Yoshimitsu DF2 Combos | +Max Damage
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- Опубликовано: 9 сен 2024
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Track: Tekken 3 Arcade - Yoshimitsu Theme
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People may say that his combo damage is garbage, which is, but it makes up for the amount of tools and trickery Yoshi has. Yoshi is a neutral monster. Him being in Flea and doing absolutely nothing is already enough to cause massive headaches on the opponent in how to approach him. lol
Mannnnnn 🤣🤣🤣 u most Def rite I'm playing Tekken 7 now tryna get rite with yoshi
Neutral monster? That’s very exaggerated. And his trickery is not very useful against anyone who knows the matchup or just play small tekken. But his damage output with the unblockable ender is pretty decent as well as his wall combo
He is garbage in neutral bro everything hes got is behind stance and most likely a highly commital mixup. Flea is smoke and mirrors its just got a worse version of laws slide. people do not let you get away with shenanigans. It takes a LOT of conditioning or just being completely unpredictable but if you make a mistake you are pretty much dead.
All yoshi has going for him if he can open them up, is dangerous oki at the wall. Standing up loses to windmill. Tech Rolling loses to sword sweep. Do nothing gets you flipped face down head towards from CD1.
Other than that he has to be incredibly defensive and condition the hell out of them in his offense with very small tekken. No real tools to check aggressive players besides flash, which will get called out if you use it too much.
The trick is to mind game with flash for mental plus frames and small low commitment pokes until they start ducking.
dawg he's not anywhere near a "neutral monster". he sucks ass the only good move he has is flash
Lol fr tho
Yoshi combo: 986739 hits - 50-60 dmg
Other guys combo: 4-8 hits - 70 dmg or half HP bar
DORYA.
Exactly
It's because Yoshimitsu had more advantage at quick movements, he's move are really unpredictable, and the minus for that the damage he has is soo much worse
I started maining Yoshi again (he used to be my fav. in T3-T5) after many years of being an AK main. I have to say that his combo optimization is so much more complicated, especially when it comes to wall travel. Yoshi has multiple options depending on how close/far you're to the wall and I find it easy to drop my combo. I don't remember having any problems with AK combos in T7 in terms of wall travel (f2,1 and db2,4 are your best friends for obvious reasons). Not to mention his gameplan... I had to record different setups or combo routes/resets and then split them to different folders just to make learning process easier lol. Crazy character, but insanely fun to play.
Armor king is the easiest character. Of course you don't have a problem with him
@@Heihachi8 Yeah, he's insanely overrated when it comes to difficulty.
@@Shibu_PL lei turns this kind of memory difficulty up so high it makes yoshi seem simple. Why does lei need 16 stances that mostly have specific ways to get into. I love that yoshi stances are accessed in intuitive ways while also being accessible from almost any other stance. While lei can have many very different ways to enter his stances of which are painfully unintuitive.
Yoshi’s damage isn’t garbage, i’m a main yoshimitsu, i don’t play any other character except him and my Combo Damage is always S/S+. I can reach 70-69 damage per combo with no walls. Yoshimitsu needs a lot of combo practice, you have to be creative and make your own high damage combos, soon you’ll realize that his damage isn’t garbage. I’m talking to anyone who thinks his damage is low.
Hey, I'm a returning Yoshi, and I used to do a lot of Harakiri wall combos, mainly f,f+4 d+1+4. There had been one update that nerfed crossup tech at the wall, I think, and I feel like Harakiri combos aren't consistent since then. Can you confirm if the update screwed me over, or if it's failure on my part?
Awhile ago in practice I hit d1+4 b1,1,1,1etc as a wall combo. The front hitbox of d1+4 hit as well as the b1,1,1,1 string after but I forget which move I used to wall splat cuz cd1 didn't work when I tried to recreate it.
(4+3 kangaroo kick launch ) > uf delayed 4 kick > d1,1 > df 1,2 > ff4 to d1 , easy 93 dmg ( correct me if im wrong on commands lol )
@@bratsogamiolis6977 after "uf delayed 4 kick" i think you meant d2,2 EDIT: and I think it does 83 dmg?
Thank you! This is awesome and a great resource.
Your combo's deal low damage to the character but a lot of damage to the enemy's mental. These combo"s are like fancy paintings man.
Hell fucking yes! Thanks man! I was waiting for this!
Really love the combos, I’m starting to get better with yoshi and jack 7, thanks man!
