==============================================================================
     __  __________________________________________________/ \              
    / /  \__________________________________________________\ ))))))))))))) 
   / /    __                                               \_/              
  / /    / /_____   _____   __   __ __ _    __   __ _______  _____   __   __
 / /    / // __  \ / ____\ / /  / // // \  /  \ / //__  ___\/ ____\ / /  / /
 \ \___/ // /  / // /____ / /__/ // //   \/ / // /   / /   / /____ / /  / / 
  \_  __// /  / //___   // ___  // // /\___/ // /   / /   /___   // /  / /  
   / /  / /__/ /_____) // /  / // // /    / // /   / /   _____) // /__/ /   
  /_/   \_____//______//_/  /_//_//_/    /_//_/   /_/   /______/ \_____/  
==============================================================================
             :: YOSHIMITSU Tekken 5 FAQ :: Version FINAL COMPRESSED ::
==============================================================================
         :: Motto: "Above all else, you must find your own way" ::
------------------------------------------------------------------------------
   :: by: Tenshimitsu :: [tenshimitsu@op.pl] :: [http://manjikai.com] ::
------------------------------------------------------------------------------

            === This Guide must be viewed in monotype typeface! ===

------------------------------------------------------------------------------
This FAQ was originally written for the following site:

http://www.manjikai.com  

YOU CANNOT PUBLISH IT ANYWHERE ELSE WITHOUT MY PERMISSION!

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://manjikai.com ], 
please let me know. It means of course that somebody uses my [ hard ] work 
for his/her own profits. 

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!

The document will be edited and updated only in the script located at
www.manjikai.com. Also, I'm planning next FAQ about Tekken Dark Resurrection,
Which will be available only in the ManjiKai shrine.

==============================================================================
 :: Table of Contents ::
==============================================================================
[0] Version History
[1] Prologue
[2] Conventions
 - Commands
 - Abbreviations
 - Comments
 - Levels
 - Damage
[3] Introduction to Yoshimitsu
 - Changes...
 - Why Yoshimitsu?
 - General Play Style
[4] Basics
[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
 - Dragonfly 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
 - Unblockable Arts
 - Indian Sit Arts
 - Flea Arts
 - Meditation Arts
 - Dragonfly Arts
[7] Advanced Strategy & Tricks 
 - Introduction 
 - Different types of movement
 - BackTurned Stance
 - Anti-strategies (anti-ss, backdash) !!!=DELETED=!!!
 - Shortening the distance !!!=DELETED=!!!
 - Encouraging and countering !!!=DELETED=!!!
 - Even more custom strings !!!=DELETED=!!!
 - Juggles and okizeme always go together !!!=DELETED=!!!
 - Spacing, arenas breakout
 - The wall game !!!=DELETED=!!!
[8] Know Your Enemy
 - Types of players
 - Types of play
 - Yoshimitsu, baby!
 - Jin Kazama
 - Ling Xiaoyu
 - Paul Phoenix
 - Julia Chang
 - Lee Chaolan
 - 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
 - Anna Wiliams
 - Wang Jinrei
 - Raven
 - Asuka Kazama
 - Feng Wei
 - Ganryu
 - Bruce Irvin
 - Baek Do San
 - Roger
 - Devil Jin
 - Jack 5
[9] Finally...
 - Timing and rhythm !!!=DELETED=!!!
 - Purpose !!!=DELETED=!!!
[10] Various
  - Mental Preparation 
[11] Info :)
 - Yoshimitsu's Story
 - Yoshimitsu Obsession Team: for Yoshi-maniacs!
[12] Credits
[...14:)] Sweet wishes for Namco

==============================================================================
= [0] :: Version History ::
==============================================================================

 - 03.08.2005 - Here we go! I finally started working over this FAQ. Yup, a 
                LOT of things to do...
 - 29.09.2005 - BETA version released.
 - 30.09.2005 - minor bugfixes.
                added "More hints" to the "Wall game" section.
                added more wake-up setups in the "JG and okizeme" section.
 - 22.10.2005 - added more 1+4 Flash hints.
                extended custom strings section.
                Versus section begins.
 - 26.11.2005 - huge gap, VS section still unfinished. Written only some 
                strats. Final section corrected. Added more hints. Overal
                corrections.
              - ALPHA version released.
 - 17.12.2005 - big update of Counter-defensive strategies, d/b+1~f added.
              - added more wake-up traps.
              - VS Ling Xiaoyu strategies added, thanks to Nathan Martin!
 - Jan. 2006  - overall corrections.
 - Feb. 2006  - FAQ compression.
                Full version of this FAQ available ONLY at manjikai.com, and
                ONLY under special conditions. Read more below.

==============================================================================
= [1] :: Prologue ::
==============================================================================

Hello! (again?) My first attempt to make a Yoshi FAQ (The Tekken 4 one) was
quite a success, so I decided to... make another attempt? :) Hehe, yup...
Thanks to BigChief mainly I accelerated my work and started a summary of my
Tekken 5 knowledge. My name's Joanna Torz and I'm from Poland. The nickname
in Tekken Zaibatsu forum is Kazu-Yoshi-girl, but I'm also known as Tenshimitsu
in the Manjikai.com site. 

This FAQ still will be the Yoshimitsu Obsession Team exclusive. I'll make 
updates only in the script located there. I hope that you'll find here 
something useful! I also hope that my English will be easy to understand. :) 

Anyway, I did all what I could to provide you with true information not only
checked in practice mode, but also in tournaments. Also, because modern
people don't have much time for anything :), I decided to be as brief as
possible. I'll make many references to my previous FAQ because some things
remained unchanged. I'll also make references to other players' FAQs, although
I don't think it's necessary... we all should gain as much knowledge as
possible. I'm not perfect, I still don't know all what I can know about 
Tekken. 

OK, so... IKKUZO! (here we go!)

------------------------------------------------------------------------------

February 2006 - FAQ Final version compressed.

------------------------------------------------------------------------------

I got mad. I got really mad you know... I'm a type of player that learns all
the time and would love to learn something new. And guess what...

Even though I aksed every Yoshi player for feedback MANY times, I didn't 
receive anything besides the strategies shared and discussed on 
Tekkenzaibatsu forums.
ONLY there I could grow up ideas. Only there I met player mates that were
open and willing to extend our abilities together.

