YOSHIMITSU, The Deception Yoshimitsu FAQ by Cosmic Forge (jraley@austin.rr.com) First draft: 10/03/99 Revised: 06/16/2000, Ver 2.0 ----- History List: 1.1 --Added more BK juggles/starters and elaborated more in the strategy section. 1.2 --Clarified several juggles and fixed some typos and formatting errors. 1.3 --Added a few new combos, including the b+1+4 and FC, d/f sweep juggles. 1.4 --Formatted for text-only reading. No more ugly long lines. Sorry. 1.5 --Reworking of overall appearance... smoother reading and less jumping around. Also updated website references. Made some changes to some combos as well (SS+2 and others). New sections added: Custom Strings and Tag Team Partners. 1.6 --Annotated "backwards" after all Shark Attack combos for clarity. Updated all references to the Pogo hop variations. Updated combos/strategies for: SS+2, SS+4(CH), f,f+4~3(NEW), SS>f+4~3, d+1+2(clean), f,f+2(now f,f>2), 4~3 (new juggle), and f,f,N,f+4(NEW). Updated Sections: Credits, Custom Strings, Move Breakdowns (True Shark Attack combos VS Backturned moves, Crosschop Stun Advantage), and Tag Team Partners (new/old). More touchup formatting. 2.0 --Custom Combos section added (deviant of Custom Strings). Notations section added. New addition in the Strategy Section: Vs Specific Characters: Mishimas, Changs and Lei added. Updated d/f+2 combos, and explained d/f+2 properties more. Low Parry added in Move Breakdowns with guaranteed followups. Whirlwind kick moved from Non Juggle to Combo Area in Move Breakdowns. Tag Cancel added and explained in the Tag Moves section. Completed Tag Team Juggle Section (open to suggestions!). New properties discovered for SS+2~5. ---- Okay, so I finally made my own FAQ for this wacky guy. Why? Well, I think he's just the coolest character in the game, even since T2. He probably has the biggest movelist, and has totally unique arsenal of moves unlike any other character. For this FAQ, I have clipped the Movelist from Catlord's FAQ and made changes/updates to it. If you need to know what the conventions mean, download the full FAQ at http://www.tekken.net/catlord/ttt/tttmoves.txt. I also suggest visiting the Zaibatsu site at http://www.tekkenzaibatsu.com I have split the FAQ into the following sections: ***NOTATIONS*** I use the standard notations of the Tekken community. However, if you are unfamiliar with them, please see Catlord's movelist for complete details. I'll include a few less common ones here: _ Underscore, same as "OR". I.E., (f+3)_(f,f+4) is f+3 or f,f+4 CD means crouch dash, the motion being f,N,d,d/f on the joystick/controlpad. [ ] Brackets mean the enclosed commands are optional ( ) Parentheses mean the enclosed commands whiff on purpose so the rest of the combo/commands will execute or connect for desired effect. They also separate options in combos with the _ character. * Asterisk indicates that there will be additional notation for that move (TECHNIQUES section-- indicates moves not normally on Catlord's list) ASAP (As soon as possible), basically enter the command within the first few frames of opportunity WGF The motion of f,n,d,d/f+2 TGF The motion of f,n,d,d/f+1 ----------- FAQ OUTLINE 1) TECHNIQUES 2) MOVE BREAKDOWN Section A) Combos/Juggles B) Non juggle moves/combos C) Tag moves 3) FIGHTING STRATEGIES A) AS YOSHI I) Against Defensive Players II) Against Offensive Players III) Against Mashers IV) VS Specific Characters B) AGAINST YOSHI C) CUSTOM STRINGS (poking strings) D) CUSTOM COMBOS (situational combo setups) E) OKIZEME F) TAG TEAM PARTNERS 4) CREDITS ------------------------------------------------------------------------------ TECHNIQUES GRAPPLING TECHNIQUES (Front) 1+3 Flying 69 Slam {1} 2+4 Hilt Smashdown {2} 2+5 TAG THROW {2} QCB+1+2 Missile Press {1+2} (Left) (1+3)_(2+4)_(2+5) Flying Cartwheel {1} (Right) (1+3)_(2+4)_(2+5) Clonimitsu {2} (Back) (1+3)_(2+4)_(2+5) Spinning Missile Press (Tackle) 1_2 Chest Stab *Unblockable* SPECIAL TECHNIQUES f,f>2 Elbow Smash *Sword Run Through On CH* d,3+4 Immediate Sit *On CH Slice* f,f+4 Jumping Knee * ~3 Cancel into Kangaroo Kick [Before Knee Appears] * f,f,N, f+4 Delayed Jumping Knee * f,f,N, f+4~3 Delayed Jumping Knee Cancelled into Kangaroo Kick f,f+3+4,1+2,3+4 Shark Attack, Shark Dive, Kangaroo Kick *Juggles* 4~3 Kangaroo Kick *Juggles* b+1,[1],[1],[1],[1],[1] Spinning Hilt Strikes *Dizzy after x6* b+1,d/b+3,3,f+4 Spinning Hilt Strike, Leg Sweeps, Midkick b+1,3+4 SPINNING HILT STRIKE, SPINNING SIDESTEP SS+1 HILT SMASH UPPERCUT *Juggles on CH* SS+2 [~5] DODGING UPPERCUT [Tag] *Juggles* SS+4 WHIRLWIND *Stun on CH* * SS>f+4~3 [~5] Sidestep Cancel to Kangaroo Kick [Tag] 2,3_d+3 Punch, Kick_Lowkick FC,d/f+3 Sweeping Kick *Floats, Autoparry if blocked* D/B#+3,3[,3,3,3],f+4 Spinning Leg Sweeps *Falldown After x6*, Midkick D/B#+2[,2,2,2,2,2],f+4 Crouching Fist Spins *Dizzy After x6*, Midkick d/f+2 [~5] Yoshi Uppercut [Tag] *Juggles* 3 High Spinkick 4 Medium Boot d+3+4 KANGAROO KICK [Tag] *Juggles* 4,4,4 3 High Kicks u/f+3+4 Flipstomp b+1,3+4 Spinning Hilt Strike, Flipstomp b+1,4,d/b+1 Spinning Hilt Strike, Backflip, Sword Slash D/B# Cancel Sword Slash to Smoking Sword Slice hops 3+4,3+4 [~5] KANGAROO KICK [Tag] *Juggles* (u/b_u_u/f)+4 Twisted Foot u~u/b Backflip d/f+4 Savior Boot! f,f+1+4,N Suicide Feint, BK f+2 Backhand *Turns Opponent Around* d/f+1 Elbow 1>1>1 Sword Pommel Strikes 2 Backhand *Turns Opponent Around* D/B#+2[,2,2,2,2],f+4 Crouching Fist Spin[s], Midkick d+3+4 Sit Down u Stand Up N Rejuvination *Regains Life* ~D# No Rejuvination Sit 4 Kangaroo Kick *Juggles* 2[,D/B#+2,2,2,2],f+4 Crouching Fist Spin[s], Midkick f,f+1+2 Shark Attack, 1+4 Life Siphon Throw *Steal Opponent's Life* 1+4~F Reverse Life Siphon Throw *Give Opponent Life* * QCF+1 (BK) Double Somersault Backwards * d/b+2[,2,2,2,2,2] {BK) Spin Away Crouching Fist Spins * d+3+4 (BK) Sit Down Backwards * u (BK) Stand Up Backwards * N (BK) Meditation Backwards * f_b (BK) Teleport Away (Not Behind) * 4 (BK) Kangaroo Kick Backwards * 2[,D/F#+2,2,2,2],f+4 (BK) Crounching Fist Spin Backwards, Midkick * u+1+4_2+3 (BK) Sword Stab Backwards *Unblockable* * ~1 (BK) Cancel to Saw Blade Backwards *Unblockable* * u/b+1+2 (BK) Copterblade Backwards *Unblockable* * d (BK) Quick Fall Backwards *Unblockable* * f (BK) Turnaround Fall Backwards *Unblockable* d/b+1+2 PROPELLER GUARD FU/FT_FU/FA 3+4 SIT DOWN SS+3+4 Meditate Position *Hurts Yoshi After x5* F Rejuvination *Unblockable, Regains Life* (1+4)_(2+3) Life Siphon Throw *Steals Opponent's Life* (1+4)_(2+3)~F Reverse Life Siphon *Gives Opponent Life* f,f+3,1 Front Kick, Sword Slice *Sword Unblockable* QCF+1 Double Somersault, Sword Slice *Unblockable* d+1+4,[B+1,1,1...] Standing Suicide, [Spinning Suicide] *Unblockable* f,F+1+4,[f,f] Turning Suicide, [Second Stab] *Unblockable* B+1+2,(1_2_3_4) Bad Breath Stance, Bad Breath *Unblockable STUN* d+1+2 SWORD UPPERCUT *Unblockable, Juggles* b,b+1 Samurai Stab *Unblockable* b,b+1,N,1 Saw Blade *Unblockable- b,b to Cancel* FC,b+1 