Question:why don’t the wall combos have notations? They look sick and I’d love to learn them but it’s way harder without notations. No hate btw just wondering
Classic yoshi wall combo is 3~4, flying stance by holding up afterwards and then 4 during flying stance. You can also do jab to db2. Another option is not going for a wall combo at all but to use the move where he spins his sword in front of him
I could add notations for wall but I have tested these things in past and my audience doesn't like it so the basic idea was to teach beginners basic combos and showcase rest of the combos.
if they can do the basic ones they'll easily do the rest
Jab into ff2:2 can work on any character but maybe not for that combo. I was just wondering what max damage from df2 was so this is great.
An idea for optimal combo from DF2:
DF2; CD1,1+2; KIN B2,1; CD2 S! ; D2, (delay) 2,1. 62 dmg and not bad wall carry
yoshi looks different then when he looked in that sonic world collab
He's secretly a Mishima
Hi! Recently in another video we talked and I asked if you could consider in your next just frame combos to include some of mr raven, which to my surprise you said she has! I was wondering if you could give me some of the notations so that I could try them myself
already working on it, might take some time
@@TK_TheFURY no problem at all, love your vids and I always learn something new about the game, imma be patently waiting :)
0:52 the notation is flipped after the 2 and should be 3~4.
Sick video though!
U sure about it?
@@TK_TheFURY yeah, the 4~3 you have does kangaroo kick instead
For the combo at 54 seconds in, how do you sprint fast enough after the spin kick to land the b2, 1? I can land the b2 but the 1 follow up always misses?
buffer first input of dash
0:55 The third move is wrong its (3 4)up Hold not (4 3) up Hold
The 0:23 combo how do you do the last kin move I do the b2 1 and the. I can do the kin seems to take long time
Будет комбо на Теккен 8 Йошимицу?
On the prologue combo I can't get 2 nss f3+4 to hit the second always whiffs is this real still
Df2 cd1 KIN b2,1 df1,2 !S 1 ff2:2 d1 also works on fahk
A lotta 2's.
Like a loooooooooooot of 2's overall :)
what console is this? graphics look insane!
pc
the old D/F + 2 Yoshi was better and gave a lot of damage and punishment, and now he does it without a second knife and does it in MNK stance mode
What do you mean by mnk
@@Kenlac92 Yoshimitsu Stane Mutou No Kiwami 2+3
@@yagevil_yagwick_heimrig everyone calls it NSS
@@rhyanvalk7897 call it whatever you want and I'll call it MNK
@@yagevil_yagwick_heimrig You'll be making your life harder as everyone in the yoshi community refer to it as NSS
Kuni DF2 combos?
1:16 This combo is NOT guaranteed. It beats all options from the opponent except Quick Recovery, the option where one holds F and jumps up with their feet. Yoshi whiffes their ender there. Instead, do d/f+2 f,f,d/f+1 d/f+1 b+2 f,d,d/f+2 S! d,d/f,f+1. You lose out on 3 damage in the best case, in the worst case, you at least hit the ender for reduced damage, for a total of 62 instead of 48 and a whiffed ender.
Of course, if your opponent doesn't know or figure it out during the match, the shown combo is just better by 3 damage...
This is an issue with many Moonsault Slayer combos, the best paths I found for this ender are: launcher d+2,2 2 f+3 S! MSS (careful, it's 2 f+3, not 2,3, which can be rolled for some reason) and launcher d+2,2 d/f+1 f,d,d/f+2 S! MSS, both deal the same damage, and MSS is guaranteed to deal anywhere between 17 (Quick Recovery) and 25 (tech roll) damage. For some launchers, like d/f+2, follow the path I described first. Off the top of my head, the other launcher for that path is f,d,d/f+1.
Interesting
Your 1st combo doesn't work on all males also. 21 will whiff on Yoshi, Leroy and other short leg chars. And yeah if you have the execution you can do 2 jab into ff22 against fakh for damage. And bt D1 is not guaranteed on all big chars after f22, gigas and marduk can escape it from there. Only fahk can't
First combo actually works on all characters, its a bit inconsistent on some characters.
Jab into ff2 does not work with fahk combo, you need 1 less hit before screw to be able to do it
@@TK_TheFURY it doesn't, try that on Yoshi.
@@TK_TheFURY You can, Its a JF . You to cancel you ff motion with neutral so F2 doesnt come out
df2 cd1kin b21 qcf1 , can not hit wake up with hold f. -- Google Translate
it's an old staple
I'm new, I don't understand these instructions.
tekken.fandom.com/wiki/Move_Terminology
Ain't none of ya'll talking down on yoshi...know how to use yoshi and going off of other peoples opinions and thoughts on the matter