But what about many Yoshimitsu players who downloaded this FAQ, and didn't 
say a word to me?

Do you really think I'll sit here and wait for Christmas? I know exactly that
this FAQ is only an inspiration. FOR SURE you came up with other ideas which
you don't want to share. You see, I shared everything I got.
I won't tolerate such a laziness of Yoshimitsu players.

You want to have your own secrets? Your choice.

So don't expect me to spread my advanced strategies worldwide anymore!

So you were lucky to download earlier version of this FAQ. It will be 
available only at manjikai.com (and updated there with new strategies), and 
only for people who will prove me that they're Yoshimitsu players who 
want to share their knowledge.

If you're a newbie Yoshi player, the content of this FAQ should be enough.
Go through the extended analysis of Yoshimitsu moves, there's everything you
should know to build up your own strategy.

And if you think you want to know something more, go to manjikai.com.
Or to TekkenZaibatsu Forums, there are many excellent Yoshimitsu players.
Simple as that.

There's also another reason for this. The upcoming Tekken Dark Resurrection
will be probably released on PSP. It will be a loooong time until I'll be
even able to touch this game. New Tekken is ahead, and still no feedback from
Yoshimitsu players..?

Shame on you!

Long live Space Ninja. I think it was a good choice. It will force you to 
search further and come up with more strategies. Share them or not.
As I said: your choice.

==============================================================================
= [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

QCF - quarter circle forward  (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 [ u,U or d,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)
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 hit which can be ducked

== Damage ==

Damage is based on a point system. 100 points doesn't necessarily 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 :) ::
==============================================================================

Karakuri Uchuu Ninja (Mechanized Space Ninja) returns, this time to avenge
his dead comrades. Pretty unusual for him, which some Yoshi hard-core fans 
don't really like. Our beloved Yoshi was always to help somebody! But on the
other hand, I would also be pissed off if somebody killed my friends...

It seems that his rage accelerated his abilities because in Tekken 5, although
not as powerful as the "Top tiers", Yoshimitsu is a force that shouldn't be
underestimated. 

------------------------------------------------------------------------------
== Changes... ==
------------------------------------------------------------------------------

Without any doubt Yoshimitsu has been boosted up! He gained some new VERY
useful weapons without which I can't imagine my Tekken 5 strategy. His juggles
are more powerful although still decent compared to other characters, some
of them we remember from Tekken 3/Tag times. 

Six mid spins after d/f+1,2~ and f+2~ returned, yai yai!

1+4 flash counters again! Unfortunately, it's not an unblockable anymore,
and it can be both blocked and reversed. >_< Also, it doesn't seem that
reliable as in previous Tekkens, some moves with high priority will always
hit Yoshi no matter how precise you'll be. This sucks.

New punch series 2,1 and 2,2 aren't a great addition to his arsenal, what a
pitty! I treat them more like a taunt to end a battle, LOL. It shouldn't be
like this. >_< 

Properties of 2,3 has been changed, It's a semi-NC (natural combo). Opponent
can duck it to avoid the second blow, otherwise it hits. Anyway, on CH both
hits are guaranteed... Sigh! :) The same goes to 2,2 series.

u/f+4 is now safe on block, disadvantage is around -6 or -7 frames. Yes! :)

Flea is no longer u+1+2. You can enter Flea only by pressing 1+2. BT Flea is
gone!!! >_< How could Namco forget about it? >_< You can cheat BT Flea only
in certain situations. It's awful! >_<

u+1+2 is the new Dragonfly Stance, which is new Yoshi's great weapon. Not
very mobile, but bufferable and easy to cancel, all hits lead to serious
damage and are a great addition to Yoshi's Strategy.

b,b+1+2 is the new unblockable. Some kind of... joke. Hits high at the edge
of range and mid upclose.... but what is this for? SLOW windup time and
it doesn't track sidesteppers despite the HORIZONTAL animation! 

D/B+1+2~3_4 - another move that is only a bit more useful. But surely you'll
find it hard to hit somebody with this. Used mainly as fast retreat.

f+1+2 is quite an useful high-crush. The disadvantage on block is but very
big, you have to use it with caution. Carefully examine the spacing as well.

b+1+2 - this move should have littlebit less disadvantage on block. Also,
the high-crushing ability sucks sometimes. Beware opponents with 1,2 punch
series (oops? all of them? O_O) because it will avoid 1 just to be hit by 
the second on CH. Yup it sucks! But anyway, it is QUITE an useful move.

u+3+4 - it seems that Yoshi disappears... but it's not true. You can still
dash and jab him from the air to start juggle. It shouldn't be like this,
because on whiff (and this move has little range) this move is very, very
punishable. Anyway, in wake-up situations, this move has its uses.

b+3+4 avoids better, and this is fine!

f+3+4 is a new Kamikaze attack, called by my friends "the kiss". Hehehe!
You can cancel it by ~b (mainly show-off, but BT strats possible), and
on hit you can enter SIT (3+4) to gain some health. On quick stand up
from SIT, ~D/B+3 is guaranteed... so far. (because new Tekken is ahead?)
It's a great, distant attack that has some disadvantages, but if used
correctly, can be a pain for your opponent. More later on.

WS+2 is changed. Both on hit and block Yoshi enters BT... well? This
move causes KD and doesn't have a good range. It only looks great. The
BT options are a guess-up that isn't advantageous for Yoshi. Anyway,
in the tournament situation I wouldn't recommend constant use of this 
move. Too easy to backdash...

BT 3 is changed. Not it's Kuni-styled somersault that hits mid. And it 
can be parried (?! yes! a mid move that can be parried! Congratulations
Namco, great job... but explain me this nonsense...).

New Flea Arts arrived. f+1+2 or d~f is a new Flea roll that moves Yoshi
forward and makes him enter the FC/WS position. High crushing in the 
last stage of animation. f+3+4 is a low dive that knocks down, very useful
and damaging. Yoshi ends face down, lying on the ground, and from this 
position low kick is mostly guaranteed. 
u+1+2 is the DGF stance switch... slow and not really useful unless
your opponent is frightened or have chess reflexes. It has some evading 
capabilities, but what are they for if Yoshi enters DGF slowly and it takes 
ages for him to do any DGF move that is not very fast after all. 