Samurai Cutter *Low Unblockable, Floats* d/b+1,[d/b] Sword Slice, [Delay] *Unblockable* d/b+1,D/B# (x6 1/2) Smoking Sword Slice *Unblockable* -Release to slash u/f+1+2,B_D Copter Blade, Turnaround_Fall *Unblockable* 1+2 Pogo Stick *Low Unblockable* f,f_b,b Forward Pogo Slide *Unblockable* * 3+4 SIT DOWN u/f_u_u/b Delayed Pogo Hop *Unblockable* f~u/f_b~u/b Quick Hop F_B (Immediately after entering Stance) 4~3 Kangaroo Kick 1+2 FLEA HEADBUTT *Juggles on CH* d+3+4 SIT DOWN b+1+4 Sword Reversal *Unblockable STUN* d_FC+(1+3)_(2+4) Low Cancel b+3+4,[x6] Spinning Sidestep[s] *Takes Away Life* 121:4::4:4::1::1:1:1 Tenstring 121:4::4:4::1::3+4 Eightstring 121:4::2::224:1::1 Tenstring 44:2::2::4::4::1::1:1:1 Tenstring 44:2::2::4::4::1::3+4 Eightstring 44:2::2:1 Fivestring 44:2::2:11 SIXSTRING ------------------------------------------------------------------------------ ------------------------ |MOVE BREAKDOWN Section| ------------------------ Ahhh, the fun part. Yoshi has a modest array of juggles. I say modest in that he has a good number of them, but most fall in the difficult category to pull off(depending on quality of the arcade stick). Here I will show you the actual juggles and the ways to make them easier. I will list each juggle starter and below it a list of possible followups. Non-juggling attacks will also have strategic breakdowns too, including custom strings. Attacks in parentheses ( ), mean they whiff in order for the next hit to connect. [Tag] means you can press 5 to make it a tag juggle starter. HINT: Any action requiring # (hold directional), can be done during preceeding move. EX: Bad breath+sweeps. During the bad breath, you can be holding D/B and hitting 3 rapidly, and he'll immediately go into the sweeps ASAP. This is "buffering", and can be used for anything requiring you to hold a directional. HINT #2: Any move requiring FC,d/f, or FC,d/b, is actually not that complicated. What the game wants is for you to change into the position of 'crouch walking', (ie, holding D/F or D/B). The key is the CHANGING of position. So, from a standing position, all you really have to do is press D/F or D/B and hold it just long enough for your character to start crouch walking. This is the required animation for such moves. Using this technique will make using Yoshi a lot easier. Specifically his spinning footsweep, FC, d/f+3. From standing position, just press D/F, hold it for about a half second, and hit 3. Hope that helps. -------------------- COMBO/JUGGLE SECTION -------------------- Yoshi Uppercut[TAG] (d/f+2), D/F#+2,2,2 D/F#+2,2, D/F+1,2 D/F+2, b+1,(1),1,(1),1, [b+1], (f,f+4)_(f,f+3,1)_(f+3) b+1,(1),1, B+1,1,(1),1, (f+3)_(f,f+4)_(d/f+2~5) b+1,(1),1, B+1,1,(1),1, B+1, f,f+4(fast) b+1, d/b+2, d+1, FC,d/f+3 (aka, SPINIMITSU!(tm)) d/f+1,2,D/B#+2,2,2,2... Yoshi's famed staple attack. Get this move down pat. It's range, windup speed, and recovery times are all underestimated. Excellent after a poke or as a retaliatory move. Also, it works well as a combo ender since you can tag with it. A few notes on the properties of this attack: First, it causes a backwards stagger against ducking opponents; a tag-buffered d/f+2 will always launch them, however. Second, a tag-buffered d/f+2 causes the same guard stun imposed by a blocked EWGF, though neither char gets noticable frame advantage. ----------------- Kangaroo Kick[TAG] (SS>f+4~3) (4~3) (UF+3+4, 3+4) (3,d+3+4) (SIT,4) (1+2,4+3) * B, n, f+1, b+1,1,(1),1, b+1,1,1 * B, n, f+1, b+1,1,(1),1, f,f+4_f,f+3,1_3 * B, n, b+1+4, (f,f+4,d+4)_(d/f+4)_(u/f+3+4,b+1,4) * B, n, b+1+4, f+1, d/f+1,2,D/B#+2,2,2,2,2,[2] B+1+2~any, (d/f+4)_(f,f+4,d+4) NOTE on *: All you need to do here is hold back just long enough for Yoshi to take a tiny step, so that they'll fall in front of Yoshi instead of on top/ behind. For the last combo, make sure that you use the flash them up as high as possible. This will turn them face down for the rest of the juggle to connect. If you delay it too long, they'll be pushed back out of range. By itself, this move isn't so great, in that it's easy to see coming and easy to block. However, mixing it up is the key. If you can anticipate your opponent launching a bunch of high attacks (Law's punches, other 10-hits, etc), then go for it. On a hit, the Kick is an excellent juggle for either Yoshi or his partner. Remember, if you still want to do his roo kick out of a SS, you'll have to press forward first, else you'll get the whirlwind kick. ----------------- Bad Breath (B+1+2, any), D/B#+3,3,3,3,f+4 This move avoids all all attacks, and throws! Amazing eh? Often an opponent will try to throw you after you or he both blocks an attack(s), so instead of trying to get out of the throw, just go into this stance, then breathe on them and juggle away! Warning: Yoshi can be crouch thrown by King and Gunjack in this stance. ----------------- Sweeping Kick (FC,d/f+3), d+1, WS+1, (d/f+4)_(f,f+4,d+4)_(d/f+1,2) d+1, D/B#+3,3,3,3,3... * u+1+2, 1+2, d+4 * u+1+2, f~u/f, (f,f)_(f~u/f)_(1+2, [1, d/f+4_f,f+4]) NOTE *: normally, 1+2 enters the pogo stance, but in this case, since Yoshi is recovering in a crouch position, the U puts him in the pogo faster than waiting for him to stand up. [ ] means this is possible, but I have not verified it yet. ----------------- Sword Sweep (FC,d/b,b+1) D#+1, FC,d/f+3 D#+1, D/B#+3,3,3 d+1, WS+1, d/f+4 d+1, WS+4 d+1, f,f+4 1+2, (1+2,d+4)_(f,f)_(f~u/f, 1+2--techrollable) Note--Pogo combo only works if Sword sweep hits close. Not the best range out of this move, and it has some slow windup time. Throw it in maybe once every 1-2 rounds to mix it up. Best application is to use it immediately after a ducking jab/poke. If you want to keep up the momentum, go for the d+1, f,f+4 juggle, which can set you up for some okizeme (thanks to Shauno for the tip). This move avoids d+1 jabs, since they hit special mid. ----------------- Dodging Uppercut[TAG] (SS+2), 1,2,1 f+1, (f,f+4)_(f,f+3,1)_(d/f+4) f+1, d/f+1,2,D/B#+(2),2,(2),2,(2),2 f,f+4 d/f+4 Although a decent move for Yoshi to juggle with (it leaves opp. face down), chances are you'll get better results if you use it as a tag-juggle opener. Use sparingly as well, since the recovery time is just long enough to eat a retaliation if blocked. As like all of his SS attacks, it can be delayed forever, which is often the best application (wait til the SS completes). Interesting NOTE: If you sidestep AWAY from the screen (into the background), and press tag, the tag-partner will enter much sooner than if you SS towards the screen. Remember this, since this can make all the difference in precise timing-required tag-juggles. ------------------ Sidestep Hilt Upper[CH] (SS+1), f+1, B+1,1,1, B+1, (f+3)_(f,f+4) f+1, B+1,1,1, d/f+2[TAG] Probably the best of Yoshi's new moves. Unless it completely misses, it's safe to execute. It causes a backwards block-stagger when blocked, juggles on a counterhit, and does decent damage on a normal hit, with good priority. Since it can be grossly delayed after a sidestep, it can be used as a last second attack if your SS gives you good positioning. Even though he hits with the hilt, you still need to chicken it against reversers. ----------------- Sword Uppercut (CLEAN HIT d+1+2) f+1, B+1,1,1, B+1, f+3 d/f+1,2,D/B#+2,2,2,2,2 There really isn't an optimum time to use this attack, exept immediately after a 2+4 throw. It's slow windup and recovery are both undesirable, and it does miniscule damage. ----------------- Backfist (f+2 OR d/f+1,2 OR BK 2), f,f+3+4,1+2,3+4 * d/f+2, d/f+2, b+1,(1),1,(1),1, f,f+4_3 d/f+2, b+1,(1),1, b+1,(1),1,(1),1, f,f+4_3 * The first hit of the shark attack hits always, but only on a CH will all 3 connect. Also, after the 1st hit, your opponent can duck the last 2 hits easily. 