destination. - JUGGLE - it's the way to keep opponent in the air just after you have launched him with any jugglestarter. A juggle is basically the "air combo", and a combo by definition means "any sequence of hits which are unblockable after the first hit connects". If you're a beginner, you'll firstly learn how to do combos... later, you'll create your own combos at will, even depending on the onscreen situation, which is even more important in Tekken 4 with the addition of walls. Anyway, I'll list a bunch of juggles in Move List analyzis section, Yoshi's standard juggles are very easy... then we will go to Advanced Juggling Section in Advanced Strategies part. :) - OKI-ZEME - it's the way to damage your opponent while he's on the ground, including forcing him to the ground again (and again:) to take even more damage. Yoshimitsu's oki-zeme is weakened in "guaranteed" stuff, but if you read your opponent perfectly, you can continuously knock him to the ground and make him be afraid of getting up... thus giving you the opportunity to take even worse damage on grounded opponent... eh, do you get it? If not, you surely will, as you get through Advanced Strategy Section. :) ============================================================================== = [5] :: Manji Arts + Other Fighting Arts (COMPLETE Movelist) :: ============================================================================== ------------------------------------------------------------------------------ = GENERAL MOVES FOR YOSHI ------------------------------------------------------------------------------ General Moves for Everyone --------------------------- N Stand Still *Neutral Standing Guard* f_(F#) Step Forward_(Walk Forward) b_(B#) Step Backward_(Walk Backward) *Active Standing Guard* f,f Dash Forwards b,b Dash Backwards D/B CROUCH DOWN {FC - Full Crouch} D# FULL CROUCH (FC) *Neutral Low Guard* D/F# CROUCHING ADVANCE D/F# Crouching Advance d/f Low Parry *When Attacked by a Low/Special-Mid Hit* (u,N)_(d,N) Short Axis Shifting Sidestep (SS) U#_D# SIDESTEP WALK Tackle Attacks --------------- Run 3-5 steps Yoshi will tackle 1_2_1+2 During Tackle: Yoshi does Sword Stab (25 dmg) < Somebody Tackles you...-> 2 Tackle Dodge *During Tackle Impact* 1+2 Tackle Flip Reversal *During Tackle Fall - Chains into Sword Stab* 1 Right Punch Block, Kickoff *During Mounted Punch* 2 Left Punch Block, Kickoff *During Mounted Punch* u/f Low Hop U/F High Jump N+3 Landing Mid Gutkick *Stuns* N,3 Landing Low Kick +(1_3_4) Jumping Attack u/f+2 Quick Pounce (1_2_3_4) WALL TECHROLL *When Getting Smashed Into A Wall* ~B WALL TECHROLL *When Smashed into a wall face first* (f,f,f)_(f,F) Run B Stop Running 1+2 Flying Cross Chop 3 Oni Kick 4 Fubuki N Shoulder, Stomp or Tackle depending on run distance b,b,u/b Wall jump Knockdown Recovery Moves (When On Ground FU/FT) ----------------------------------------------- (1_2_3_4) Tech Roll *Hit as SOON as you hit the ground* f Roll Forwards 3 Rising Low Kick 4 Rising Mid Kick 1+2 Flying Cross Chop b Roll Backwards 3 Rising Low Kick 4 Rising Mid Kick f+1+2 Flying Cross Chop 1_(d+1) Roll Out_(Roll In) N Stand Up D# Stay Lying Down 3 Rising Low Kick 4 Rising Mid Kick f Roll Forwards 3 Rising Low Kick 4 Rising Mid Kick 1+2 Flying Cross Chop b Roll Backwards 3 Rising Low Kick 4 Rising Mid Kick 1+2 Flying Cross Chop 3 Rising Low Kick 4 Rising Mid Kick d+4 Ankle Kick f+1+2 Roll Forward, Flying Cross Chop b+(4~3)_(3~4) Fast Rising Kickup b+3+4 Rising Kickup f Handspring Kickup *As soon as you hit the ground* ~D/B Tumble Knockback Recovery *After getting hit by a heavy tumbling attack* After a Rising Kickup, Yoshi automatically goes into a Flying Cross Chop. Some guaranteed stuff on block included :) Recovery moves are chained together as such: 1,b,3 - Roll out, roll backwards, rising low sweep. ------------------------------------------------------------------------------ = GRAPPLING ARTS ------------------------------------------------------------------------------ Command Place Name Damage Escape Properties ------------------------------------------------------------------------------ 2+4 front Sword Face Smash 30 2 F+2+4 front Devious Plot 30 2 qcb+1+2 front Rainbow Drop 39 1+2 qcf+2 front Soul Siphon 22 1+2 #1 #3 qcb,F+2 front Possession -35 -- #2 (u_d_b_f)+1+3 any Position Change -- 1 (F+2+4_2+4) left Wheels of Hell 15,25 1 (F+2+4_2+4) right Bulldog 40 2 (F+2+4_2+4) back Tornado Drop 70 -- ------------------------------------------------------------------------------ #1 Yoshimistu regains 16 damage points. #2 Opponent regains 26 damage points. #3 The throw is not physicly espaped but Yoshimitsu will lose 16 points of damage, the opponent gains 22 points. ------------------------------------------------------------------------------ = BASIC ARTS ------------------------------------------------------------------------------ Command Name Damage Range Properties ------------------------------------------------------------------------------ 1 Left Jab 5 h -- 2 Right Jab 12 h 3 Oni Kick ==========[ see Special Arts ]========== 4 Right Roundhouse 14 h f+1 Extended Jab 6 h f+2 Manji Backhand ==========[ see Special Arts ]========== f+3 Stronger Oni Kick 28 h KD f+4 Stronger R. Roundh. 20 h KDc d/f+1 Hilt Strike ==========[ see Special Arts ]========== d/f+2 Basic Uppercut ==========[ see Special Arts ]========== d/f+3 Wood Chopper Kick ==========[ see Special Arts ]========== d/f+4 Saviour Boot ==========[ see Special Arts ]========== d/b+1 Low Punch 5 Sm d/b+2 Right Low Punch 10 Sm d/b+3 Spinning Low Sweep ==========[ see Special Arts ]========== d/b+4 Low Kick 7 l WS+1 Rising Jab 12 m WS+2 Rising Uppercut 15 m JGc WS+3 Rising High Kick 28 h KD WS+4 Rising Mid Kick 14 m FC+1 Low Punch 3 Sm FC+2 Right Low Punch 8 Sm FC+3 Low Kick 12 L FC+4 Low Kick 10 l BT 1 Turning Jab 15 h BT 2 Manji Backfist 2 15 h OB BT 3 BT Kick 25 h KD BT 4 BT Kick 25 h KD BT u/f+1 Jumping Turning fist 12 m KD! [ Three versions possible: BT (u/f_u_u/b+1). u/b+1 does not cause KD ] BT u/f+2 Turning Pounce 18 m [ Three versions possible: BT (u/f_u_u/b+2) ] BT u/f+3 Hopkick 21 m KD BT u/f+4 Hopkick 21 m JG [ BT u/f+4 does a juggle, but BT u/f+3 actually does NOT! There are other versions of these kicks, using u and u/b directions, inflicting 20 and 18 points of damage. Last Kick does not cause KD ] BT (d/b_d_d/f+1) LOW Punch 10 l BT (d/b_d_d/f+2) LOW Punch 10 l BT (d/b_d_d/f+3) Low Kick 12 L BT (d/b_d_d/f+4) Low Kick 12 L ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ = BASIC JUMPING ARTS ------------------------------------------------------------------------------ Input Range Dmg Input Range Dmg ------------------------------------------------------------------------------ Jump Attacks u/b+1 m 12 u/b+2 m 18 u+1 m 12 u+2 m 18 u/f+1 m 12 u/f+2 m 18 u/b+3 m 25 u/b+4 m 18 u+3 m 25 u+4 m 25 u/f+3 m 15 u/f+4 m 25 ------------------------------------------------------------------------------ Hop Attacks (kick or punch input at the apex) u/f,N+1 m 12 u/f,N+2 m 18 u/f,N+3 m 25 u/f,N+4 m 25 u/f,N,d+3 L 25 ------------------------------------------------------------------------------ Hop Attacks (kick or punch input on the way down) u/f,N,1 m 15 u/f,N,2 m 18 u/f,N,3 m 25 u/f,N,4 m 25 ------------------------------------------------------------------------------ Hop Attacks (kick or punch input right before touching the ground) u/f,N,1 m 18 u/f,N,2 m 18 u/f,N,3 m 25 u/f,N,4 m 25 ------------------------------------------------------------------------------ Leap Attacks (kick or punch input at the apex) U/F,1 m 15 U/F,2 m 18 U/F,3 m 25 U/F,4 m 25 ------------------------------------------------------------------------------ Leap Attacks (kick or punch input on the way down) U/F,N,1 m 18 U/F,N,2 m 18 U/F,N,3 m 25 U/F,N,4 m 25 ------------------------------------------------------------------------------ Leap Attacks (kick or punch input right before touching the ground) U/F,N,1 m 18 U/F,N,2 m 18 U/F,N,3 L 15 U/F,N,4 m 25 ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ = SPECIAL ARTS ------------------------------------------------------------------------------ Command Name Damage Range Properties ------------------------------------------------------------------------------ 1,2,1 Jab - Double Uppercut 5,8,6 hmm b+1,1,1,1,1,1 Stone Fists 10,10,10,10,10,10 hhhhhh #1 = 3+4 = Evasive Side Spin -8 -- #2 = d/b+3,3,f+4 = Topspinner Attack 7,5,12 l,l,m #9 = d/b+3,3,d+3+4 = Spin & Sit 7,5,-- l,l,-- #9 = d/b+3,3,3 = Spin to diziness 7,5,5 l,l,l #9 #1 SS+1 Inner Palm 21 m GB JGc d/f+1,2 Hilt Strike - Backfist 15,12 mh OB = D/B+2,2,2 = Manji Spin Slaps 10,10,8 mmm #1 RC d/f+1<1<1<1 Door Knocker 15,12,12,24 mhhm GC WS+1+2 Quick Upper 12 m f,f+1+2 Dive Bomb 22 m BT = D/B+2,2... Reversed Manji S. Slaps 10,10,8,8,8,6 mmmmm #1 RC = qcf+1 Rev. Moonsault Slayer 30,15,28 !!