New stance switches involve DGF:
 - Flea -> DGF - u+1+2 (described just above)
 - Poison Wind -> DGF - u/f+3+4~1+2 - a very dynamic and useful stance
   switch! Simply great, causes a headache for your opponent.
 - Deathcopter -> DGF - Especially the u/f+1+2~b,1+2 version. It should be
   only a little bit faster... but still quite useful.

------------------------------------------------------------------------------
== Why Yoshimitsu? ==
------------------------------------------------------------------------------

I think I don't have to say it again. :) Probably you, reading this FAQ,
already found the purpose. Anyway... let's list our favourite PROs and CONs:

Yoshimitsu's advantages:

1. Numerous jugglestarters, some of them are safe and have nice properties. 
   The juggles but are decent.
2. Good wall damage and wall pressure. One of best in the game.
3. One of the greatest okizeme tactics in the game. Awesome techtraps. 
   Damaging guess-ups.
4. The advantage of having unblockable moves and the additional guess-ups 
   that can kill defensive opponents.
5. Ability to force the opponent to attack. Healing moves.
6. Good evading and countering moves.
7. Unconventional style that kills opponents not familiar to him.
   The balanced style that makes him be able to defeat any character.
8. The ability to ease his own life, by cutting many opponent's guess-ups
   short. (e.g. flashing Mishima's Crouch dashes, D.Jin's b+1(extensions))

Yoshimitsu's disadvantages:

1. Lack of fast moves tracking sidestep. The roundhouse kicks somehow don't 
   track too well. Minority of moves track sidestep to Yoshi's right.
2. Relatively poor range of some fast Yoshi's moves. With a big exception 
   of Kamikaze.
3. Poor tracking of trademark Yoshi's moves to such a level that even 
   "natural combos" tend to whiff! (2,1, 4,4, d/f+1,1) Random stuff...
4. A necessity to do numerous setups for some of Yoshi's moves that normally
   can't be used as the regular attack (due to slow motion, etc)

------------------------------------------------------------------------------
== General Play Style ==
------------------------------------------------------------------------------

It's difficult to evaluate the style that is best for Yoshimitsu. Generally,
Yoshi player must work on every aspect of attack and defense. Yoshimitsu has
many countering and evading moves that are best against offensive opponents.
Those Yoshi just loves. :) But what about the defensive ones? Yoshimitsu must
encourage them to attack to make a full use of his arsenal. And that's it!
Anyway, the countering-defensive style is not the only one. Yoshimitsu can 
also attack very well. This attack must be but well-balanced and planned. 
I'll try to explain you the basics of Yoshi's strategy in the "Strategy"
section. 
To sum up: Yoshimitsu is 40% offensive, 60% countering-defensive. To encourage
and counter is what he can do best. Juggling is his aim. He inflicts massive
damage in the wake-up game. Yoshimitsu is also excellent whiff-punisher. 
Yoshimitsu player should work on the instinct that tells him when his
opponent turns into defensive: it helps in unblockable moves' set-ups.
Yoshimitsu gains serious advantage if he knows his enemy. The more fights 
and rounds, the better for Yoshimitsu player!

==============================================================================
= [4] :: Basics ::
==============================================================================

Have you read all what you could about Tekken 5 system? If not, pause reading
this FAQ and do it right now, there should be the System FAQ in Tekkenzaibatsu
or anywhere else. It's extremely important because Yoshi, being the character
without any special motions like sways or crouch dashes, must take full
advantage on the system. Knowing the game is the key to win. The character
is just a tool to reach this aim.

:: Dash & Backdash

Dash is the most basic offensive technique. The fastest, and gives the biggest
amount of options. :) Sounds funny? ^^ In fact it's not that lame as it 
sounds. You don't have to attack after a dash :). You have unlimited potential
of delaying the attack just to hit in the proper timing. Timing in Tekken
means everything. Of course you're vulnerable during dash, so chain it with
sidesteps or just block.
Backdash is some player's favourite technique. Just as the dash, it's the
basic defensive technique. After a successful backdash your opponent misses 
his attack and is vulnerable. Remember that not only during backdash, but even
at the end of it you're vulnerable. Don't forget to cancel it, e.g. with
b,b~d~b. This way you can immediately block after backdash.
I called these movement the "techniques" because they're very important in
the gameplay. The movement, dashes, sidesteps and the positioning in general
decide about your victory or defeat. Sometimes due to perfect positioning
your opponent won't be even able to hit you with moves that normally would
be guaranteed (like Yoshi's d/f+1,1 versus sidesteping opponent: it misses
almost all the time). Be sure you have this basic technique learned well.

:: Jumping...?

Yup :) In Tekken, you can jump in two ways: 
1. Long jump U/B, U or U/F;
2. Short jump u/b(~n) or u/f(~n).
There are many moves involving jumping, like all the different types of
Jumping Hopkick (u/f+4), all being useful :) Also, the jumps have nice
properties. Firstly, all jumps leave you in FC/WS mode, which means you
can do FC or WS moves as soon as you touch the ground. Secondly, the short
type of jump (u/f~n) can be cancelled by ~f to Normal position. It means
that you can do both FC/WS and Normal arts out of it! It gives you many
options. For example:
- u/b,n~(FC),d/f+3 - jump back to Lunging Sweep;
- u/b,n~F+1+2 -jump cancel to Jail Gates.

:: Buffering, Canceling and Yoshi

This technique becomes more and more important in Yoshi's strategy. Due to
e.g. BT Flash buffering you can save Yoshi's end in the situations where
standard characters would be helpless (~u+1+4). You can also make your game
easier by throw buffering.
QCB,f,f~B+1+2 - this is a buffered Rainbow Drop. It comes out of dash all of
a sudden! Very useful. :)
WS+[1]~QCB+2 - hold 1 and do QCB+2 to buffer Rainbow Drop after WS+1.
You should not forget about breaking opponent's reversals as well. If you
think you're going to be reversed, buffer a chicken! Left-limb moves have
a f+1+3 chicken combination. Right-limb moves: f+2+4. 