100% Damage combo with Netsu. Another Yoshi staple attack. Best application is when you anticipate a tag-switch, since they can't block during the run-in animation. Another good time to use this is after a few pokes, baiting your opponent into thinking it's safe to attack. This move has good range but less than desirable recovery. If it is blocked frequently, try adding the D/B+2,2,2... afterwards to catch over-eager punishers. ----------------- Sword Flash (b+1+4) 1+2, 1+2 1+2, f~u/f~1+2, [f+1, f,f+4] * * The combo can be techrolled after the pogo hop if you don't have absolute precision timing. The difference will be that the pogohop will hit in midair instead of on the ground. If you miss the midair hit, they can techroll before you land. However, if they roll f, b, or try to get up immediately, the headbutt will score. It is suggested to only attempt this until your opponent catches on, then go for the 1st juggle for more guaranteed results. The last two hits I haven't been able to do myself, but are possible with absolute precision timing. This move now has amazing priority. The best applications is when your opponent is flush against you trying to attack. You'll find this is easier when you run up and do the flash against a tagging opponent (they can't stop running-usually), or after a blocked move... rush in and sword flash... if they try to throw or "poke", they'll meet the flash. Thanks to Shauno for the strat against tag-ins. ----------------- Whirlwind Kick (STUN) (CH SS+4) f,f, U+1+2,1+2 f,f, d+1+2 f+3 (close) u/f+3+4 f,f+2, d+1, FC,d/f+3 SS+1 u/f+1+2~D D/B#+3,3,3,3,3 d/f+2~5 5, f,f,N+4 Although not a juggle per se, this combo is guaranteed if the kick hits CH. The pro's for this move are that it has good range, decent damage, and pretty safe recovery. The downside is that it has a slow windup time and hits high. However, this move should be used in anticpation of an attack. Like the other SS moves, it can be delayed like crazy. You can wait until his SS is complete and still execute this move. The UP in the command for the pogo attack combo is to ensure its execution. Otherwise, the game will interpret the attack as f,f,N+1+2, which is basically f,f,N+2, which is f,f+2! Heh. Wierd stuff. ------------------ [Flying]Crosschop (FU/FT, b,b+3+4) OR (Tag, f,f, N+1+2) 1_2, D/B#+3,3,3,3,3_d/f+4_f,f+4 1, b+1,1,1, b+1, f+3 NOTE: The trick is to press either punch fast enough to hit them out of the guard stun created by the blocked crosschop. The first version (FU/FT) is always guaranteed. The second (tag dive) is slightly different: they must block it near the end of the animation to give you enough frame advantage. The juggle created is very minor (basically they just start falling down), so only a quick ender will work, as listed above. ------------------ NON-JUGGLE SECTION ------------------ Elbow Smash/Runthrough (f,f>2 CH) Use this whenever you can anticipate an attack and score the CH. Don't use this too often, however, it is a decent poke. Also, on a CH, you can go into the sit down, but since he doesn't meditate, I don't use it. A more tactical option is to go right into the 1+2+3+4 chi powerup while still backturned, then turn around. Your next hit will be a CH, which can lead to all kinds of fun;) NOTE: There is an optional delay on this move, which lasts up until Yoshi returns to completely neutral position from the f,f, dash. -------------- Jumping Kneebutt (f,f+4 or f,f,N~f+4) An excellent and quick knockdown interruptor. This attack hits mid, and on anything but a glance, will knockdown your opponent. Make sure you use this to interrupt 10-hits starting at a distance, charging unblockables, or at any time you wish to knock your opponent out of hard-to-avoid attacks. This move is also an excellent juggle finisher. Recently discovered is the ability to cancel the beginning of his jumping knee into his kangaroo kick. Only in the first few frams of the knee animation can this be done, however. -------------- Uppercut/Turning Backfist (d/f+1,2, [D/B#+2,2,2,2,2,2) An excellent deception move. Most people who don't know Yoshi will think he's finished after the 1st uppercut. The backfist sets them up for all sorts of unpleasant damage. HOWEVER... against skilled opponents, this may be dangerous. Be sure to buffer your chicken reversal escape for the backfist (in this case, f+2+4). And, for mixup-sake, you might consider adding the D/B#+2,2... string to discourage any responses after the backfist. -------------- Sommersault Swordslash (qcf+1) A great move to pull from a dash distance or further. Most people don't sidestep or not in time. NOTE: This move is reversable and unchickenable by Nina, Anna, Jin, Jun, and Wang. ALSO... you can perform this as a tag- cancel. As soon as you tag to bring in Yoshi, immediately perform this move and he'll stop running to do the attack. -------------- Ducking punch+Followups (d+1) The d+1 is a quick way to poke your opponent low. You can hold down to stay crouched after the punch. Easily follow up with the following: WS+2 (JUGGLE STARTER! See juggle section) WS+1 (Use for a faster rising poke than WS+4 or WS+2) WS+4 FC,b+1 (JUGGLE STARTER!) FC,d/f+3 (JUGGLE STARTER!) -------------- Meditate+Followups (d+3+4) (1+2, d+3+4) (1+2, f,f, 3+4) Lure your opponent into thinking he can hit you easily while sitting in life- gaining mediation. As your opponent rushes in and before the attack, tap f or b and he'll begin teleporting. Just make sure you time it early so the teleport will execute before they land an attack (ie, in anticipation of an attack). This will put you right behind your opponent. And if they are commited to an attack, you can rush in an throw, or do his other various opponent-backturned combos. Remember, you can link into the meditation after pogo rushes. So... after you've mowed over them, sit down for some quick healing before they know what's going on! -------------- Savior Boot! (d/f+4) Wow, what a fast and far ranging poke. This move is about as quick (slightly less) than Lee's frontkick poke. Also, it serves as a decent juggle finisher. If your opponent is annoying you with little pokes, poke right back, and with