{!} = d+3+4 Indian Sit Backwards -- -- = ~D = Yoga -- -- = (f_b) = Teleport away -- -- = N = Healing -- -- = 4 = Reversed Kangaroo Kick 30 m JG = and other Stance moves... all of them are reversed = u/b+1+2 Deathcopter Backwards 40 {!} = d = Deathcopter Slash 25 {!} = B = Deathcopter Trick 35 {!} = (u+1+4_2+3) Reversed Sword Impale 90 *!* = ~1 = Reversed Sword Spin 22 ! = ~1+2 = Reversed Ochimusha H. 15 = (1+4_2+3) Soul Siphon 22 throw #3 = F+(1+4_2+3) Possession -35 throw #3 = 1+2 Reversed Flea 21 {!} Flea Arts = d+1+4 Harakiri 60 {!} D/B+2,2,2,2,2,2 Manji Spin Slaps 10,10,8,8,8,6 mmmmm... RC #1 2<3 Flash Attack 12,21 hh CFSc 2,d+3 Low Flash Attack 12,8 hL RC SS+2 Shrine Lift 20 m JG f+2 Backfist 12 h OB = D/B+2,2,2 Manji Spin Slaps 10,10,8 mmm RC #1 f,f+2 Ninja Blade Smash 18 m f,f, n,f+2 Delayed Ninja Blade Sm. 18 m f,f+2 Ninja Blade Slice throw (dmg 36) m CH = d+3+4 = Sit Down -- -- #4 d/f+2 Step in Upper 13 m JG FC,d/f+3 Lunging Sweep 12 L JG RC D/B+3,3,3,3,3,3 Manji Spin Kicks 12,7,7,5,5,5 Llllll RC #1 = f+4 = Manji Rising Kick 12 m #2 = d+3+4 = Indian Sit -- -- #2 #5 3,3 Ballerina Combo 25,16 hl JG = d+3+4 = Indian Sit -- -- 3,4 Zig Zag 25,30 hm 3,d/f+3+4 Zig Kangaroo Kick 25,30 mm JG u/f+3 Samurai Knee 15 m JG WS~D/B+3 Sweeping Kick 12 L f,f+3+4 Shark Attack 30 m = 1+2 = Dive Bomb 30 M #10 = 3+4 = Kangaroo Kick 30 m JG u/f+3+4 Poison Wind 10 M = 1+2 = Flea 20 {!} = U+1+2 = Charged Flea 30 {!} = 3+4 = Kangaroo Kick 30 m JG = d+3+4 = Indian Sit -- -- = b+1 = Stone Fist 2 Sm = 3+4 = Poison Wind 20 M = 4 = Manji Flip 15 Sm = d/b+1 = Sword Slice 15 {!} = D/B = Sword Delay -- -- = N = Delayed Slice 15 {!} #6 d/f+4 Side Kick 19 m SS+4 Whirlwind 21 h CSc = ~3+4 = Meditation -- -- #8 f,f+4 Fubuki 15 m #11 f,f, n,f+4 Delayed Fubuki 15 m #11 4,4,4 Triple Roundhouse Combo 14,12,21 hhh OSB 4~3 Kangaroo Kick 30 m JG (u/f_u_u/b)+4 Avoiding the Puddle 25 m (d_KND_FC)+3+4) Indian Sit -- -- f,f+1+4 Fake Suicide [Confusion] -- -- BT 1+2+3 Spirit Shield -- -- #7 SS+3+4_3+4 Meditation -- -- #8 B+3+4,3+4(x6) Evasive Side Spin -8,-8,-8,-8,-8,-8 -- b,b,u/b Wall Jump 15 m ------------------------------------------------------------------------------ #1 Last spin will cause Yoshimitsu to be dizzy and fall down. #2 Can be done at any time except after the last spin. #3 When Yoshimitsu gains energy the opponent loses energy, when Yoshimistu loses energy the opponent gains energy. #4 This Sit Down does not allow Indian Sit moves. Yoshi gains energy for as long as he sits down. #5 Indian Sit can be done after the 2nd, 3rd or 4th spin. #6 Damage increases with each hop to 23,27,43,65,107. After the 6th hop damage will be 15 again. #7 Repels all attacks. #8 Yoshimitsu gains energy: see Meditation Chart below. #9 Start after first, second or third spin. #10 Dive Bombo Hits grounded opponents if only is not followed by the Kangaroo Kick. #11 At the edge of a range the damage will be 20 ------------------------------------------------------------------------------ = INDIAN SIT ARTS ------------------------------------------------------------------------------ = Moves starting from Indian Sit only (d_KND_FC)+3+4 = ------------------------------------------------------------------------------ Command Name Damage Range Properties ------------------------------------------------------------------------------ d+3+4 Indian Sit Starter -- -- ~D Yoga -- -- #0 :) = 3+4, any direction = Yoga Slide -- -- #2 = see: Yoga 3+4 options = ~N = Healing -- -- #1 (f_b) Vacuum Dance -- -- #3 N Healing -- -- #1 3+4 Yoga -- -- #2 = any direction = Yoga Slide -- -- = 1, any direction = Yoga Taunt 1). -- -- #6 #7 = 2, any direction = Yoga Taunt 2). -- -- #6 #7 = 1+2, any direction = Yoga Taunt 3). -- -- #6 #7 = release (3_4), 1 = Yoga Taunt 1). -- -- #5 #6 = release (3_4), 2 = Yoga Taunt 2). -- -- #5 #6 = release (3_4), 1+2 = Yoga Taunt 3). -- -- #5 #6 = ~N = Healing -- -- #1 1 Indian Moonsault Slayer 15 ! 3 Dive Bomb 30 M #8 = 3+4 = Kangaroo Kick 30 m JG 4 Kangaroo Kick 30 m JG 2,D/B+2,2,2,2 Manji Spin Slaps 10,8,8,8,6 mmmmm RC #4 u end Indian Sit -- -- ------------------------------------------------------------------------------ #0 Yoshi stays in the spot, he DOESN'T track his enemy. #1 Yoshimitsu gains energy, 5 points every bounce. #2 Hold down 3+4. Yoshi tracks his enemy. #3 Close range causes a behind the opponent teleport, 3 or more characters away Yoshimitsu will be BT in the same spot. #4 Last spin will cause Yoshimitsu to be dizzy and fall down. #5 During Yogo Slide release just one kick button and then push 1 or 2. Yoshi stays in the spot, saying naughty thingies. :) #6 Taunt 1: Yoshi's laughter!; Taunt 2: "Jigajisan!" [ meaning "self-praise" ]; Taunt 3: "Ansou shuha" - it means "I secretly wink at you"... LOL! #7 "Motion Taunt": Tap the direction: Yoshi will say a taunt. Next tap will unleash the same taunt. Hold the direction to stop saying the same taunt. Press now other taunt command and tap direction again :) #8 Hits grounded opponents only if not followed by 3+4 Roo Kick ------------------------------------------------------------------------------ = MEDITATION ARTS ------------------------------------------------------------------------------ = Moves starting from Meditation only - (3+4_SS+3+4)= ------------------------------------------------------------------------------ Command Name Damage Range Properties ------------------------------------------------------------------------------ (3+4_SS+3+4) Meditation Starter -- -- #3 1+2 Sword Hilt Healing 10 ! #3 CF d/b+1 Sword Slice 10 {!} = ~N,D/B = Sword Delay -- -- = N = Delayed Sword Slice 15 {!} #4 3+4 Manji Backflip 15 Sm JG 1+4 Harakiri 60 ! #1 = B+1,1,1,1,1 = Manji Blood Dance 15(x6) !!!!! #1 2+3 Soul Siphon 22 throw #2 qcb,F+2 Possession -35 throw #2 u,n_d,n Side Step -- -- #6 b,3+4 Full Back Spin - Meditation -- -- b~3+4 Half Back Spin - Meditation -- -- 2+4 Throw -- -- 1+3 Position Change -- -- ------------------------------------------------------------------------------ -- PLUS! - Unconventional Buffered extensions! - ------------------------------------------------------------------------------ Command Name Damage Range Properties ------------------------------------------------------------------------------ (b+1_f+1) High Jab 10 h #5 f~d/f+1 Low Jab 10 l #5, f~d/f+4 Low Kick 5 L #5, (b+2_f+2) Backfist 12 h OB, #5 (b+3_b+4) High Kick 25 h #5 f~u/f+4 Hop Kick 25 m JG, #5 f~u/f~n BT Recovery -- -- #5 f~U/F, N+3 Jumping Stun Kick 30 m #5 f~U/F, N, d+3 Jumping Low Kick 12 L #5 f~U/F+4 Jumping Hopkick 25 m KDc, #5 ... and all jumping stuff like U/F+1, U/F+2... etc. f~1+2 Flea backwards 21 {!} #5 f~d/f~d+3+4 Sit Backwards -- -- #5 ------------------------------------------------------------------------------ -- PLUS! - Meditation turn around to Meditation extensions! 3+4, b~3+4 - [ Yoshi faces an opponent while still in Meditation ] ------------------------------------------------------------------------------ 3+4, b~3+4, f~u/f+3 => Meditation Forward to Samurai Knee 3+4, b~3+4, f~u/f+4 => Meditation Forward to Avoiding the Puddle 3+4, b~3+4, f~u/f+1+2 => Meditation Forward to Deathcopter 3+4, b~3+4, f~u/f+1+2~D ===> Meditation Forward to Deathcopter Slash 3+4, b~3+4, f~u/f+1+2~B ===> Meditation Forward to Deathcopter Trick 3+4, b~3+4, f~U/F+4 => Meditation Forward to Jumping Hopkick 3+4, b~3+4, f~U/F, N+3 => Meditation Forward to Stun Kick 3+4, b~3+4, f~U/F,N,d+3 => Meditation Forward to Low Kick => ... and all jumping stuff... ------------------------------------------------------------------------------ #1 Yoshimitsu receives equal damage. #2 See Grappling Arts notes. #3 Yoshimitsu gains energy. #4 Damage increases with each hop to 23,27,43,65,107. After the 6th hop damage will be 15 again. #5 Unconventional Meditation Buffers... f command means "towards your opponent". #6 You cannot do any Side Step moves. ------------------------------------------------------------------------------ = FLEA ARTS ------------------------------------------------------------------------------ = Moves starting from Flea only - (1+2_u+1+2)= ------------------------------------------------------------------------------ Command Name Damage Range Properties ------------------------------------------------------------------------------ (1+2_u+1+2) Flea Starter 20 {!} = ~U = Flea Charge 30 {!} #1 = ~N = Charge cancel 20 {!} #1 = d = Ducking Flea -- -- #1 = (3_4) = Flea Side Step -- -- #1 = (u/b_u_u/f) = Jumping Flea 21 {!} #1 = f,f = Running Flea 8_12_15 {!