Cancelling is another important aspect of Yoshi gameplay. All unconventional
Meditation extensions are all about very fast cancelling. 
For example: 3+4, f~u/f+4 - is BT hopkick from Meditation. The "f" input
cancelled Meditation stance and u/f+4 hopkick came out before Yoshi returned
to normal stance.
These cancells require some skill and a very good controller. What a pitty
Yoshi still has a small amount of cancels, he would need some more BT 
switches. By now entering BT just after spins due to cancel is only a dream...

:: Sidestep power

Yoshimitsu possesses one of the strongest sidestep games, but he's himself
quite vulnerable against sidestepping opponent. His sidestep-catching moves
are either slow or hit high (and so lose in confrontation with high-crushers).
This is absolutely no good for Yoshi :) The rule is: sidestep somebody for 
good and do not allow yourself to get side-stepped. This will be discussed
in the strategy section.

:: Enhancing the crushing properties

You can do this kinda "artificially" or use some move's properties. 
1.) You can do ss~(crushing move). This works best if you are going to use 
the high-crushing technique. You gain the extra "ss evading" property to 
the move, and so you can accidently crush even a mid move. :) You have to
experiment with it. 
2.) Some moves gain the perfect crushing properties if they're executed from
FC mode. The u/f+3 Samurai Knee is a good example. Normally, it high-crushes
only from the medium distance. But if you do it from FC position, it will
high-crush even in nose-to-nose range. 
3.) There are also the Flea moves, such as 1+2 and f+3+4. They are natural
high-crushers, but if you add the d~ "Ducking Flea" move just before the
execution, they become even mid-crushers.
More about it will be discussed in strategy section.

:: Spacing

This is an important factor in the gameplay. You have to examine the moves'
range carefully because sometimes milimetres can decide whether you hit or
whiff. Of course the hitting distance depends on many things, mainly on the
Tekken creators decision. :) See how Jin's WS+2 can sometimes hit almost in
impossible range. 
The importance of spacing is also visible directly in move's properties.
Yoshi's u/f+3 for example has two hitting points depending on the distance
between him and his opponent. 
This element of gameplay is so important that it will be described in
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_D_D/F               Full Crouch
d/f                     Low Parry  *When Attacked by a Low/Special-Mid Hit*
(u,N)_(d,N)             Short Axis Shifting Sidestep (SS)
U,u_D,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
<jump>+(1_3_4)          Jumping Attack
u/f+2                   Quick Pounce
(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         35        2   
1+3            front    Devious Plot             35        1   
qcb+1+2        front    Rainbow Drop             47       1+2   
qcf+2          front    Soul Siphon              22       1+2       #1 #3 
qcb,F+2        front    Possession              -22       --        #2 
(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             50       --   
------------------------------------------------------------------------------

#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+2            Right Low Punch        10                Sm
d/b+3          Spinning Low Sweep     ==========[ see Special Arts ]==========
d/b_d+4        Low Kick               7                 l
WS+1           Rising Jab             12                m
WS+2           Exorcism Fist          22                m          BT KD
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 4           BT Kick                25                h          KD
BT 3           BT Perilous Spirit     22                m          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   
2,1             Right-left jab           12,8              hh
2,2             Double jab               12,10             hh
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+3,3,4     = 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       10,10,8,8,8,6     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+2+3)      Reversed Sword Impale    90                *!*   
    = ~1        = Reversed Sword Spin    22                !   
    = ~1+2      = Reversed Ochimusha H.  15                <!>   
 = 1+4          Soul Siphon              22                throw    #3 
 = F+1+4        Possession              -35                throw    #3 
 = d+1+4        Harakiri                 60                {!}
 = MANY other (see the next section)
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+1+2           Jail Gate                27                m        RC KD
b+1+2           Ghost Piercing           25                m        KD
f+2             Backfist                 12                h        OB 
 = D/B+2,2,2... Manji Spin Slaps         10,10,8,8,8,6     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+3+4           Kamikaze                 30                m        KD
 = 3+4          Indian Sit               --                --       #12
 = ~b           Manji retreat            --                --
u+3+4           Guillotine Crow Kick     10,12             MM       KD,GC
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         = Dragonfly              --                --
 = 1+2          = Flea                   15                {!}   
 = 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+4             Yoshimitsu flash         25                m        KD
------------------------------------------------------------------------------

#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
#12 On Kamikaze hit only. Yoshi automatically regains 10 points of health.
 
------------------------------------------------------------------------------
 = 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 fawn upon 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 
3+4               Manji Backflip               15         Sm        JG 
 = d/b+1          = Sword Slice                10         {!}   
  = ~N,D/B         = Sword Delay               --         --   
   = N              = Delayed Sword Slice      15         {!}       #4 
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           Walk mode                    --         --        #6
u,u_d,d           Walk                         --         --        #6 
u,n,u_ d,n,d      Sidestep                     --         --
b,3+4             Full Back Spin - Meditation  --         --   
b~3+4             Half Back Spin - Meditation  --         --   
b~1+2             Half Back Spin - BT Flea     --         --
b~d~n+(WS move)   Instant WS from Meditation   --         --
b~D/B             Crouch turnaround            --         --        #7
2+4_1+3           Throw                        --         --              
------------------------------------------------------------------------------
-- 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+4_f+4)         High Kick                    25         h         #5
(b+3_f+3)         Perilous Spirit              22         m         BT
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 -> Samurai Knee 
3+4, b~3+4, f~u/f+4          => Meditation Forward -> Avoiding the Puddle 
3+4, b~3+4, f~u/f+3+4,b+1... => Meditation Forward -> Poison Wind (etc)
3+4, b~3+4, f~u/f+1+2        => Meditation Forward -> Deathcopter (etc)
3+4, b~3+4, f~u/f~u+1+2      => Meditation Forward -> DGF 
3+4, b~3+4, f~u/f~u+3+4      => Meditation Forward -> Guillotine Crow Kick 
3+4, b~3+4, f~U/F+4          => Meditation Forward -> Jumping Hopkick 
3+4, b~3+4, f~U/F, N+3       => Meditation Forward -> Stun Kick 
3+4, b~3+4, f~U/F,N,d+3      => Meditation Forward -> 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. 
#7 Travels very far.