range! Indeed, it is slower than Tekken 3, but still worthwhile. -------------- Pogo Stick+followups (1+2) If you are fighting a low-hitting player, go for this move. It's great okizeme when followed up with f,f dashes on downed opponents. Also, if your opponent bumps into the sword, they'll fall backwards. You can chain his FLEA HEADBUTT (1+2) for a quick juggle! If you do the pogo rushes, chain it to his 3+4 mediation as just about every time your opponent will roll away from the pogo stick rushes after they connect. You'll get a few bounces and some life before they completely recover! And... do the headbutt when you suspect they'll try to high-hit you out of it. It's actually a juggle! Don't forget he can go right down into meditate sit, and mix it up into a kangaroo kick and low spinning backfists too. -------------- Lunging Kick and Slash (f,f+3,1) This is one of the best attacks Yoshi possesses. You can mix it up alot to keep your opponent wincing. Do the slash several times after the kick, then mix it up by not doing the slash, and instead, go for a throw or ducking jab see Custom Combo Section). Just make sure that the kick is blocked (for guard stun) or hits, otherwise, if it misses, Yoshi is wide open before the slash. -------------- Hilt Takedown (2+4) By itself, this throw already a great attack. First of all, the escape is 2, and much of the time people will try to escape by hitting just 1. Secondly, the throw leaves you a bunch of okizeme opportunities, plus some zany, out of this world juggles! I will list them below: 1+2, f,f, (3+4) [Use the meditation when you anticipate a back-roller or a slow-riser] d/b+1 D/B+3,3,3,3 (Not all hit) u/f+3+4, b+1, 4, NOTE: For the flipstomp combo to work, your opponent must not roll into the stomp. The point is to cross over them so Yoshi will back up towards them with the backflip kick. Following the kick are the juggles listed. If backflip Blocked, use the quick 2+4 turn throw, or see BACKTURNED section If backflip hits: (delayed) 1, f,f+4 (delayed) 3_4 turn around, d/f+4 u+4_3 d+1+4 * * You MUST perform the d+1+4 suicide juggle ASAP after the backflip hits, or it whiffs. --------------- Shark Attack+Followups (f,f+1+2) 1+4 Turning Life Siphon. Use only against block-turtles. b+3+4 Quick Spin away dodge, followed by a throw attempt. ,2+4 The throw will be a sidethrow if they don't quickly face you. d/b+2,N+2 Spin away Crouching Fist into standing Turning Backfist By itself this move is less than mediocre, however, the followups are what makes it so valuable. Mix it up to keep your opponent guessing (and hurting). Make sure to start the attack from dash distance or further, as it is easily interruptable up close. For the moves to work, you must input the command immediately after the Shark Attack hits or is blocked (HINT: it's easier if you simply input the command several times for accuracy). ---------------- Back-Turned(BK) Mixups (f,f+1+2) (f,f+1+4,N) (SIT, f_b from distance) u/f+4 (Jumping Turn Kick--juggles below) f+1, b+1,1,(1),1, (f,f+4)_(3)_(f,f+3,1) f+1, b+1,1,(1),1, b+1,1,1 d/f+1,2,D/B#+2,2,2, f+4 d+1 (Hits LOW, begin FC Mixups in Custom Strings Section) 2 (Turning Backfist, Begin OBT Combos) 2+4 (Quick Turnaround throw) d+1+4 (Fast hitting Suicide attack, can be avoided with Opp, b,b!) Use these strings if you decide not to employ a true Combo from the Shark Attack, or feel you're opponent will freeze up after seeing the f,f+1+4,N. ----------------- Command Low Parry (d+1+3 or d+2+4) As you know, the low parry's primary purpose is to deflect a low hit. However, used intelligently, it can be a powerful tool to put Yoshi in a better attack position. Firstly, any character can cancel their command Low Parry into a FC,d/f or a FC,d/b move. This is useful because you don't actually have to crouch in order to do FC moves. The only move Yoshi has to take advantage of this is FC,d/f+3. So in essence, you can do d+1+3~d/f+3 and pull out his sweeping kick without entering crouch stance. Secondly, the Low Parry can be used to stop a 10hit string or any string where you have the opportunity to input d+1+3. Remember, everyone has the universal d/f low parry, which is better only in that it has no windup animation (I suggest you learn to use it on reaction instead of d+1+3 for purposes of speed, anyways). There are no guarantees after a parried low punch, so I suggest going for one of his 3 throws (you still have frame adv.). When you actually parry a low kick, you have certain guaranteed followups that cannot be blocked: Low Kick Parry d/f+2 (Staggers, does not juggle) d/f+2~5 (A tag buffered d/f+2 DOES juggle out to his partner!) d/f+4 f,f+4 ------------------ ***TURNING SUICIDE*** (f,F+1+4) THE BIG ONE! This is Yoshi's best move, I think. Yes, it hurts him too, but here's the trick. In TTT, there is the "Anger" or "Netsu" powerup. Pick Yoshi as your 2nd character and have him wait to tag in. In 4 hits of your current character, Yoshi will "powerup". Come in, and force your opponet to defend briefly, then go for this move. The suicide+netsu powerup does almost 90% damage!! And... it gets better! There are 3 applications of the suicide attack. 1) Winning the round and living: make sure your opponent won't be able to survive the hit and you will (ie you have more than 50% life and they have less than 60). Quick and easy win. Plus, it's a crowd pleaser. 2) Winning the whole match on double KO: win the first round, and on the second, do the suicide and make sure it'll kill them. Doesn't matter if you'll die too, because on a double-ko, you both get a win. If you already have 1 win and they have 0, you win the whole match! (2 to 1). NOTE: you can also do this if you both have 1 win (ie on the final round), HOWEVER, make sure that you are the defending champion (you were on the machine before your opponent), or if you both start the game at the same time, you're on the 1st player side. The game awards the win to the defending champion in the occurance that there's a double ko on the final round. 