} #2 = 3+4 = Indian Sit -- -- stance = 1+2 = Skull Splitter 16 h GB JGc = d+3+4 = Indian Sit -- -- stance = 3+4 = Kangaroo Kick 30 m JG = b End Flea Stance -- -- ------------------------------------------------------------------------------ #1 Yoshimitsu remains in Flea after this move. #2 Damage of 1st, 2nd or 3rd Running Flea. ------------------------------------------------------------------------------ = UNBLOCKABLE ARTS ------------------------------------------------------------------------------ Command Name Damage Range Properties ------------------------------------------------------------------------------ b,b+1 Sword Impale 90 *!* = ~N+1 = Sword Spin 22 ! = ~1+2 = Ochimusha Hunter 15 ! D/B+1+2 Death Pose -- -- = any = Bad Breath 25 qcf+1 Moonsault Slayer 30,15,28 !!{!} d/f+3,1 Wood Cutter 20,18 m{!} FC,b+1_D/F,1 Sweep Slice 20 *!* d+1+4 Harakiri 60 ! #1 = B+1,1,1,1,1 = Manji Blood Dance 15(x6) !!!!! #1 f,F+1+4 Suicide 100 ! #1 = f,f = Double Suicide 100 ! #1 d+1 Sword Slice 10 {!} = ~N,D/B = Sword Delay -- -- = N = Delayed Sword Slice 15 {!} #2 u/f+1+2 Deathcopter 40 {!} = d = Deathcopter Slash 25_30 {!} #5 = B = Deathcopter Trick 35 {!} d+1+2 Cyclone Lift 12 ! #3 1+4 Yoshimitsu Flash (Soul Stealer) -- ! GB #4 ------------------------------------------------------------------------------ #1 Yoshimitsu receives equal damage. #2 Damage increases with each hop to 23,27,43,65,107. After the 6th hop damage will be 15 again. #3 Only juggles in close range on a standing opponent. #4 Yoshimitsu can steal certain moves and strings from the opponent using the Sword Flash. Full Flash Learning Chart available at TZ. #5 The longer Yoshimitsu is in the air the more damage the attack will do. ------------------------------------------------------------------------------ STRING HIT ARTS ------------------------------------------------------------------------------ Command Hits Damage Range ------------------------------------------------------------------------------ 1,2,1,4,4,4,1,1,1,1 10 5,8,6,9,9,5,5,8,8,30 hmm"h"h"Lm{!}{!}*!* 1,2,1,4,2,2,2,4,1,1 10 5,8,6,9,3,3,3,7,8,30 hmm"hmmm"m{!}*!* 4,4,2,2,4,4,1,1,1,1 10 14,12,5,6,9,5,5,8,8,30 h"h"mh"h"Lm{!}{!}*!* 1,2,1,4,4,4,1,3+4 8 5,8,6,9,9,5,5,25 hmm"h"h"Lm"m 4,4,2,2,4,4,1,3+4 8 14,12,5,6,9,5,5,25 h"h"mh"h"Lm"m 4,4,2,2,1 5 14,12,5,6,30 h"h"mh*!* 4,4,2,2,1~1 5 14,12,5,6,30 h"h"mh! ------------------------------------------------------------------------------ " indicates about 1/2 second input delay ============================================================================== = [6] :: Move List Analysis :: ============================================================================== And here we go with the most important section, which (I hope:) will help you learn Yoshimitsu's arts or increase your current knowledge. :) I'll list here just about everything I noticed about each of his move. Besides the moves, I'll also list some nice juggles, custom strings, set-ups and follow-ups to illustrate the move's properties better... Later, in Advanced Strategy section, we will try to put it all together in a nice and easy to remember summary. :) But first, let me explain the criteria I'll use: ------------------------------------------------------------------------------ == Moves' Properties [ range, priority, distance, attributes, parameters ] == ------------------------------------------------------------------------------ **RANGE** - you know: high, mid, Smid, low... hitting grounded opponent or not... ...unblockable... however, some of Yoshi's moves have different range depending on situation! Interesting, huh? :) **PRIORITY*** - Range + Priority = True Range. :) As an example I'll give you SS+1 and d/f+2. SS+1 has "awesome" priority, d/f+2 has "very good" one... and so SS+1 hits even Xiaoyu in her Art of Phoenix stance whereas d/f+2 will surely miss... but both of them hit MID! ^_^ Funny, neh? ->> Priority levels: poor, not very good, good, very good, awesome **DISTANCE** It's the distance which a move will cover /and/ best positioning to unleash a technique with little chance to whiff. ->> Distance levels: away - far, far away... no chance any move will hit, unless it's Shark Attack:) far - it's the distance which two dashes forward can cover farther medium - one "big" dash forward distance medium - short dash forward distance, f+4 range, SS moves range close - throw range, 1 jab range. nose-to-nose - eeck, pixel chaos? :) **ATTRIBUTES** Heh heh, there are some attributes which are worth listing: - dodging attitude: the name speaks for itself :P - position change attribute - does Yoshi travel during a move anywhere? 1. Stationary move - Yoshi doesn't go anywhere :) 2. Approach attitude - best move to shorten the distance, 3. Retreat attitude - best move to run away - special attributes - JG, CS, KD... etc. - deception attitude - watch what your opponent will do after this move and teach him a lesson :)... or... trick'em into receiving more damage! **PARAMETERS** Supported with Frame Data, these parameters will tell you if Yoshi is safe after a move or not, and what benefits you have after a move. "Frames" are a number of animation frames per second. [ one frame is 1/60 a second! ] - Speed [Fhit] will tell you how fast a move is executed. This does NOT include the number of frames it takes to input the command. - Block Advantage [Badv] - The number of frame advantage or disadvantage when the move is blocked. Meaning the amount of frames it takes before you can input a new command. Positive numbers are advantages over your opponent, negative numbers indicate a disadvantage and KD indicates the opponent gets knocked down. Usually moves with -8 or less adv. on block are considered to be safe. Keep in mind that sometimes you can block earlier than actually input any command. -12 Badv doesn't neccessarily mean that you can't block for 12 frames, but that you cannot do any command for 12 frames. - Hit Advantage [Hadv] - The number of frame advantage or disadvantage on a hit. Keep in mind a hit does not necessarily results in an advantage over the opponent. Frame advantage on stagger moves reflects the amount of stagger frames, this does not equal the number of frames your opponent cannot block attacks. - Counter Hit Advantage [CHadv] - The number of frame advantage or disadvantage on a Counter-Hit. Keep in mind a Counter-Hit does not necessarily results in an advantage over the opponent. - Advantage over crouching opponent [Hcadv] - The number of frame advantage or disadvantage after hiting a crouching opponent. - Whiff recovery [WFrec]- my impression about the recovery speed if a move whiffs. The Frame Data parameters above doesn't neccessarily mean that a certain move will act the same if not "in touch" with an opponent... Simple calculation examples: 1. Paul's jab has 8 frames [Fhit], Yoshi's jab has also 8 frames [Fhit] Yoshi's jab also has +2 frames [Badv], which means that Paul can't do a move for 2 frames. So if Paul wants to reatliate with jab after blocking your one, the speed will be: Paul's 8 + Yoshi's 2 = 10 frames [Fhit] So Paul's jab will come off in 10 frames after command input. It means that if Yoshi also tries a second jab, he will hit Paul earlier...etc. 2. You hit somebody with f+2, which has +17 [Hadv]. It means that you have d/f+2 guaranteed, because its execution time is 16 frames [Fhit] It will fit in the gap :P 3. Kazuya blocked your FC,d/f+3. If you immediately press high block, you won't be hit by his WS+2, because your recovery [Badv] is -16 frames, and his WS+2 is executed in 17 frames [Fhit]. But he may try other moves which will hit you for sure, e.g. WS+4,4... etc... If Frame Data don't tell you much, I will create a short Recovery levels: So, the recovery can be... Tragic, poor, not very good, quite good, good, very good, awesome. :) I'll also create a general rating system if you are too lazy to read all about each of the listed move: * - one of Yoshi's worst moves, very specific uses, hardly used ** - below Yoshi standards, useful only in certain situations *** - standard Yoshi move, not bad, not great: just average **** - above average Yoshi move, great uses, and versatile ***** - definitely Yoshi's best move, tons of uses, a main weapon :) OK, LET'S GO! ^_^ ==== [[[ C H O S E N G E N E R A L A R T S ]]] ==== ------------------------------------------------------------------------------ After Rising Kickup b+3+4 (When On Ground FU/FT), opponent suffers Guard Break on block which you can exploit. Immediately tap 1 to juggle your opponent. Sample juggles: b+3+4 (blocked, GB), 1, b+1,(1),1,(1),1, d/f+3,1 [dmg 31] b+3+4 (blocked, GB), 1, b+1,(1),1,(1),1, b+1, f+3 [dmg 31] b+3+4 (blocked, GB), 1, b+1,(1),1,(1),1, f+3 [dmg 27] etc, etc... :) ------------------------------------------------------------------------------ When you are on the Ground FU/FT, the 3 kick juggles your opponent, and so you have u/f+3+4, u+1+2~U~N, 1+2 guaranteed. (go to Pogo Section if you don't know what is this U~N. It's the way to increase the Sword's strength...) ------------------------------------------------------------------------------ ==== [[[ G R A P P L I N G A R T S ]]] ==== ============================================================================== Name: Command: Damage: Range: Overal Rating: Position Change (f_b_u_d)+1+3 -- obviously h ***** ------------------------------------------------------------------------------ Priority: awesome! Distance: close Attributes: position change: various special attributes: well, you change positioning :) Parameters: [F Hit] [Escape Button] [WFrec] [Disadvantage if escaped] 12? 