------------------------------------------------------------------------------
 = FLEA ARTS 
------------------------------------------------------------------------------
= Moves starting from Flea only - (1+2)=  
------------------------------------------------------------------------------
Command           Name                         Damage    Range     Properties
------------------------------------------------------------------------------
1+2               Flea Starter                  15        {!}  
 = u+1+2          = Dragonfly                   --        --        stance
 = d              = Ducking Flea                --        --        #1 
   = ~f           = Manji Roll                  --        --        RC
 = (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 
 = f+1+2          = Manji Roll                  --        --        RC
 = d+3+4          = Indian Sit                  --        --        stance 
 = f+3+4          = Flea sliding Headbutt       30        L         KND
 = 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. 

------------------------------------------------------------------------------
 = DRAGONFLY ARTS 
------------------------------------------------------------------------------
= Moves starting from Dragonfly only - (u+1+2)=  
------------------------------------------------------------------------------
Command           Name                         Damage    Range     Properties
------------------------------------------------------------------------------
u+1+2         Dragonfly Starter                 --        --        #1  
 = 1          = Dragonfly Slash                 15/21cl   !         CFcl
 = 2          = Dragonfly Uppercut              15        h         JG 
 = 3          = Dragonfly Sweep                 22        L         JG
 = 4          = Dragonfly Twister               25        m         CFc
 = d          = Dragonfly Cancel                --        --  
 = D,n        = Sidestep                        --        --         
 = f_b        = Dragonfly move                  --        --   
------------------------------------------------------------------------------

#1 This stance is a big low-crushing motion. Yoshi can be air thrown.
 
------------------------------------------------------------------------------
 = UNBLOCKABLE ARTS 
------------------------------------------------------------------------------
Command           Name                         Damage    Range     Properties
------------------------------------------------------------------------------
b,b+1            Sword Impale                    90        *!*   
 = ~N+1          = Sword Spin                    22         !   
 = ~1+2          = Ochimusha Hunter              15         !   
b,b+1+2          Decapitator                     50         !,<!>
D/B+1+2          Death Pose                      --         --   
 = 1_2           = Bad Breath                    25        <!>   
 = 3_4           = Detoxification                25         m
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        {!}   
 = 1+2           = Dragonfly                     --        --        stance
 = d             = Deathcopter Slash             25_30     {!}        #5 
 = B             = Deathcopter Trick             35        {!}   
   = 1+2           = Dragonfly                   --        --        stance
d+1+2            Cyclone Lift                    12         !         #3 
------------------------------------------------------------------------------

#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 ::
==============================================================================

One of the most important sections starts right now. :) The way of describing
moves is similar to the one from my previous FAQ. 
Also, remember that e.g. having -7 frames disadvantage on block doesn't
necessarily mean that your opponent will be always faster than you. If he
does e.g. high jabs, you can still crush them with high-crushing move. :)
Moreover, some moves have different recovery depending on distance. So 
evaluating the frames isn't that easy job...
[F Hit] - Frames to hit. 
5-8=fast; 9-13=semi fast; 14-16=medium; 17>quite slow to very slow.
[B Adv] - Frames of advantage, (+) means advantage, (-) means disadvantage. 
Up to -7 means that a blow is safe on block. 
-8 to -12 = quite safe, depends on guard distance.
-13 to -15 = this is NOT safe, some JG launches possible.
 Over -16 = high risk. (most jugglestarters start at 16 frames)
[H Adv] - advantage on hit. (KD means Knock Down/Juggle)
[Hc Adv] - advantage on crouching opponent hit. (=||=)
[Ch Adv] - advantage on Counter Hit. (=||=)
[WFrec] - whiff recovery.

          ==== [[[  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), f+1, b+1,1,(1),1, d/f+3,1     [dmg 35]
b+3+4 (blocked, GB), f+1, b+1,1,(1),1, b+1, f+3    [dmg 38]
b+3+4 (blocked, GB), f+1, b+1,1,(1),1, b+1, f+3+4  [dmg 39]
etc, etc... :)
------------------------------------------------------------------------------
When you are on the Ground FU/FT, the 3 kick juggles your opponent, and so you
have these combos:
FU/FT 3, DGF 3 (can't be escaped) [dmg 10+22(or 15 if backrolled)]
FU/FT 3, u/f+3+4(quickroll point),1+2,f+3+4  [dmg around 30]

In the Poison Wind variations, if opponent quickrolls the stomp, wait on the
Flea to inflict second hit, and then do Sliding Headbutt. If opponent doesn't
quickroll at all, you can even try two Flea hops :). Anyway, all Flea options
are possible. 

Being on the ground FD/FT, the 3 kick also juggles:
FD/FT 3, WS+4, f,f+4              [dmg 26]
------------------------------------------------------------------------------

             ==== [[[  G R A P P L I N G  A R T S  ]]] ====

==============================================================================
Name:               Command:        Damage:     Range:          Overal Rating:
Sword Face Smash    2+4,f+2+4       35          obviously h     *****
------------------------------------------------------------------------------
Priority: awesome!
Distance: close/medium
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]
  14                 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:
- DGF variations - they're simply great!! 
1.) DGF 3 hits lying still and roll attempts, it can be but backrolled or 
blocked. With the throw damage it's over 50 points! Yup, damaging...
2.) If your opponent stands up to block DGF 3, use DGF 1 instead. See 
what combos you can do afterwards, this really hurts your opponent!
3.) Opponents will soon use KND 4 which hits DGF. You have here two options
First: DGF~d, block the kick and juggle on disadvantage (u/f+3 or d/f+2).
Second: use u+3+4 and juggle afterwards! Yup, this also hurts!
- 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 ( 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!
 - f,f+2 will hit a backroll, nice thing to try. :) On whiff, try u/f+3. 
Has some weak points, but is cool!
 - Also, f+3+4 on backroll is a nice idea. :) 
   The same goes for f,f~d/f+1,2, D/b+2,2,2,2,2 (hits backroll attempts)
 
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.

Also, hop over to BT 3 is the awesome technique. If you hit somebody's back,
~d+1, WS+2 is pretty much guaranteed.

To sum up: many options, none of them strightly guaranteed...