3) If the turning suicide barely misses (and I mean it's close), most of the time your opponent will think it's over and just let you fall. If you have won the first round, and missing the suicide will leave you near death, go for broke!! Yoshi can do a second stab, so do it! It's f,F#+1+4, f,f. He will actually back up a full step and stab again. I've actually won whole matches by missing the first stab, surviving it, backing up, and stabbing again for the double ko. --------- TAG MOVES --------- Yoshi has an interesting, if not somewhat limited arrary of tag-in attacks. He has his standard tag attacks most characters have, as well as his own. ---- These are performed immediately after pressing TAG-- -------------- Cross Chop (f,f, N+1+2) An excellent tag in attack for any character really. It has several bonuses. First, if it hits, it knocks your opponent down. If it is blocked, it creates long enough guard stun to do the special guard stun juggle (See JUGGLE section above). Lastly, it's a special mid, meaning it will also hit grounded opponents. So, if Yoshi's partner performs a juggle-tag that would otherwise be too fast for Yoshi to take advantage of (they fall fast or the juggle is low), then you can pounce on them with this move. If your opponent is far (out of dash distance), this is the move of choice, as it has some windup time. If they're close, though, go for the knee. --------------- Jumping Knee (f,f, N+4) Not as useful, however, it can catch opponents unexepectedly if they're waiting to attack you as you tag in. Although, if Yoshi's partner does a tag juggle that leaves them too low (but close) for a normal juggle, go for the knee. Otherwise, if they're far away, use the crosschop. ---------------- Sommersault Swordslash Tag Cancel (qcf+1) Same as the normal move, but it cancels his run in animation very quickly. However, the move itself is not changed... so it will still have it's slight windup time and can still be sidestepped/reversed, etc. Use only to mix up the game. This move CAN hit targets launched by class 1 juggles(the highest juggle) if timed precisely as Yoshi enters, up to 3 hits, depending on timing. ---------------- Tag Cancel (u~u/b) For most characters, a tag cancelling is a very powerful tool, but for those (Like Yoshi) who also do backflips, the action becomes almost moot and pointless. Tag cancels are used for two purposes: preventing your opponent from being able to take avantage of your tag-in run animation, and to execute slow yet powerful attacks in juggles (ie buying you extra time). Seeing this, the only real strategy for this technique then is to avoid your opponents anti-tag attacks... although you can still be hit out of the backflip. ----------------- Tag Juggles See the Tag Team Partners section for universal and specific Tag juggles. -------- STRATEGY -------- Against Defensive Players ------------------------- It's safer to use riskier moves, especially unblockables as these players will block expecting a combo or some such. By far the easiest to defeat. Go for the suicide when it'll be a sure win, and mix up 10hit combos. Also, rush in and use bad breath or the low spinning sweep to start juggles. If they like to duck alot, go for the Yoshi uppercut or kneebutt. Against Offensive ----------------- It's hard to play a defensive Yoshi, but your best guess is to use alot of pokes here. d/f+4, f,f+4, f+1, f,f+2 are decent pokes. Also, get a hang for his sidestep game and use his ss+1 or ss+2 whenever you see an opening. If you can, go for the d+1 punch then the FC, mixups. Against Mashers --------------- Most mashers will attack even at a distance, so try and go for his qcf+1 sommersault slash, d/b+1 slash and if feeling lucky, his b,b+1 lunge stab. They won't bother to avoid it, heh. Also, against Eddy style mashers, the f,f+4 knee is a good interruptor. The f,f+3,1 is good against rising mashers, just make sure the kick doesn't miss. Finally, mashers rarely know 10-hit combos, so go for his 4 sword slash combo frequently. Against Yoshi ------------- Fighting against Yoshi isn't so difficult once you know what to expect. First, beware Yoshi when he tags in during Netsu powerup and you have less life than he does. Experienced players may go for the fatal turning suicide, so sidestep frequently. If you see him do a d/f+1 uppercut, keep blocking, cuz his backfist may follow. His f,f+1+2 shark dive can be followed by some nasty tricks, make sure you 1 or d+1 before he can link to it. If you ever get your back turned to Yoshi, DON'T HIT ANY BUTTONS--especially after he hits you with a backfist! A shark dive into your back on a CH is pretty much round over. However, if the shark dive is used against your back, just hold down to avoid the last 2 hits. Just don't try to be smart and d+1 out of it. If Yoshi goes into bad breath stance, try to do a long-range attack... getting close is too dangerous, and never think you can throw him unless you're playing King or Gun Jack (crouch throws work). Beware his f,f+3,1 kick'n'slash. If you manage to block the kick, you can sidestep the slash easily. A side (sometimes back) throw is yours for free. Yoshi starts ducking and poking, it's safe to duck and block, because numerous low attacks may follow. Just be wary, his WS+2 uppercut will juggle just as well as his df+2, and he can also do a WS+4. If you are at a distance from Yoshi, don't rush or charge, as he can copter over your charge, catch you in a fan blade or a jumping knee. Also, watch him closely. If he suddenly sommersaults, he's going for his spinning sommersault slash. Sidestep to safety. If you're playing as a reverser, don't bother trying to reverse his 10-hits, as it is easy to chicken a 10-hit with Yoshi. Only attempt to reverse his unblockables (not Paul), because Yoshi cannot chicken out of reversals then. And, whenever Yoshi Tags in, be wary of trying to take avantage of his run-in animation, as he can cancel it with the b+1+4 sword flash as soon as he enters! Use only long range, safe attacks to penetrate the flash. Against Specific Characters --------------------------- Briefly, I will discuss the common fighting strategies used by the most popular characters and ways to employ good offense and defense to defeat them. Mishimas (Devil/Angel, Jin, Heihachi, Kazuya) The first of the top three tiers of cheese, as I'd say it. The Mishimas, when played right, are incredibly difficult to defeat. There are several staple attacks used by Mishima players, so I'll list each and how to overcome them. WGF/EGWF--When used correctly, you cannot see this move coming. Don't worry about trying to stop or interrupt the move itself, or even bothering to SS. The only way you will ever beat this move is to predict and prevent it from executing. Against Devil/Hei/Kazuya, your best bet is a poking game, mixed up with crouch guarding and throw attempts. Basically, you want to knock them out of the f,n,d~d/f motion with a quick poke. Up close, d+1 is good, but from a distance, you'll want to use his d/f+4. Against Jin, remember to chicken the savior boot. And, against all of them, crouch guarding is quite safe as long as they stick to WGF and hellsweeps. After a few blocks, they may go for mid hitting moves such as the Twin Pistons or the Laser Cannon Combos, so don't turtle too much. Even though they are safe after you block a WGF, you DO have frame advantage, so use it to begin your poking strings. Against EGWF however, you'll be pushed back. Here, study your opponent. If he/she keeps doing EGWF, backstep (b,b) to allow the move to whiff. If they answer this with a wavedash, d/f+4 them out of it. The point here is to put THEM on the defensive so that they don't get WGF opportunities. Finally, Jin's WGF hits high unless it's tag buffered (which is rare), so be prepared to punish a whiffed WGF with a WS+2 or WS+4. HELLSWEEPS--Again, crouch guarding between these and WGF/EGWF is quite safe. If you block the first sweep, you are usually guaranteed a WS+4. If they miss the first hellsweep and are spinning for the second, just press 1+3/2+4 while holding down and you'll get a low kick parry guaranteed followup. WS ATTACKS--All of the Mishimas have nasty WS moves, but fortunately, they all hit mid and are easily blocked. Since none of them have any dangerous FC attacks, you are relatively safe guarding standing up. As such, don't expect more than a d+1 or a d+4 here. If you do see a d+1 jab, keep blocking, since this is usually a linker for a WS attack. However, if you are quick enough, you can usually SS their WS hits. Just clue in to any patterns they use. Also, it's pretty dangerous attempting to interrupt their WS game, so play it safe and don't go for the CH. If you insist, use d/f+4 or your own d+1 in retaliation. 