1 awesome none ------------------------------------------------------------------------------ Description Command: Advantage (in frames) Close Straight Push 1+3~f 10 Close Side Push 1+3~(u_d) 12 Reverse Push 1+3~b 18~20 Distance Straight Push 1+3~f 17~19 Distance Side Push 1+3~(u_d) 17~21 So what does it all mean? These advantage frames you gain after you push your opponent into a wall. A lot of, huh? To be honest, I'm not very much experienced in wall pushing area, my opponents love jabbing around and usually I can't get my way through their jabs with this push... The best way to set it up is to jab opp. yourself: on hit you have the required advantage to do f+1+3 and your opponent can't interrupt it. He can only duck or escape (and as far as I know, the escape window is smaller that in regular throws). After a successful wall push, you can unleash some damaging combos: After Straight Push 10~19 - f,f+4, 4,4,4 - (far push) d/f+2, u+1+2~f,F (see Pogo Section!!!) - (far push) f+2, 2+4 (backthrow!) - (far push) f+2, f+3, u+1+2~U~N, 1+2 (see Pogo S.) After Side Push 12~21 - f,f+4, f+3 Reverse Push 18~20 - f+2, 2+4 (oh yeah, backthrow!) Experiment with this by yourself, and never allow your opponent to push you! ============================================================================== Name: Command: Damage: Range: Overal Rating: Sword Face Smash 2+4 30 obviously h ***** ------------------------------------------------------------------------------ Priority: awesome! Distance: close Attributes: position change: moves your opponent to Yoshi's right, slightly less than 90 degrees special attributes: opponent lies on the ground, of course :) Parameters: [F Hit] [Escape Button] [WFrec] [Disadvantage if escaped] 12 2 awesome none ------------------------------------------------------------------------------ Yoshi's Classic throw! I love it, it has been with him from the very beginning of the Manji adventure. :) It has now different properties, though. d+3 is no longer guaranteed, unfortunately... you have much more options to chose, but every one of them can be defended against. At the beginning I recommend you: - Cyclone Lift d+1+2 - It's for opponents who love standing with any kick from the ground (in this case you have a free juggle!!! They won't manage to hit you with 4 before it connects, and in case of 3 they must be super-fast. ^_^ Not to mention CH and Clean Hit, and juggle.) and who are afraid and just lie doing nothing (it hits for 12 damage points). It also hits ppl. who just stand up (it's often the case in the higher level of play, also: you are completely safe after it hits). But as your opponent switches to backroll or sideroll, you'll have to change your strategy. - d+1 Sword Slash - hits your opponent's sideroll and backroll attempts, also hits him as he stands up... but can be hit by any rising kick. - then we have d/f+3,1 Wood Cutter: hits just about anything (sideroll, any kick attempts, backroll...), BUT can be defended by straight get up, and jabbed out in the middle of the move (before the sword conmnects). Your opponent can also wait and allow the d/f+3 kick to whiff, and kick you before the sword connects... anyway, great move! - 3+4, 3+4 Meditation to Back Handspring is interesting since your opponent will miss with any rising kick, which often occurs because Yoshi seems to be harmful... they stand up with a kick just to get juggled... Much more painful is 3+4, f+2 combination, after whiffed kick you feast your opponent with a Manji Backfist + juggle... ouch, it really hurts! ^_^ It also hits opponents who decide to stay on the ground, but it doesn't hit any backroll or sideroll. - f,f+2 will hit any kick attempts (looks cool!!!) and sometimes a backroll, and it will travel to the other side if opponent stays on the ground. Nice thing to try. :) Has some weak points, but looks cool :) - SS to Yoshi's right (opponent's head), d/b+1+2~any - many times it catches your opponent. :) any rising kick will miss due to SS, and they may evaluate your Bad Breath duration incorrectly, and stand up just to score a puff of smoke into face... and obviously, a juggle :) Etc, etc... there are much more extensions... experiment! Another nice strategies after this throw connects are "hop over" tricks. Just do a hop forward over lying opponent and immediately press d/b+1 (it's a low punch). If your opponent tries any standing kick, you'll jump over him and hit his back with d/b+1, after which you have WS+4 guaranteed. :) (what you'll do next is up to you... you still has opponent's back exposed! ^_^). BUT if your opponent stands up, you won't jump over him... you can continue with custom string or suprise your opp. with a Sword Sweep... whatever you want. To sum up: many options, none of them strightly guaranteed... you can do your best by making your opponent think you'll do the same move all over the time, and then switch to another option. Best combination is Cyclone lift at first, then Wood Cutter or d+1 for Backroll or sideroll. Try also that Meditation trick, it's worth the damage it can inflict! ^_^ And you're safe in most cases after 3+4, 3+4, don't forget that you can follow it up with BT d+1 which can't be interrupted (only blocked or parried, or rarely: SideStepped). ============================================================================== Name: Command: Damage: Range: Overal Rating: Oni Killer (Devious Plot) F+2+4 30 obviously h ***** ------------------------------------------------------------------------------ Priority: awesome! Distance: close Attributes: position change: your opponent lands on the other side, head first to Yoshi, at an angle about 90 degrees to Yoshi, in general Yoshi does a 90 degree turn to his right, his left leg close to opponent's head special attributes: great, confusing throw. Parameters: [F Hit] [Escape Button] [WFrec] [Disadvantage if escaped] 12 2 awesome none ------------------------------------------------------------------------------ "Oni Killer" - I like this name! ("Oni" means "devil") In fact you have less options after this move than after previous throw... - d+3: will hit any kick, stand up, sideroll attempt... (and your opponent will show his back to you!), but it can be escaped by backroll... beware, even if your opponent lands backturned after it hits (which happens many times especially if your opp. tries a kick). Best choice is to do WS+4, it can only whiff... other moves are risky. - d+4: it will hit anything... besides lying still. Well... I guess nothing is prefect in this Tekken... :) Why not to have any guarantee? :) - u/f+3 is a great tool :) It will hit a backroll, any fast kick attempts, it can be only beaten by "wait & let whiff", by sideroll (but you're safe if opponent siderolls...). With this "wait", your opponent must time his moves precisely. If he'll wait a little bit longer, Yoshi will land behind him and begin a classic "hop over" tricks... ^_^ It's WORTH doing! - "hop over" tricks are better here than in previous throw. :) Try them! (jump over to d/b+1 punch and WS+4 kick...remember that after WS+4 you can press d/b+1 again! It will nail any stand up attempt. Worth trying!) ============================================================================== Name: Command: Damage: Range: Overal Rating: Rainbow Drop QCB+1+2 39 obviously h ***** ------------------------------------------------------------------------------ Priority: awesome! Distance: close Attributes: position change: your opponent lands on the other side, feet towards Yoshi, quite close. special attributes: fast and long-reaching throw. Parameters: [F Hit] [Escape Buttons] [WFrec] [Disadvantage if escaped] 11 1+2 awesome -6 ------------------------------------------------------------------------------ Well, this throw has been toned down :( It used to take 50 damage points! Now it's 39, and the Sword Slice is not guaranteed! (and it used to be...) BUT... :) - Sword Slice d+1 is indeed good as a follow-up, it hits ANYTHING! It has only one disadvantage: it can be stopped by Ankle Kick. :) But the Ankle Kick must be done ultra fast... so if your opponent becomes predictable, go for low parry! (and juggle, of course) It's simple