==============================================================================
Name:                      Command:    Damage:    Range:        Overal Rating:
Oni Killer (Devious Plot)  1+3,f+1+3   35         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]
  14               1              awesome                    none
------------------------------------------------------------------------------
Here I also use DGF/u+3+4 mixup. Other interesting thing about this throw is
if your opponent will try to backroll it (hoping to avoid DGF/u+3+4 mixup),
just chase him and immediately f+2+4. It will result into... backthrow! 
Practice it well because it is a cool and damaging setup. :)
 - "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!)
 - f+3+4 over lying opponent: if he tries then to reach you with KND kick,
   he won't manage. You have a free BT 3 + extensions afterwards.

==============================================================================
Name:                      Command:    Damage:    Range:        Overal Rating:
Rainbow Drop               QCB+1+2     47         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]
14                 1+2              awesome                     ?
------------------------------------------------------------------------------
The strength of Rainbow Drop returns!
 - 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, or any move pushing
your opponent back if you expect he'll rush in. E.g. SS+1, d/f+4, especially
on hit. Also, WS+1 is very good as a setup, it give you much advantage 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]
 16?               1+2              awesome                     0
------------------------------------------------------------------------------
This throw doesn't need any comments. It looks cool and that's it.
------------------------------------------------------------------------------
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  ]]] ====

------------------------------------------------------------------------------

         Frame Data Contribution: Kasht, www.TekkenTreff.de. Big thanks!

------------------------------------------------------------------------------

==============================================================================
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: high-crush
            position change: stationary move
            special attributes: Leaves you in FC/WS mode
                                Can be cancelled to Normal Stance by ~f input
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
10           -5            +4             +4            +4             awesome
------------------------------------------------------------------------------
In Tekken 5, Yoshimitsu can't live without low punch. It's the easiest and
the safest way to high-crush your opponent and start offensive strategies. 
It doesn't really matter it's slower: if high-crushes from the beginning of
animation. Be awared, though. You can be both low-crushed or have this punch
parried. Use this to get away from series of high moves as well as to
counter your enemy and begin your offensive. Also, on block there is
a possibility to crush opponent's retaliation! More in "Samurai Knee" table.

Also, another great ability is t recover in Normal Stance after this move, so
the amount of moves that you can do after it easily is much, much bigger!
the d/b+1~f cancel will be widely described in Counter-defensive strategy
below, in Advanced Strategy section.

Well... at least I can't live without it :) still one of his most useful arts.

==============================================================================
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: high-crush
            position change: stationary move
            special attributes: Leaves you in FC/WS mode
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
11           -4            +4             +4            +4            awesome
------------------------------------------------------------------------------
This version of low punch is some frames slower but has better range, and 
pushes your opponent away. Good to make some room for WS+4 or u/f+3 and an 
alternative for d/b+1 punch in custom strings where the left low punch will
surely whiff. Great move with high-crushing properties, very useful. Also, it
tracks side-steppers very well. :)

==============================================================================
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: high-crush
            position change: stationary move
            special attributes: Leaves you in FC/WS mode
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! ^_^ Just don't get low parried.
You also have to remember that this kills any sidestep close to Yoshi :)
This kick is also a nice u/f+3 setup (See the u/f+3 description).

==============================================================================
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: high-crush
            position change: stationary move
            special attributes: well, hits grounded opponents.
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
15           -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.
P.S. But... in the situation like we experience now in Tekken 5, this move
becomes a tool used in custom strings. Yoshi has just too few low moves!
More in the Strategy section, in the "Custom strings" topic.

==============================================================================
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 (barely!) and f,f+4 Fubuki
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:
Exorcism fist          WS+2             22           m          ****
------------------------------------------------------------------------------
Priority: very good
Distance: medium (if you expect somebody will come to you) / close
Attributes: dodging: no
            position change: stationary move
            special attributes: Leaves you in BT position
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
15           -6             KD             KD            KD             tragic
------------------------------------------------------------------------------
It used to juggle... Now the range is poor and it causes KD. Say: deevolution.
It's a fancy move in some way. Leaves you BT and you have many options 
available. But remember that you're at disadvantage! You can do low punch that
will crush any high moves. But your opponent can low-crush it. If so, then 
swith to high kick or high punch to counter possible hopkick. Eventually,
you can counter with u+1+4 (BT flash) any move besides jabs (like Paul's d+1+2
or Feng's b+1+2: best option against this). Anyway... don't use this too
often, you risk being backdashed, and this HURTS!
Another note: This move catches SS to Yoshi's right, and can punish blocked 
low moves where u/f+3 doesn't have the range.
P.S. If I think about the beta tests of Tekken 5 in which you could chose
whether to recover BT or not, I'm getting angry... it would be such a good
solution! But it was taken in the final version. That sucks!

==============================================================================
Name:                  Command:         Damage:      Range:     Overal Rating:
Left Rising Kick       WS+3             28           h          *
------------------------------------------------------------------------------
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...
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
15           -16           KD             X             KD              tragic
------------------------------------------------------------------------------
It's still not worth it! It just misses. That's it... Not to mention
disadvantage! Compare to Julia's WS+3... or you better not compare if you
don't want to get mad. (Yup! Julia's version hits mid and is safe on block!)
And this is called "Well balanced, just Tekken". MWAHAHAHA... ehh >_<

==============================================================================
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
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 4             25           h          *****
------------------------------------------------------------------------------
Priority: awesome!
Distance: medium / close
Attributes: dodging: no
            position change: stationary move
            special attributes: Knock Down on hit
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! Unfortunately, Yoshi
seems to be less awared of his BT position than before. Be careful! Probably
due to extended buffering system, Yoshi tends to do simple 4 kick somewhere
away instead of kicking BT 4 in opponent's face. Use in clear BT-situations,
at correct camera angle!

==============================================================================
Name:                  Command:         Damage:      Range:     Overal Rating:
Perilous Spirit        BT 3             22           m          ****
------------------------------------------------------------------------------
Priority: good
Distance: medium / close
Attributes: dodging: low-crush
            position change: stationary move
            special attributes: Knock Down on hit
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
23           -5            KD             KD             KD               good
------------------------------------------------------------------------------
This is a nice kick if you expect a low punch or you are sure your opponent
won't backdash out of range or try to parry it (yes, it can be low-parried!)
It's often used by Yoshimitsu players, looks stylish and lead to combos on
hit, but making it hit the experienced opponent requires some skill. :)
If you get blocked, you have to guess the second move. If you expect your
opponent to do low punch, do a second BT 3 (you'll crush him). If you expect
to be treated with series of high jabs, do BT low punch. Anything else can be
countered by BT flash (u+1+4). This is a guess-up... Anyway, having it blocked
is very dangerous, try to avoid it.