1,1,2/1,2,2/1,2,4--The Mishima poking game. Here, you're safe crouch guarding until the last hit, which hits mid. Either stand up to guard it or poke them out of it with a quick (FC)+1. If you block the string standing, it's safe to keep standing, except against Kazuya. If you see him 1,2, you can bet on the 4 ender. Unless you have lightning reflexes(low parry), block it low, then d+1 into your FC mixup strings. Note however, that the whole string can be avoided in a crouching guard, which is usually a safe position against Kazuya anyways (again beware his twin pistons/gut punches). Changs Known for their incredible speed and safe-recoveries, the Changs can be incredibly frustrating and annoying to challenge. Primarly, you need to watch out for their elbows (f,f+1 and FC,d/f+2), hopkicks, and kick pokes and sweeps (4,4,d+4, FC,d/f+4, b+3-Julia). f,f+1--The infamous elbows, the staples of the Changs. Against characters with high-mid parries (Law, Anna, Xiaoyu) these aren't as dangerous, but since Yoshi doesn't have this option, you have to really play carefully. The thing to remember here is that if you block a f,f+1, 9 times out of 10 the Changs will have frame advantage over anything you do, and usually is some kind of juggle. Basically, after a blocked f,f+1, you should expect one of the following: 1~1[~1, juggle]; d/f+2,1(juggle); CH 1,2,1(juggle), 4,4,d+4_4_1; u/f+4. At any rate, your best bet is to continue blocking, and capitalize on any mistakes. If they do all of 1~1~1, throw them or start a d+1, FC mixup string. If you see the first kick of the 4,4... string, crouch guard, and stay there. Few people use the uppercut finisher, and if you're quick you can see it coming and stand to block it, then punish with a throw, d+1 FC mixup string or d/f+4 poke. Just remember, after the elbow, you do NOT want to duck, unless they become predictable with throws. The best way to overcome the elbow (smart players abuse it) is to stay out of range and let her whiff it, then immediately move into a custom string, preventing her from unleashing another one. F,f+4, d/f+4 and SS(whiffed elbow)+1 or +2 or +4 are good options. Also, b,b+1~1, the spinning fan strike as well as b+1+2~any will often trick elbow-abusers into attacking. Don't be afraid to backdash and SS alot until an elbow misses, and be ready to keep them on the defensive with custom strings. b+3 with Julia--A nasty little sweep with Julia. If you get hit on a CH, expect to be juggled for awhile. If it hits normally, you can usually expect a FC,d/f+3,4 (it comes out fast!) or a WS+4 or a u/f+4. If you are quick enough, however, you can d+1 them out of anything except the WS+4. Lastly, a well-timed SS can get you to safety as well. Lei In the right hands, Lei is a non-stop barrage of safe attacks, mixups, and juggles. The key to defeating a strong Lei, just like any other strong character, is to take away their offensive power. Most of Lei's game revoles around his rush punches+stances, lay-down position, and hopkicks. Rush bunch barrage--His staple attack, the rushes are fast, high priority, safe, and easily mixed up. One thing you should note about the rushes: if Lei cancels into any stance besides panther, you can immediately throw him before he can hit you. Remember this. Although most masters know this as well, and will always cancel into his panther and from there mix up the juggle or the double punch low hit. As always, you'd rather guard standing and eat the low-punch trip than a juggle. A low parry is nice, but not worth it since there are no guarantees after. You can always mislead your opponent into thinking you always block high for the first few times, then parry when he gets predictable. You can SSL the first rush punch at the beginning, however it will track you, so SSL again before trying to attack. If they use the guard-melting punches and stop after the 2nd hit, duck, since an u/f+1+2 throw may be coming. If they execute all four melts, block low, since his d+1 will sweep you. Lay down position--You can pretty well avoid Lei's nastiness if you are quick to react. If he lays down right against you, d+3. If he lays down still and waits, the d+3 hits ground. If he immediately goes for the sweep or roo kick, d+4 will stop that. If he lays down at a distance then rolls towards you, you can d+4 him out of the roll, or if fast enough, f,f+4 out of it as well. SS are iffy, so only use if you are confident. Remember, whenever you knock Lei out of his rolls or rushes, take avantage and put in your mixup strings. Don't turtle/duck too much against Lei, since a hopkick juggle will ruin your lifebar. Ling Xiaoyu I hate Ling. Sorry, but the only character I hate more is Julia, but I have good reasons for hating both, heh. Anyways, Ling is a real bitch (pun intended, dammit) in the right hands. Her strengths are her insane speed and poking ability. Mainly the phoenix stance (d+1+2) and rain dance (b+3+4), as well as her SS game make her nearly impossible to hit. Phoenix Stance--While down low, you can forget just about all high, mid, and most low attacks against her. Only hits that will hit the ground (just like Lei) will connect, for the most part. Against a turtling phoenix, d/b+1, d+3, D/B+3,3,3..., FC,d/f+3, u/f+3+4,b+1... all seem to work decently. Most smart players know not to stay in any one stance too long, so you have to react fast. Your best bet is to backdash as SOON as you see her enter the stance, or SS. If she rolls towards you, d+4 or f,f+4. Otherwise, the guessing game between the sweeps and the launchers will be too difficult. Your best bet is to do far-ranging pokes to punish her for entering the phoenix (d/b+1, FC,d/f+3, or u/f+1+2~D). Rain Dance--With her back turned, Ling is dangerous if you continue to stand and block too much. BK turnaround throws and poking combos will be most infuriating. If you see her do her 2,2, pokes duck and d+1 her. If she rolls backwards towards you and does the roo kick, block it and begin your d+1 strings. Basically you have to really study your opponent here, because you WILL lose any