as that. :) - kinda risky follow-up is u/f+1+2~D Deathcopter: it hits opponent on the ground and backroll attempt, but it doesn't hit backroll->backdash, and Yoshi may land behind your opponent as he stands up straight (but it rarely happens) With quick reflexes, you can slightly delay the Deathcopter but still, your opponent may chose to SideStep or just punch you out of the air. This follow up is good if your opponent is afraid of getting damage and is likely to commit stupid mistakes :) As a set-up of this throw I recommed you a single 1 jab (remember the Short Buffering Guide? :), or any move pushing your opponent back if you expect he'll rush in. E.g. SS+1, d/f+4, especially on hit. ============================================================================== Name: Command: Damage: Range: Overal Rating: Soul Siphon QCF+2 22 (Yoshi +16) obviously h *** ------------------------------------------------------------------------------ Priority: awesome! Distance: close Attributes: position change: none special attributes: Energy-sucking throw :) Parameters: [F Hit] [Escape Buttons] [WFrec] [Disadvantage if escaped] 15 1+2 awesome 0 ------------------------------------------------------------------------------ Eeeeh... Yoshi's "new", cool throw and must be so much ripped of positives? Dammit, it's slow, and if escaped (which happens quite often), Yoshi loses energy and gives it to opponent? WtF?! Not to mention weakened damage... I rarely use it, mainly as a show-off move. >_< As far as Possession QCB, F+2: hah hah! It would be a nice guess-up IF it could be escaped! But it can't, it's obviously Yoshi who generously gives energy to his opponent... but why can't it be escaped? It would be nice if you did this throw, opponent escaped, and Yoshi would receive energy. It would be a great guess-up game... but well, I suppose Namco's Tekken Team was too lazy. Positives of the Great Soul Spihon throw? - it looks REALLY great! - it has a very good recovery time if whiffed, which can be used as a set up e.g. after 2+4 throw. QCF+2 over lying opponent, then SSR (a possible rising kick misses) and u/f+3 for a juggle... Last words: it's a SHAME that Yoshi's front throws has been so much weakened. ------------------------------------------------------------------------------ I think I don't have to describe Yoshi's side and back throws... the damage is known, they do not have any good follow-ups... nothing to mention. :) The most desired is obviously Yoshi's backthrow, "Tornado Drop", called also "Manji Wind God"... it does a huge damage of 70 points and is often used in Yoshi's wall game as well as in some "after f+2" guarantees. Read on! :) ------------------------------------------------------------------------------ ==== [[[ C H O S E N B A S I C A R T S ]]] ==== (Please note that some of the basic arts will be analyzed in "Special Arts" section, just as all "d/f" moves... I decided not to describe his FC basics and some of his basic jumping arts, listing only the most useful ones... - left jab is so important that it will be listed in "Special Arts" section. - right jab will be described in "2,4" PK Combo Table. - left and right kicks will be described in Oni Kick Combo and Triple Roundhouse Kicks tables. The same goes with "f+" versions. - d/b+3 is a starting move of Spinning Low Kicks and will be described in its section. Well, I think that's all... anyway, full Yoshi's Frame Data is available in Tekken Zaibatsu or Yoshimitsu Obsession Team :) Just in case you don't believe me that e.g. his UF,n,3 kick (that spinning one) is not useful and risky...) ============================================================================== Name: Command: Damage: Range: Overal Rating: Low Punch d/b+1 5 Smid ***** ------------------------------------------------------------------------------ Priority: awesome! Distance: medium (if you expect somebody will come to you) / close Attributes: dodging: kind of... in the last stage, where Yoshi recovers FC position change: stationary move special attributes: none deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 8 -2 +7 +7 +7 awesome ------------------------------------------------------------------------------ It's not that "low", but Smid... the name is a remaining from Tekken 2 times, where it really was a low punch. But I guess it was too fast to be a low strike, and Namco came to the conclusion that a new range must be added: Smid. Meaning that you can block it both standing and crouching. But it didn't change the punch'es priority, it's incredibly fast, and stops almost everything in the spot. It's your main poking/interrupting tool, a must-use move to build fast and quick-retracting custom strings. Just don't get too much predictable, on the high level of play your opponent may parry it easily. You know what a parry means in case of Yoshimitsu: a guaranteed juggle and all nastiness afterwards. :) Just beware. :) Also, the d/b+1 initial animation doesn't dodge anything, keep it in mind. Even a throw can catch you inbetween. If you have it blocked, use the follow ups with caution, because you may be nailed on opponent's quick jabs. Remember that after block you're at the disadvantage: slight but present. :) Opponent's fast WS move will hit you earlier! ============================================================================== Name: Command: Damage: Range: Overal Rating: Low Punch #2 d+2 10 Smid ***** ------------------------------------------------------------------------------ Priority: awesome! Distance: medium (if you expect somebody will come to you) / close Attributes: dodging: kind of... in the last stage, where Yoshi recovers FC position change: stationary move special attributes: none deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 10 -2 +7 +7 +7 awesome ------------------------------------------------------------------------------ It's not that "low" again, but Smid. :) This version is kinda slower than d/b+1 punch, also the input is different. Well, it's because somebody WISE (irony!) coded d+1 as a Sword Slice. I had really hard times with Yoshi before I learned not to press d+1 to interrupt somebody's attack :) Instead of d+1, I used d+2 to get used to new commands. Well, d+2 has better range and damage rate, but it won't fit in places where d/b+1 always fits. :) Some moves can be interrupted only by d/b+1. After a bit of practice, you'll surely switch to d/b+1 and you won't get a Sword Slice instead, but with a bad controller, I advise you to use d+2 if you don't want to score a powerful blow in Yoshi's face during his Sword Slice animation :). Also, it can be low parried, so beware :) ============================================================================== Name: Command: Damage: Range: Overal Rating: Low Kick #1 d/b_d+4 7 l ***** ------------------------------------------------------------------------------ Priority: very good Distance: medium (if you expect somebody will come to you) / close Attributes: dodging: kind of... in the last stage, where Yoshi recovers FC position change: stationary move special attributes: none deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 12 -11 0 0 0 very good ------------------------------------------------------------------------------ And this is at last a "low" move :) Yoshi's standard low kick is very fast, hits low and generally is used to annoy your opponent and take some energy from his lifebar, point by point :) Good in custom strings, relatively safe, it's rarely blocked (if used at correct times!). Doesn't hit grounded opponents, but hits a sideroll and roll back attempts. Good move, use it! ^_^ What a pitty it's toned down :/ It used to give you advantage on hit, and was completely safe if blocked... Also, remember that it can be low parried. :) ============================================================================== Name: Command: Damage: Range: Overal Rating: Low Kick #2 d+3 12 L ** ------------------------------------------------------------------------------ Priority: good Distance: medium (if you expect somebody will come to you) / close Attributes: dodging: kind of... in the last stage, where Yoshi recovers FC position change: stationary move special attributes: well, hits grounded opponents. deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 16 -17 -3 -3 -3 poor ------------------------------------------------------------------------------ This low kick hits also grounded opponents and should be used for this purpose. Using it in custom strings wouldn't be very wise, because it's slow comparing to other moves, and also has bad recovery. Mainly an oki-zeme tool, but there are better moves. ============================================================================== Name: Command: Damage: Range: Overal Rating: Rising Jab WS+1 12 m ***** ------------------------------------------------------------------------------ Priority: very good Distance: medium (if you expect somebody will come to you) / close Attributes: dodging: no position change: stationary move special attributes: combos with 1 jab and f,f+4 Fubuki deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 12 -2 +9 +9 +9 awesome ------------------------------------------------------------------------------ Great move, very fast and handy, used mainly in fast custom strings. It combos together with 1 jab and f,f+4 Fubuki, ... yeah, it's inescapable! It's one of Yoshi's little guarantees, with a little bit of practice, you'll use it whenever WS+1 connects. It's also nice as a throw set-up since your opponent can't move for a whole 9 frames. He can only duck a throw or escape it. ============================================================================== Name: Command: Damage: Range: Overal Rating: Rising Uppercut WS+2 15 m *** ------------------------------------------------------------------------------ Priority: very good Distance: medium (if you expect somebody will come to you) / close Attributes: dodging: no position change: stationary move special attributes: Juggles on CH, juggles on Normal hit if it hits opponent's back! deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 15 -7 +4 +4 KD good ------------------------------------------------------------------------------ Yoshi's Rising Uppercut is interesting, but I would prefer it juggling even without CH, like e.g. Jin's, Law's, Bryan's Rising uppercuts... I suppose Yoshi would be too good with another non-CH juggle starter, even with such a slow one like this :) Yes, it's slow, but it's not a serious disadvantage. If used correctly, it can be a nice addition to Yoshi's repertoire. Safe, leaves you with advantage on hit (you can continue custom string), juggles on CH... it flows well together with d/b+1, if somebody tries any jabs inbetween, he will get juggled... d/b+1, WS+2 (or at least both Yoshi and opponent will get hit, if your opponent has quick reflexes and 8-frame jab). Good move, use it from time to time :) Juggles: CH WS+2, dash, f+1, b+1, d/f+3,1 [dmg 41] CH WS+2, dash, f+1, b+1,1, f+3 [dmg 41] CH WS+2, dash, f+1, b+1,1, b+1, f,f+2 [dmg 41] CH WS+2, dash, f+1, b+1, d/f+2, f,f+2 [dmg 39] CH WS+2, dash ~f+3,3(~d+3+4 to Indian Sit) [dmg 46, lazybone combo :P] If anyone knows better combos, just let me know :) ============================================================================== Name: Command: Damage: Range: Overal Rating: Left Rising Kick WS+3 28 h * /(** in JG) ------------------------------------------------------------------------------ Priority: poor Distance: medium (if you expect somebody will come to you) / close Attributes: dodging: no position change: stationary move special attributes: none...well, causes KD on hit... deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 16 -6 KD X KD tragic ------------------------------------------------------------------------------ One of Yoshi's most powerful kicks, but unfortunately, it's most "bugged" in the game. Often it doesn't hit at all, it just goes through a pixel mess of your opponent's head and just MISSES :). Anyway, it's useful in some combos, e.g. after a Roo Kick, because versus certain characters this move causes a "camera chaos", and you just can't do anything besides this kick... It will be described later in Roo Kick Table. ============================================================================== Name: Command: Damage: Range: Overal Rating: Right Rising Kick WS+4 14 m ***** ------------------------------------------------------------------------------ Priority: awesome Distance: medium / close Attributes: dodging: no position change: stationary move special attributes: none deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 11 -6 +5 +5 +5 very good ------------------------------------------------------------------------------ Another of Yoshi classics... this kick has awesome reach and priority and is also used in quick custom strings. You'll find it's usefulness by yourself for sure. You can also utilize it from Instant While Standing technique: d~d/b~b+4 or d~d/f~f+4 Experiment with it, it's extremely useful, and it's completely safe! ============================================================================== Name: Command: Damage: Range: Overal Rating: BT Kick BT 3 or BT 4 25 h ***** ------------------------------------------------------------------------------ Priority: awesome! Distance: medium / close Attributes: dodging: no position change: stationary move special attributes: Knock Down on hit deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] ? about 11 ? about -3 KD X KD awesome ------------------------------------------------------------------------------ This kick saves Yoshi's *** in many situations! You'll see by yourself! It's extremely fast, damaging, and has awesome priority! Also, Yoshi can kick BT 3 from almost impossible positions (even if he shows his side to his opponent, very useful against Steve and his Guard Breaking, OSB punches). ^_^ You'll use it VERY often out of Meditation, whiffed Indian Sit Dive Bomb (also called "Indian Sit Cannon"), after any BT combination if your opponent rushes at you. Not to mention Yoshi loves this position, he travels to BT many times, most of his deceptive tricks involve this very efficient but also risky positioning. Just why, WHY Yoshi's basic kick is equally strong as 3 Oni Kick? Groan, it looks silly that Kazuya has his funny 4 kick stronger than Yoshi's 3, in which Yoshi really puts a whole body into it! OK, stop complaining...:) BT kick will be often used by you, you'll see :) ============================================================================== Name: Command: Damage: Range: Overal Rating: BT Hopkick BT u/f+4 25 m **** ------------------------------------------------------------------------------ Priority: very good Distance: medium (if you expect somebody will come to you) / close Attributes: dodging: no position change: depends on input special attributes: juggles, even crouching opponents deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] ? about 15 ? about -11 KD KD KD poor ------------------------------------------------------------------------------ Just to be sure: u/f command means "towards your opponent", if you consider Yoshi's face to be "f", it would be BT u/b+4... Anyway, there are three versions of this hopkick, u/b, u and u/f one, they differ in recovery and reach. u/b+4 version doesn't juggle, it's mainly a "retreat" move... not very good, because the hopkick is itself quite slow. :) The hopkick is used mainly as an alternative to BT d+1 low punch: a very good one, because people expecting low punch will either block or try to parry... and get juggled by this hopkick. But you must be very close! This hopkick tends to whiff if your opponent crouches in medium distance. Juggles: BT u/f+4, f+1, b+1,1, d/f+3,1 [dmg 48] BT u/f+4, f+1, b+1,1,(1),1, f+3 [dmg 48] BT u/f+4, f+3,3 (~d+3+4 to Indian Sit) [dmg 49, lazybone combo :P] BT u/f+4, b+1,1, b+1, d/f+3,1 [dmg 52] BT u/f+4, b+1,1, b+1,(1),1, f+3 [dmg 52] BT u/f+4, b+1,1, b+1,(1),1, b+1, f,f+2 [dmg 52] BT u/f+4, b+1, d/f+1,1,1 (~D/B+3) [dmg 48(+12)] etc, etc... too lazy to think of more :) If you want, you can send me some :) ============================================================================== Name: Command: Damage: Range: Overal Rating: BT Low Punch BT d+1 or d+2 10 l ***** ------------------------------------------------------------------------------ Priority: very good Distance: medium (if you expect somebody will come to you) / close Attributes: dodging: no position change: stationary move special attributes: hits LOW! deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 10 ? about -2 +7 +7 +7 awesome ------------------------------------------------------------------------------ Now this punch really hits LOW! ^_^ It stops everything thrown at you, has great recovery time, and generally is a great mix-up with Yoshi's BT Hopkick. The fastest move from BT position, will save Yoshi's *** very often :) Your another MUSTLEARN, MUSTREMEMBER move :) ============================================================================== Name: Command: Damage: Range: Overal Rating: Jumping Stun Kick U/F,N,3 25 m *** ------------------------------------------------------------------------------ Priority: good Distance: medium Attributes: dodging: no position change: approach attitude special attributes: does Double Over Stun on hit, escapable. deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 37 -19 KD KD KD tragic ------------------------------------------------------------------------------ Standard stunning kick... if you have it blocked, you're gone :) I didn't experiment with it, but it must have a set-up... just like the Mishima's stun kick if opponent does QR after their f,f+1+2 throw. Yeah, they have this kick guaranteed. How about Yoshi? Well, I don't know any useful set-up, I'll let you know if I find something... (or maybe you know a nice set-up for this move? :) But if it hits, you have a lazybone combo guaranteed :) (f+3,3 does about 54 points of damage). Anyway, this move was worth listing, because it can inflict some serious damage. :) Oh, you can try it e.g. after Pogo Combo. Just like: FC,d/f+3, u+1+2,1+2, UF,N,3 It's not a guarantee, but many times it catches your opponent off guard. You can also switch to Jumping Low Kick after it... :) You must press U/F (hold) and input 3 at the apex to do this kick :) ============================================================================== Name: Command: Damage: Range: Overal Rating: Jumping Low Kick U/F,N,3 15 L *** ------------------------------------------------------------------------------ Priority: good Distance: medium Attributes: dodging: no position change: approach attitude special attributes: Recovers Crouching, hits grounded opponents deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 46 -19 +6 +6 +6 tragic ------------------------------------------------------------------------------ This low kick is interesting... a standard player won't expect a low kick after a jump, but at higher level of play: it will be surely noticed, unless you really suprised somebody with this... a nice follow-up is ~b+1 Sword Sweep (you're already in FC), it's rarely escaped. You must press U/F (hold) and input 3 on the way down to do this kick :) ============================================================================== Name: Command: Damage: Range: Overal Rating: Jumping Sweep Kick U/F,N,d+3 25 L **** ------------------------------------------------------------------------------ Priority: good Distance: medium / close Attributes: dodging: no position change: approach attitude special attributes: Recovers Crouching, hits grounded opponents deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 43 -24 KD KD KD tragic ------------------------------------------------------------------------------ Your great oki-zeme tool to mix up with u/f,N,d+4 (or just u/f,N,4 "on the way down"... but I prefer pressing d+4, just in case). It damages your opponent badly, BUT it's also quite risky versus advanced player, because he may predict what's coming and block it... if he does, you're gone :) And here you go with u/f,N,d+4... ^_^ (see below) ============================================================================== Name: Command: Damage: Range: Overal Rating: Jumping Mid Kick u/f,N,(d+)4 25 m ***** ------------------------------------------------------------------------------ Priority: very good Distance: medium / close Attributes: dodging: no position change: approach attitude special attributes: sometimes can hit even side roll! Causes Knock Down on hit deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 30 -9 KD KD KD very good ------------------------------------------------------------------------------ An underestimated kick, which is quite fast as for jumping move, retracts very quickly, damages very badly and has very good priority! If you have it blocked, your opponent must be very fast to feast you with his jabs since it pushes him away. You're in most cases safe! It hits side roll attempts if used correctly, it can even hit Xiaoyu out of her Art of Phoenix stance. After FC, d/f+3 or FC, b+1, it hits any backroll attempts. A great kick to mix with u/f,N,d+3. :) I input the command in this way: u/f,N,d+4. In this way I'm sure I won't get the "at the apex" version, but desired "on the way down" one. ============================================================================== Name: Command: Damage: Range: Overal Rating: Jumping Hopkick #1 U/F+4 25 m **** ------------------------------------------------------------------------------ Priority: very good Distance: medium / close Attributes: dodging: no position change: approach attitude special attributes: sometimes causes a weird KD on CH deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 23 -8 +3 +3 KD good ------------------------------------------------------------------------------ The command is also U/F,4, but I prefer writing U/F+4. The 4 input is "at the apex". Well, a very good kick, strong juggle filler, also nice in direct attack since you're relatively safe if it's blocked. If it hits, you gain advantage and good "nose-to-nose" positioning to begin your custom string. (I recommend d/b+1 custom string starter :) I often use it from BT position, the parameters are just the same. :) It also flows well together with SS+1 on hit (just be sure your opponent won't SS after it:) and with any move that pushes your opponent back. On CH you score a KD, but sometimes it's a very strange Knock Down: you land behind your opponent! You have a small juggle guaranteed on this occasion: BT d+1, FC,d/f+3 Looks funny! Always be ready for this possibility! Also, you can hold the U/F a little bit longer and press 4 slightly later to do a delayed version of this hopkick... you're less safe than in previous version, but anyway:) Let's call it Jumping Hopkick #2. Versus Xiaoyu and Julia, if you manage to get into nose-to-nose distance, it's a kind of unblockable, LOL... Yoshi will jump OVER her and kick her in her back! ^_^ She can't block it, looks very funny :) But it's only VS Xiaoyu and Julia tip, only they're so small that Yoshi can jump over them. Version #3 of this Hopkick can be done by 4 input "on the way down". Best reach, but also worse recovery time. Just watch your opponent and decide which version may connect :) ------------------------------------------------------------------------------ These are NOT all Yoshi's basic arts... please experiment with other listed in the Movelist, especially with jumping 1s :) I mean it! Know every move Yoshi possesses to master him! ^_^ ------------------------------------------------------------------------------ ==== [[[ S P E C I A L & U N B L O C K A B L E A R T S ]]] ==== ============================================================================== Name: Command: Damage: Range: Overal Rating: Basic Jab 1 5 h ***** ------------------------------------------------------------------------------ Priority: awesome! Distance: close / nose-to-nose Attributes: dodging: no position change: stationary move special attributes: gives you advantage both on block and hit! deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 8 +2 +7 X +7 awesome ------------------------------------------------------------------------------ Yoshi's basic punch! It's not an official move, but it's definitely worth making a separated section about it. It's your ultimate poking tool, with an awesome priority (as I sometimes say, it can even hit "the air before your opponent" ^_^), the ADVANTAGE if blocked and great advantage if it hits, and it's your basic tool for juggles, combos and custom strings. Every character has strong jabs in tekken 4 in general, and Yoshi is no exception... many times if I don't know what to do, I tack a few jabs in the air to think a while. :) Don't forget that Yoshi's jab is one of the fastest in the game, you'll surely win in jab war with Heihachi, Kazuya and Jin. Only two moves are faster than this jab... but don't worry, you have both of them! ^_^ Please note that if you press f+1, the jab will come out slower, but it will also retract faster, and the damage will be "6" for this version, not "5": [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] 10 +3 +7 X +7 The same goes to other of his basic moves. Adding "f" means that Yoshi puts a whole body in the blow, making it stronger... ============================================================================== Name: Command: Damage: Range: Overal Rating: Jab - Double Uppercut 1,2,1 5,8,6 hmm **** ------------------------------------------------------------------------------ Priority: very good Distance: close / nose-to-nose Attributes: dodging: no position change: approach attitude special attributes: Natural Combo if first or second jab hits deception attitude: yes Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 8 x x +2 -13 -12 +7 -2 -1 XXX +7 -2 -1 good ------------------------------------------------------------------------------ Yoshi's classic three-punch series. Always guaranteed 19 points if first hit connects :) The following second and third punches hit MID, which means it can NOT be ducked under. It's good versus characters that have evasive sways, like e.g. Steve Fox. Keep in mind that if you have it blocked, your opponent can retaliate easily with fast punches... I have no idea why the disadvantage after this move is so big... it's maybe the biggest disadvantage after standard, weak punch series! "Jab - Double Uppercut" is a starting combination of the following 10-strings (programmed series of moves): command: damage: range: = 1,2,1,4,4,4,1,1,1,1 5,8,6,9,9,5,5,8,8,30 hmm"h"h"Lm{!