==============================================================================
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: low-crush
            position change: depends on input
            special attributes: juggles, even crouching opponents
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, b+1,1, b+1,1,(1),1, b+1, f+3+4         [dmg 68]
BT u/f+4, b+1,1, b+1,1,(1),1, f+3                [dmg 62]

More in Juggles section. But what for more if these juggles are just too good?
Hehe... This Hopkick rulez and Yoshimitsu players spend hours to create setups
for this move. 

==============================================================================
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: high-crush
            position change: stationary move
            special attributes: hits LOW!
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
11?          ? about -5    +4?            +4?           +4?            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 Low Kick     U/F,N,3          15             L          ***
------------------------------------------------------------------------------
Priority: good
Distance: medium 
Attributes: dodging: no
            position change: approaching move
            special attributes: Recovers Crouching, hits grounded opponents
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 (initial phase: low crush)
            position change: approaching move
            special attributes: Recovers Crouching, hits grounded opponents
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)
But anyway, having the DGF 3, this kick is now secondary on your okizeme list!

==============================================================================
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 (initial phase: low crush)
            position change: approaching move
            special attributes: Causes Knock Down on hit
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: low-crush
            position change: approaching move
            special attributes: sometimes causes a weird KD on CH
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.
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!
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
8            +2            +7                X          +7             awesome
------------------------------------------------------------------------------
Yoshi's classic! It can start almost every strategy :)
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: approaching move
            special attributes: Natural Combo if first or second jab hits
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
8 x x        +1 -12 -12    +7 -2 -1       XXX           +7 -2 -1       good
------------------------------------------------------------------------------
The frames of these punches also has been changed a bit...
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... Not only this! On block the third punch
can be easily backdashed :( (and this is called "shit!") 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. :) 
DON'T use it versus experienced players :)
 
 = 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 :) Of course be awared that you can
be both outpoked before the 4 kick and it can be ducked under! You have
to suprise your opponent. (it shouldn't be like this, but namco knows better,
heh. Of course it's irony)

==============================================================================
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: approaching move
            special attributes: two first spins combos together.
                                This series can be easily ducked! >_<
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]    [Ch Adv]         [WFrec]
15           +1 +6(x4)x    +12 +7 +6(x3)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 :)
This extension is very useful because it hits sidesteppers very well, and
the kick has little recovery on block. Opponent often get suprised by this!

 = 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... :) But... if you get the low spins blocked, you
can do either d+3+4 or spin to diziness not to get juggled. If you do the
d/b+3,3,f+4, opponent will be faster with hopkick. If you do d+3+4, the 
hopkick will hit but won't juggle. If you spin to diziness, hopkick will 
miss! But of course you can be hit by d+3 kick easily. You have to guess :)

Keep in mind that on normal hit you don't have 12-framed moves guaranteed.
It means that your opponent only can't move for 12 frames, but he can block.
The other story is CH. If first spin hits on CH, you have d/f+4 or 4,4
guaranteed (or faster moves). If the second hits on CH, even backfist is
guaranteed! How to tell CH from normal hit? If you have the Vibration
function in your Dualshock controller, you'll feel that the vibrations are
in fact different on CH and normal hit. You can also try to hear the sound.
The CH sound differs a little bit. This is important, connecting f+2 on block
means free juggle for your opponent.

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Jail Gate                f+1+2         27           m          ***/****
------------------------------------------------------------------------------
Priority: very good
Distance: Close
Attributes: dodging: high-crush
            position change: stationary move
            special attributes: Yoshi recovers FC
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
16           -17           KD             KD            KD              decent
------------------------------------------------------------------------------
New Yoshi's move and is both not very fast and not safe on block at all.
It can be used as high-crush, but you must be awared of the distance in which
you want to launch this move. It's quite short-ranged. Sometimes your FC
position saves you from being launched on block. Sometimes on whiff you can 
try u/f+3 to counter opponent's rush in... but only at the distance. I don't
use this move too often, only in "I'm sure he'll do jabs" situations. Because
in the middle of opponent's jab-pressure it's in fact very good!
P.S. Official frame disadvantage is -15, but I would say it's not the case...

==============================================================================
Name:                       Command:      Damage:     Range:    Overal Rating:
Ghost Piercing (Oni thrust) b+1+2         25          m         ****
------------------------------------------------------------------------------
Priority: very good
Distance: Close
Attributes: dodging: high-crush... quite. More the "evader" move.
            position change: approaching move
            special attributes: KD on hit
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
25           -16           KD             KD            KD                poor
------------------------------------------------------------------------------
This move is a new version of Kuni's 1+2 from TTT, with much better range and
much worse recovery on block. LOL, even the animation is the same, Yoshi 
would twist his wrist if he hit like this... (Kuni held the dagger)
OK, now the useful part: This move is a high crush, but only in the first
stage of animation (and not from the very first frames!). So, if your opponent
does 1,2 punch string, it evades 1 just to be hit by 2! It shouldn't be like
this, it should evade high moves just as the Bad Breath stance moves. The
range is very good, but it's easy to sidestep, you have to be awared of this.
The good technique is to do ss~b+1+2. In this way, it evades better. More 
about it in the "Custom strings" section.
It's more the "evading" technique than any crush. It can evade even mids.

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Inner Palm               SS+1          21           m          ***** !!!
------------------------------------------------------------------------------
Priority: awesome!
Distance: medium / close
Attributes: dodging: high-crush
            position change: approaching move
            special attributes: Guard Break on block, Juggles on CH
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
17(26)       -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(L)+1, f+1, b+1,1,(1),1, b+1, f+3               [dmg 63]   
CH SS(L)+1, f+1, b+1,1,1, f+3                        [dmg 58] (**)  
CH SS(L[deep])+1, f+1, b+1,1,(1),1, f+3              [dmg 58]     
CH SS+1, d/f+1,2,D/B+(2),2,2,(2),2                   [dmg 54]
CH SS(L)+1, f+1, b+1,1, b+1,(1,1),1,1, f+3+4         [dmg 69] (*) (hard)

(*) Semi-bigs. (Bryan, Steve, etc)
(**) Instead of the first combo, sometimes you'll get this.