poking battles since the rolling roo kick comes out fast and goes underneath. Your best bet here is to block any 2,1 or 2,2 pokes and d+1. If they use the rolling roo or BK 4 alot, don't try to SS, since both track quite well. F,f+4, f+1, d+1 and sometimes b+1+4 are your quickest and simplest retaliation attacks. Coming soon... Bruce & Bryan Big Characters Kings Williams -------------- CUSTOM STRINGS -------------- Close Range (jab/throw range) (can omit f+1 for mixup) f+1, d/f+2 f+1, f+2 f+1, d/f+1,(1,1,1))_(2) f+1, d+1, FC,d/f+3 f+1, d+1, FC,B+1 f+1, d+1, WS+4_2 f+1, 2+4 d+1, d+3+4, f_b(attempt behind throw, or d/f+2 into back) b+1+2, any Short Range (just outside jab/throw) f,f+3, d+1, FC,d/f+3 f,f+3, d+1, FC,b+1 f,f+3, d+1, WS+2 f+3, d+3+4 d/f+4, d/f+2 d/f+2, d/f+2... (won't expect quick recovery time) SS, SS_+2_+1_+4 b+1, QCB+1+2 b+1, 2+4 b+1, b+1+4 b+1, (Close Range Strings) d/b+2, WS+1_2_4 d/b+2, (FC),d/f+3 d/b+2, d+1, (d+1 Close Range Srings) D/B+2, d/b,B+1 Medium Range (must dash to reach short range) f,f>2 (can be delayed a long time) f,f+1+2, (ensuing mixups, see Shark Attack section) u/f+1+2, D_B qcf+1 d+3+4, 2, d/b+2,2,2, 4 d+3+4, f_b (when they rush in trying to hit you... anticipate it!) Long Range (can start running with f,f) b,b+1[,1] (against non-reversers) ------------- CUSTOM COMBOS ------------- A brief explanation of this section: the combos listed here are not true guaranteed combos. Only after a juggle is mentioned is the rest of the 'combo' guaranteed. An * indicates the point where the true combo begins. You'll see what I mean. f+2(hit), 4~3 (hit Opp back turned)*, b+1+4, f,f+4 SSL, f+2(hits)*, ~f+2~f+2~f+2, d/f+2, (class 3 juggle ender) SSL, f+2(hits)*, ~f+2, d/f+2, d/f+2, b+1,(1),1, b+1,(1),1, f+3 SSL, f+2(hits)*, x3 [sidethrow after 1st, 2nd or 3rd f+2] ------- OKIZEME ------- 1+2,f,f (close) f,f+1+2 f,f+3+4 u/f+3+4, b+1, (3+4)_(4) FC,d/f+3 D/B+3,3,3,3,4 d/b+1 d+1+2 Anti Tag-in (when you can easily anticipate a tag in run: they can't block) f+2, (BK Combos) f+3 b+1+4 (run up first to be close, tag in run rushes into the swordflash) f,f+3+4,1+2,3+4~5 (Start from a distance and as/before tag switch begins) ------------------------- TAG TEAM PARTNERS/JUGGLES ------------------------- ********************************************************************** (THIS SECTION UNDER CONSTANT CONSTRUCTION! IF YOU HAVE CONTRIBUTIONS, PLEASE EMAIL THEM TO ME, AND I'LL ADD THEM, CREDIT TO YOU OF COURSE! THANKS) ********************************************************************** NOTE: All tag dives/slides at the end of combos are techable, I only listed them as optional enders to keep your game momentum going. Any tag combos where the partner's 1st command is u~u/b is actually a tag cancel to allow enough time for the 1st attack to connect. Standard Yoshi TAG Juggles for: Class 1 b,b+1~1 4~3~5 QCF+1 (up to 3 hits, depending on exit time of partner) Class 2 F+1, b+1,1,(1),1, [b+1,] f+3_f,f+4_d/f+2~5,tag slide/dive b+1, 1, b+1,1,1, f+3_f,f+4 f,f+4, d+1, f,f+4 f,f+4, 1+2,1+2 (pogo techable) 1+2,1+2, d+4 (all techable) d/f+1,2,D/B#+(2),2,... * Some Class 2 juggles bring Yoshi in late. In this case, only perform 3 b+1's since all 3 hit (any more will whiff and the remaining combo as well). Class 3 f,f,N+4 Class 4 None ------- Alex/Roger 1)d/f+3+4(blocked), (Yoshi) (u/f+3+4,b+1,3+4)_u/f+1+2~d 2)(Yoshi) d/f+2 or SSL+2~5, (Roger) TGF (ASAP!) ...................................d+1, FC+1+2 3)(Yoshi) 4~3~5, (Roger) (b+3+4)_(f,f+3+4, KND,d+4)_(f,f+1+2)_(f+1+2)_TGF Angel/Devil (Use Angel if you want Netsu Powerup option) 1)WGF~5, (Yoshi) Class 2 Juggle 2)SS+2~5, (Yoshi) f,F+1+4 (ASAP! Hits after he passes underneath) 3)SS+2~5, (Yoshi) F, 1+2,1+2, d+4 (Small step needed, NOT techable!) 4)SS+2~5, (Yoshi) Class 1 Juggle 5)Yoshi 4~3~5, (Angel) TGF,(~3)_(1,1,2)_(1, 4)_(WS+4,4)_(d/f+1,2~5) ..........................,(1, WGF~5)_(1, CD+4,4 techable) [All TGF ASAP!] 6)Yoshi 4~3~5, (Angel) 1+2 (ASAP!) Anna 1)U/F+4~5, (Yoshi) Class 3 Juggles 2)u/f+1+2~5, (Yoshi) Techroll? Y=tag dive/N=(u/f+3+4,b+1,3+4_u/f+1+2~D_d/b+1) 3)(Yoshi) d/f+(SSL+)2~5, (Anna) (1, u/f+1,3, f+1+2)_(d/f+1,2, f+1,2, f+1+2) ................................(d/f+1,2,1, u/f+1,3)_(qcf+1, d/f+3,2,3) ................................(qcf+1, 1, 1,2, f+1+2)_(qcf+1, 1,2, d/f+3,1,4) Armor King/King 1)(King) CD+1+2(CH)~5, (Yoshi) 1+2,1+2, d+4 ..............................Class 2 Juggle 2)(A. King) CD+2~5, (Yoshi) Class 2 Juggle 3)(Both) FC,d/f+2~5, (Yoshi) Class 2 Juggle 4)(Both) d/f+3+4(blocked), (Yoshi) (u/f+3+4,b+1,3+4)_u/f+1+2~d 5)(Yoshi) SSL+2~5, (King) 2,1, 1+2,1 6)(Yoshi) 4~3~5, (King) (F+1+2)_(U/F,N+4, d+3+4,2)_(f,f+3+4, KND,d+4) .................(A. King) (f+1+2)_(U/F,N+4, d+3+4,4,4)_(f+3+4)_(CD+4_1) 7)(Yoshi) d/f+2 (SSL+2)~5, (A. King) (CD+4_1)_(2,1, 1, b+3) Baek 1)CD+3~5, (Yoshi) qcf+1 (execute ASAP for all 3 hits) 2)CD+3~5, (Yoshi) b+1+4 (high as poss.), b+1,1,1, f+3 3)FC+3,3,N+3~5, (Yoshi) Class 2 Juggle 4)(Yoshi) SSL+2~5, (Baek) 4+3, d+4,3,3 5)(Yoshi) d/f+2~5, (Baek) 1,2,3~F#, 1,2,3, (release F) 1,2,3,4 6)(Yoshi) 4~3~5, (Baek) b+4, FC+3,3,N+3~5, (Yoshi) tag dive Bruce 1)1+3~5, (Yoshi) d/b+1 2)d/f+[1,]2~5, (Yoshi) Class 3 Juggle 3)(Yoshi) 4~3~5, (Bruce) f,f+4(ASAP), b+4,3,4 .........................U/F,N+4, b+4,3,4 .........................b+3, b+4,3,4 4)(Yoshi) SSL+2(or d/f+2)~5, (Bruce) see #5 combo Bryan 1)b+1~5, (Yoshi) (1+2,1+2)_(D/B+3,3...)_d/b+1 2)b+1(CH)~5, (Yoshi) (same as above)_u/f+1+2~D 3)WS or qcf+1~5, (Yoshi) Class 2 Juggle 4)(Yoshi) d/f+2 or SS+2~5, (Bryan) (b+2,1,4)_(f+4,3,4)_(f+1,4, 3,3) 5)(Yoshi) 4~3~5, (Bryan) (U/F,N+4, f,f+2)_(f+2, f+4,3,4)_(qcf+2, 1~4,3,3) Eddy 1)f,f+3+4~5, (Yoshi) (1+2,1+2,d+4)_(1+2,f~u/f,1+2 techable) 2)SS+1+2~3 or [b+4(CH)]d/f+3+4~5, (Yoshi) Class 2 Juggle 3)handstand, d+3+4~5, (Yoshi) Class 3 Juggle 4)SSR,throw~5, (Yoshi) d/b+1_(u/f+3+4,b+1) 5)(Yoshi) d/f+2 or SS+2~5, (Eddy) (f+1,2,4~4)_(b+4,4,3+4) 6)(Yoshi) 4~3~5, (Eddy) U/F,N+4, f+1,2,4~4 Ganryu 1)b,d/b,d,d/f+1~5, (Yoshi) Most Class 1 Tag Juggles, All Class 2 Juggles 2)SSR+throw~5, (Yoshi) (1+2,f,f)_d/b+1_d+1+2_(D/B+3,3...) 3)SSL+throw~5, (Yoshi) (1+2,f,f)_d/b+1_d+1+2_(u/f+3+4,b+1,3+4)_(u/f+1+2~D) 4)(Yoshi) d/f+2~5, (Ganryu) f+2,1,2,1, d+1+2 5)(Yoshi) SS+2~5, (Ganryu) d/f+2, d+1, FC+1+2 6)(Yoshi) 4~3~5, (Ganryu) u~u/b, (FC,d/f+1,2,1)_(SS+1) ..........................(b,d/b,d,d/f+2)_(U/F+3+4,2) Heihachi 1)[E]WGF or f,f+2~5, (Yoshi) Class 2 Juggle 2)(Yoshi) SS+2 or d/f+2~5, (Hei) (CD+4,4,1, d+1)_(f+1, f+1,b+2,1)_qcf+2 3)(Yoshi) 4~3~5, (Hei) (TGF, d+1)_(u/f+3,4, d+1)_(CD+4,1)_CD+3_qcf+2_d+1+4-BIG Hwoarang 1)CD+4~5, (Yoshi) Class 1 Tag 2)BK/RFF,4 or BK/LFF,3 or 3,3,3,3 or d+4,4~5, (Yoshi) Class 2 Tag 3)(Yoshi) d/f+2 or SS+2~5, (Bob) d+3,4, 1, d+4,4~5, (Yoshi) tag dive .................................3,3,3,3~5, (Yoshi) tag dive .................................3,3,3,(4), 3 4)(Yoshi) 4~3~5, (Bob) 3+4, 3~4 .......................d/b+3+4 (escape on tech-tag and rollback only) .......................