}{!}*!* Well, nice 10-string, but the first 4,4 kicks are quite slow and can be easily ducked under: if not the first, the second will surely be. :) = 1,2,1,4,4,4,1,3+4 5,8,6,9,9,5,5,25 hmm"h"h"Lm"m The same story: the kicks in the middle are too slow! However, both 10-strings are the beginner-killers :) It's quite unfair, but hey, they should know how to avoid these strings. ^_^ Teach them a lesson :) = 1,2,1,4,2,2,2,4,1,1 5,8,6,9,3,3,3,7,8,30 hmm"hmmm"m{!}*!* Oh, this one is nice! Of course I do not mean a whole String, but only a part of it. In the higher level of play, you'll be badly punished after the 4 Fubuki-like move. You can mix 1,2,1,4,2,(2,2) [bracket is optional] with alone 1,2,1 to mess up a little :) After 2 on hit it's good to follow up with FC, b+1 Sword Sweep. Well, everytime I use it my opponent fall prey to this, the main rule is: SUPRISE. :) To sum up: 1,2,1 to punish some slow-recovering moves, and sometimes do not stop but continue with ~4,2,(2,2), and you're close, in FC position, ready to unleash Yoshi's nose-to-nose nastiness :) ============================================================================== Name: Command: Damage: Range: Overal Rating: Stone Fists b+1,1,1,1,1,1 10,10,10,10,10,10 hhhhhh *** / ***** ------------------------------------------------------------------------------ Priority: very good Distance: (medium) / close / nose-to-nose Attributes: dodging: no position change: approach attitude special attributes: two first spins combos together. This series can be easily ducked! >_< deception attitude: yes Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 10 +1 +6(x4)x +12 +7(x4)x XXXXX +12 +17(x4)x very good ------------------------------------------------------------------------------ Spins! You can start them at "medium" range, but first spin will whiff. A great way to approach your opponent. They're also Yoshi's precious juggle fillers, the fastest ones, and also quite damaging. First spin leaves Yoshi with HUGE advantage on hit, you can easily unleash a throw which your opponent can't interrupt. (he can only duck or escape). Also, the first two spins are guaranteed on hit. Unfortunately, your opponent can duck these spins at every point if he blocks... that's why what makes these spins really precious are its extensions! (rating: ***** with extensions :) Command Name Damage Range = ~3+4 = Evasive Side Spin [dmg -8 to Yoshi] ? GREAT extension! Especially if you want to approach your opponent safely. Yoshi will spin forward and immediately spin aside, making all what your opponent throw at you whiff. :) (all what is the linear attack... some blows will hit, like e.g. King's SS+3+4, I mean mainly horizontal attacks). You can do it whenever you want but not after 6th spin, obviously. The b+1~3+4 and b+1,1~3+4 versions work best for me in the medium distance. Don't be afraid of losing lifebar! But also: don't abuse this move stupidly. You have to predict when your opponent wants to attack you. You'll see that after a little bit of practice, you won't do this move in vain. :) Best follow-up, depending on the opponent's move that has just whiffed, is d/f+2, throw or f+2... my personal favourite is d/f+2. = d/b+3,3,f+4 = Topspinner Attack 7,5,12 l,l,m Can be utilized after 1st, 2nd or 3rd spin. :) If it's b+1,d/b+3,3,f+4 version and b+1 hits, the low kicks are pretty much guaranteed. :) Do not forget to chicken f+4 if you expect it to be reversed. Low kicks are rarely blocked, it's a great weapon if used correctly. :) Just, as always, don't become predictable :) = d/b+3,3,d+3+4 = Spin & Sit 7,5,-- l,l,-- A show-off move, and also a nice suprising extension... Indian Sit extensions ready to use after it! ^_^ I use it from time to time, mainly to do the Indian Sit Moonsault Slayer, or just to teleport behind. Please note that after the kicks hit your opponent, Yoshi sits not directly in front of your opponent, but slightly on the side. It makes even more hits thrown at you whiff. :) Even low jabs/linear attacks hitting ground! = d/b+3,3,3 = Spin to diziness 7,5,5 l,l,l Well... not recommended... :) It won't help you much, if opponent blocks all low spins, you'll get juggled anyway on higher level of play. :) ============================================================================== Name: Command: Damage: Range: Overal Rating: Inner Palm SS+1 21 m ***** !!! ------------------------------------------------------------------------------ Priority: awesome! Distance: medium / close Attributes: dodging: Yes! Like a charm! position change: approach attitude special attributes: Guard Break on block, Juggles on CH deception attitude: no Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 17 -12 +2 +2 KD not very good ------------------------------------------------------------------------------ Inner Palm! YEAH! It's your MUSTLEARN move, one of the greatest attacks in Yoshi's repertoire! A real "Saviour Blow" :P. It's not super-safe, but your opponent must know how to exploit the disadvantage, heh heh (and I won't tell it here, it's not anti-Yoshi FAQ :) What more can I say... USE IT! ^_^ If you don't know any juggles after this move, here you are: (with the starter) CH SS(R)+1, f+1, b+1,(1),1,(1),1, f+3 [dmg 52, tricky!*] CH SS+1, f+1, b+1, f,f+3,3 [dmg 50, tricky!***] CH SS+1, f+1, b+1, d/f+3,1 [dmg 48] CH SS(R)+1, f+1, f,f+3,3 [dmg 46, tricky!**] CH SS+1, f+1, b+1, d/f+2, f,f+2 [dmg 45] CH SS+1, f+4,4 (you can continue with 10-string! ^_^)[dmg 45] CH SS+1, f+1, b+1, d/f+1,1,(1) (and d+1) [dmg 43,(49)+10 Sword S.] (three d/f+1,1,1 hit only if opponent is well-aligned. Two d/f+1,1 are safer. After two hits d/f+1,1, the d+1 Sword Slice is guaranteed unlike d/f+1,1,1.) Well, also try to make your own juggles :) I'm not a juggle-lover, for me they are Yoshi's MUSTLEARN to take as much advantage as you can. In the fight what really counts is effectiveness. Anyway, I prefer on-the-ground strategies and after-juggles follow-ups, that's why I didn't make a separated section for juggles BY NOW... but Juggling will be mentioned again in Advanced Strategy section, don't worry. :) Last word: dammit, use this move, ABUSE IT! Wha hah hah! :) Seriously: it's a marvellous attack, you have to incorporate it into your standard repertoire. Tricky* - you must Sidestep to Yoshi's right and launch opp. very close! Tricky** - works against "big" opponents such as Paul, Marduk... Tricky*** - hard combo, timing must be perfect! ============================================================================== Name: Command: Damage: Range: Overal Rating: Hilt Strike - Backfist d/f+1,2 15,12 mh *** ------------------------------------------------------------------------------ Priority: good Distance: medium / close Attributes: dodging: no position change: approach attitude special attributes: second hit leaves your opponent BT on hit deception attitude: kind of... Parameters: [F Hit] [B Adv] [H Adv] [Hc Adv] [Ch Adv] [WFrec] 14 -10 -19 +1 +21 +1 X +1 +21 not very good ------------------------------------------------------------------------------ Yoshi's classic Hilt Strike - Backfist series... well, I think I can do this faster myself, LOL! Maybe the motion capture actor was sleepy or something? :) If you don't have it interrupted inbetween, it means your opponent has chess-player reflexes. :) Command Name Damage Range = ~D/B+2,2,2 Manji Spin Slaps 10,10,8 mmm Classic "after backhand" spinning slaps... they can't be interrupted if backhand connected on block, thus making the backhand safer. Standard. :) To sum up, a whole d/f+1,2 d/b+2,2 can be sometimes used, especially if your opponent doesn't duck backhand and d/f+1,1,1,1 Door Knocker. But if he does, you'll get punished! Please notice that if your opponent gets nailed on the backfist, Yoshi gains a HUGE advantage... it's enough for a free backthrow, I guess... :P ============================================================================== Name: Command: Damage: Range: Overal Rating: Door Knocker d/f+1<1<1<1 15,12,12,24 mhhm ***** ------------------------------------------------------------------------------ Priority: very good Distance: medium / close Attributes: dodging: no position change: approach attitude special attributes: two first hits combos together, 2nd and 3rd hit combos on CH (can block 4th) 3rd and 4th hit combos on CH Last hit causes Guard Break and forces your opponent into FC position