(u/f+3,4,3)_(u+3, b+4~5, (Yoshi) tag dive) .......................(U/F,N+4, d+4,4~5, Yoshi tag dive)_(u+3, 4, 3 (hard!)) Jacks (G=Gun Jack, P=Prototype Jack, 2=Jack-2, WLS=Whiffs Opps who lie still) 1)(G/2) WS+1~5, (Yoshi) Class 2 Juggle 2)(G) hcf~d/f+1~5, (Yoshi) Most Class 1 Juggles 3)(G/P) SSR+throw~5, (Yoshi) d/b+1_(u/f+3+4,b+1,3+4)_(D/B+3,3...) 4)(P) b,d/b,d,d/f+1~5, (Yoshi) Most Class 1 Juggles 5)(P/2) SS+1~5, (Yoshi) (1+2,1+2, d+4)_(1+2,f~u/f,1+2 techable)_(Most Class 1) ........................(u/f+1+2~D)_(D/B+3,3...) 6)(2) back throw 2+4~5, (Yoshi) d/b+1_(u/f+1+2~D)_(D/B+3,3...) 7)(Yoshi) d/f+2 or SS+2~5, (ALL) f+2, f+2, f+1+2_1+2 8)(Yoshi) SS+2~5, (G) b+2 (2) f,f+2 (ALL) f+3+4 9)(Yoshi) 4~3~5, (G) b+1+2_b+2_(u~u/b, SS+2)_(d+1+2~5, Yoshi tag dive) .................(P) f,f+2_(wait, U/F,N+4, d/f+1+2_d+1) .................(2) (f,f+3, 1+2 WLS)_(d+1+2~5, Yoshi tag dive) .................(ALL) u/f+3+4_b,d/b,d,d/f+2 (G/2) U/F,N+4, 1+2 Jin 1)SS_WGF+2~5, (Yoshi) Class 3 Juggles (Jin tags out way too slow!) 2)b,f+2,1,2~5, (Yoshi) Class 3 Juggles (Still too slow! Grr!) 3)(Yoshi) d/f+2_SS+2~5, (Jin) b,f+2,1,d+2, f,f+2 4)(Yoshi) 4~3~5, (Jin) TGF,(~3)_(1,1,2)_(d/f+4,4)_(d/f+1,2~5) .........................., 1+4,2,d+4 [All TGF ASAP!] Julia/Michelle 1)1~1~1~5, (Yoshi) Class 2 Juggle 2)(Michelle) d/f+3+4~5, (Yoshi) Class 2 Juggle 3)(Yoshi) d/f+2~5, (Julia) d+1, FC,d/f+4,3, d/f+4,2,b,f+1 ...................(J or M) f,f+1, f,f+1, f,f+1, (f,f+1,4)_(f,f+1) ...................(J or M) d+4,1 ...................(Michelle) d/f+3+4~5, (Yoshi) tag dive (guard break combo) 4)(Yoshi) 4~3~5, (J or M) U/F,N+4, f,f+1, f,f+1, f,f+1,4 ..........................f+1+4, u/f+3+4 (escape backroll/tech tag only) 5)(Both) WS+2,1,1~5, (Yoshi) tag dive (guard break combo) Jun 1)f+2 or d/b+2~5, (Yoshi) Class 2 Juggle 2)b+3~5, (Yoshi) Class 3 Juggle 3)(Yoshi) d/f+2~5, (Jun) (1+4, 1+4,2,d+4)_(b+2,1+2, 1+4,2,d+4) .........................(b+2,1+2, 1,1,3)_(b+2,4,1+4,2,d+4)_(b+2,1+2,b+3~5) 4)(Yoshi) 4~3~5, (Jun) f+3, d/b+4 Kazuya 1)WGF~5, (Yoshi) Class 2 Juggle 2)f+1+2, 5, (Yoshi) (d/b+1)_(D/B+3,3...)_(u/f+3+4,b+1) 3)WS+2(CH & Clean Hit)~5, (Yoshi) (same as #2)_(1+2,1+2) 4)(Yoshi) d/f+2 or SS+2~5, (Kazuya) 1,2, (d/f+2_d/f+4,4) 5)(Yoshi) 4~3~5, (Kazuya) (TGF~3_4)_(TGF, 1,1,2_1,2,4)_(TGF, d/f+4,4) ..........................(U/F,N+4, d/f+4,4_d/f+2) Kuma 1)3+4,1+2~5, (Yoshi) f,f,N+1+2 (not techable) 2)f,f+2~5, (Yoshi) Class 1 Juggle 3)(Yoshi) 4~3~5, (Kuma) u/f+1+2, f+1,1,1~5, (Yoshi) tag dive 4)(Yoshi) d/f+2 or SSL+2~5, (Kuma) f+1,1,1~5, (Yoshi) tag dive Kunimitsu 1)d/f+2~5_f,f+2~5, (Yoshi) Class 2 Juggle 2)(Yoshi) 4~3~5, (Kuni) b+1, 1, b+1,1,1, f,f+3 3)(Yoshi) SSL+2 (or d/f+2)~5, (Kuni) Yoshi's Class 2 Juggles ................................... f+1, b+1,1,(1),1, f+3+4_1+2 Law 1)U/F+4 or (u/f+)3,4 or 3+4 or FC,u~n+4 or WS+2 or b+1,2,1~5, (Yoshi) Class 2 * 2)b+2,3,4~5, (Yoshi) f+1, d/f+1,D/B#+2,(2),2,(2),2,(2),2 3)f,F+3+4~5, (Yoshi) d/b+1 4)(Yoshi) d/f+2 or SS+2~5, (Law) f+1,[2] b+2,3,4~5, (Yoshi) tag dive .................................(f+1, b+2, d+2,3)_(b+1,2,1~4 (Yoshi)tag dive) 5)(Yoshi) 4~3~5, (Law) U/F,N+4, b+2,3,4~5, (Yoshi) tag dive * NOTE: Perfect timing on PS2 is required to hit Yoshi's f+1, though it is a little easier in the arcade. Lee 1)d~D/B+4~5, (Yoshi) Class 1 Juggle 2)FC,u/f+4~5, (Yoshi) Class 2 Juggle 3)(hitman stance) 2+5~5, (Yoshi) Class 3 Juggle 4)b+4(CH)~5, (Yoshi) 1+2,1+2 5)f,F+3+4~5, (Yoshi) d/b+1 6)(Yoshi) SS+2~5, (Lee) (f,f,N+3,4,f+4)_(4~u+3) Lei 1)Tiger Stance: 1~5, (Yoshi) 1+2,1+2, d+4 2)Panther Stance: 2~5, (Yoshi) Class 2 Juggle 3)(Yoshi) (d/f+2)_(SSL+2)~5, (Lei) f,N+1,2,1,2~U, 4 4)(Yoshi) 4~3~5, (Lei) U/F,N+4, 4~4~3~3~5, (Yoshi) tag dive Nina 1)d/b+3 or d/b+4,3~5, (Yoshi) Class 2 Juggle 2)u/f+1+2~5, (Yoshi) Techroll? Y=tag dive/N=(u/f+3+4,b+1,3+4_u/f+1+2~D_d/b+1) 3)SSL+throw~5, (Yoshi) 1+2_(u/f+1+2~D)_(u/f+3+4,b+1,3+4)_(d/b+1~D/B,N) 4)(Yoshi) d/f+2 or SS+2~5, (Nina) (1,2, d/f+3,1,2,f+1+2)_(b+2,2, d+4,1, f,f+3) 5)(Yoshi) 4~3~5, (Nina) (u/f+4, d/f+3,1,2>f+1+2)_(d/f+3,3,3,1,2,f+1+2) .........................U/F,N+4, d+4,1, f,f+3 Ogre 1)d~D/B+4~5, (Yoshi) f,f+1+2 (unescapable) 2)d~D/B+4(CH)~5, (Yoshi) Class 2 Juggle 3)FC+3,3,N+3~5, (Yoshi) Class 2 Juggle 4)WS+2(CH & Clean Hit)~5, (Yoshi) d/b+1_(D/B+3,3...)_(u/f+3+4,b+1)_(1+2,1+2) 5)(Yoshi) SS(d/f)+2~5, (Ogre) d/f+1, 4 6)(Yoshi) 4~3~5, (Ogre) f,f+4, d+2, (FC,f+2)_(WS+4,4)_(WS+3,3) ............................., FC+3,3,N+3~5, (Yoshi) tag dive ............................., (u/b+3)_(d/f+4)_(1,2,2) ........................(u/b+3,2~5)_(u/f+3,4,3)_(U/F,N+4, d+4,4) Ogre-2 (True Ogre) (Has same juggle options as Ogre except #5) 1)d/f+1+2, u/b+3,2~5, (Yoshi) tag dive 2)(Yoshi) SS(d/f)+2~5, (TOgre) d/f+1, d+2, FC,f+2 3)(Yoshi) 4~3~5, (TOgre) d+1+2(ASAP!) .........................(U/F,N+4 or u+3+4), d+2, FC,f+2 Paul 1)qcf+1~5, (Yoshi) Class 3 Juggle 2)qcb+1(CH)~5, (Yoshi) (u/f+1+2~D)_(U/F+3+4,b+1,3+4)_(D/B+3,3...) 3)[qcf+1(CH)], f,f+1+2~5, (Yoshi) d+1+2_d/b+1_1+2_(D/B+3,3...)_(U/F+3+4,b+1) 4)(Yoshi) d/f+2~5, (Paul) (1,2, u/f+3,4)_qcf+2 5)(Yoshi) SS+2~5, (Paul) (qcb+3,2,1_2~5)_qcf+2 6)(Yoshi) 4~3~5, (Paul) (u~u/b, SS+1, d+1)_(U/F,N+4, f+1, qcf+2)_qcf+2 Xiaoyu 1)(BK)+4~5, (Yoshi) Class 2 Juggle 2)(Yoshi) d/f+2~5, (Xiaoyu) d/f+1, 2,1, f,f+1+2,1+2 3)(Yoshi) 4~3~5, (Xiaoyu) UF,N+4, d/b+4 4)(Yoshi) 4~3~5, (Xiaoyu) d+1+2, u+4,4, WS+2, 2,1,4~5, (Yoshi) tag dive Wang 1)SS+1+2(CH), d/f,d/f+2+4~5, (Yoshi) f,F+1+4 2)d/f,d/f+2+4~5, (Yoshi) f,F+1+4 3)d/b+4,2, f+1, d/b+4,2~5, (Yoshi) tag dive 4)d/b+2~5, (Yoshi) Class 3 Juggle 5)1~1~1~5, (Yoshi) Class 2 Juggle 6)WS+2,1,1~5, (Yoshi) tag dive, (f+1 guard break combo) 7)(Yoshi) SSL+2~5, (Wang) f+1, d/b+4,2~5, (Yoshi) tag dive 8)(Yoshi) 4~3~5, (Wang) b,b+1, u/f+3+4 (escapable on tech tag only!) ........................b+1+2, (esc backroll/flipup, hits tech tag-ins) ........................U/F,N+4, (f+1+2)_(d+4,1)_(d/b+4,2~5, Yoshi tag dive) NOTE: Combos 1, 2, 7 and 8(unblockables) are 100% on all regular sized characters, and are 100% on everyone if the tagged partner has Netsu! -------------------- Credits. The Movelist contributed by Catlord and his FAQ, avaialable on the Tekken Zaibatsu site, http://www.tekken.net/zaibatsu, and at Catlord's own page: http://tekken.net/catlord/(tttmoves.txt) Contributors: TTT.com--My first Tekken Tag Forum, which, thankfully led me to Zaibatsu and other quality forums, so I won't have to go back (shudder). Catlord--Constant research and updates on your Movelists are always informed and appreciated! Castel-- Head Honcho at Zaibatsu, for providing such a kickass TTT service to dedicated players, as well as those insane juggle movies. Keep up the good work! Shauno-- Showing me some awesome stuff on our Favorite Ninja, thanks man! Inca-- For sharing some bizarre yet cool Yoshi tricks on Zaibatsu, gracias! Bastard--More enlightening info from Zaibatsu, rock on. ;) ...the posters at Zaibatsu and other good sites for your insight and discoveries, and many others un-named!