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.

==============================================================================
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: approaching move
            special attributes: second hit leaves your opponent BT on hit
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
14           -10 -9        +1 +20         +1 X          +1 +20      quite good
------------------------------------------------------------------------------
Yoshi's classic Hilt Strike - Backfist series... It can be in fact a nice 
mixup with d/f+1,1, IF your opponent tends to duck the second hit and
immediately responds with fast WS jugglestarter. Because the backfist is much
slower, it hits the WS move and forces your opponnent's back to you.
Unfortunately, it doesn't help againts high-crushers. :( 
In Tekken 5 This backfist is much safer on block. It can be frequently used!
For the players who expect disadvantage such as after normal backfist... 
prepare for them suprise: Flash! :) (1+4) It counters any moves slower than
jabs. It's a nice thing because you'll get jabs anyway (due to disadvantage),
but you'll counter just nearly anything else! (including throws)

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. :)

Please notice that if your opponent gets nailed on the backfist, Yoshi gains a
HUGE advantage... it's enough for a free backthrow or d/f+2 combo in the back!

==============================================================================
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: approaching move
            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
                                d/f+1 hits sidesteppers to Yoshi's left
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
14        -10 -6 -5 +2   +1 +5 +6 +4     +1 x x +5     +1 +5 +6 +4       good
------------------------------------------------------------------------------
Yoshi's classic Door Knocker! The properties now has been changed a bit. 
Second hit can be ducked easily, but if it's not ducked, you cannot duck the
third hit (unless it's delayed). d/f+1,1 is a nice approach tool, but you have
to be awared of:
- sidesteppers: first hit will surely connect, but the second tends to whiff.
  This is the first example of Yoshi's shitty "Natural Combos" whiffing.
- trained duckers: they can both high-crush the second hit or duck~WS+(move).
  Of course it's usually WS jugglestarter. You can fight with it by d/f+1,2,
  but it's not a very good mixup, and you still risk being high-crushed.
Yup... This series should track better. But anyway it's useful, just don't
abuse it or your opponent will get confident with beating it. Everything is
OK until it hits and your opponent doesn't sidestep too much :)
I wish the second hit were unduckable! :)
P.S. It's nice to land this series on opponent's back after teleport. :D

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Quick Upper              WS+1+2        12           m          **
------------------------------------------------------------------------------
Priority: very good
Distance: nose-to-nose
Attributes: dodging: no
            position change: stationary move
            special attributes: combos with 1 jab
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
11           -3            +8             +8            +8             awesome
------------------------------------------------------------------------------
Eeeh? What is this for? It's pretty much WS+1, but one frame faster... pretty
useless, you have much more guarantees after WS+1. I would rather have this 
move changed in next Tekken, to more powerful one. The input is 1+2 and Yoshi
uses only left hand? Makes no sense...
Anyway, you can use it in custom strings, it's a good move... especially if
you want to set up a throw (QCB+1+2 for example). It leaves you closer.

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Solar Kick               f,f+1+2       22           m          ****
------------------------------------------------------------------------------
Priority: very good
Distance: farther medium / medium
Attributes: dodging: low-crush in the last stage of animation
            position change: approaching move
            special attributes: Yoshi lands in BT position
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
22           -8            +3             +3            +3                good
------------------------------------------------------------------------------
It shortens the distance a LOT! But also Yoshi lands in BT position, which is
not very nice so close to your opponent, especially if he has just blocked 
this move... if it hits, you gain advantage (BT d+1 recommended ^_^, but any 
Solar Kick follow-up can be done safely) if it's blocked... well, you MUST go
for some particular extensions not to get punished. :) 
(note: "f" means "towards your opponent" - he's backturned, but moves are done
as if he was in normal stance, facing his opponent)

Command         Name                     Damage            Range
 = ~B+3+4       Evasive Sidespin         -8 to self        ? :)
The move of your choice if you have the Solar Kick blocked, and best move
if it connects! You escape everything that your opponent may throw at you,
and you can immediately retaliate with BT 2 Manji Backhand, BT 4 Kick or
BT u/b+4 hopkick! Some jabs may reach you, though (like Paul's 1,2), but
it rarely happens. GREAT follow-up!!! Note that sometimes one spin is not
enough, but two spins should be O.K. for everything. :)

 = ~B+3+4~f,F+1+2 - And a Solar kick backwards! Very nice and stylish,
show-off extensions that is also very hard to do. Instead of f,f+1+2 you
can also do f,f+3+4(etc) Shark Attack.

 = D/B+2,2...   Reversed Manji S. Slaps  10,10,8,8,8,6     mmmmm  
A good move for deceptive purposes :) But if you had the Solar Kick blocked,
you may be poked out of it... anyway, it's nice to spin away a little (one,
two spins) and then suprise your opponent by BT Hopkick, jumping Hopkick
or Manji Backfist... good uses, nice follow-up :)

 = qcf+1        Rev. Moonsault Slayer    30,15,28          !!{!}  
Mainly a show-off move, you'll get jabbed out of it if Solar Kick is blocked
 
 = d+3+4        Indian Sit Backwards     --                --   
Good move! It will avoid all high and some mid moves you opponent may want
to throw at you, even if Solar Kick is blocked! It can be interrupted by
low punch or some fast mid moves, but generally you're safe, and certainly
you won't get thrown/juggled. :) Not to mention Indian Sit extensions...
   
 = u/b+1+2      Deathcopter Backwards    40                {!}   
    = d         = Deathcopter Slash      25                {!}   
    = B         = Deathcopter Trick      35                {!}   
Well, another show off... Deathcopter Trick can be somewhat useful, but 
I have never used it in the heat of the battle.

 = (u+2+3)      Reversed Sword Impale    90                *!*   
    = ~1        = Reversed Sword Spin    22                !   
    = ~1+2      = Reversed Ochimusha H.  15                <!>   
In fact reversed Sword Spin has it's uses! They'll be widely described in
"camera chaos" tricks... in some juggles you can exploit opponent's 
Quick Roll, do f,f+1+2 do get behind and e.g. suprise him with sword spin.
Reversed Sword Impale must be used with more caution. 

 = 1+4          Soul Siphon              22                throw    
 = F+1+4        Possession              -35                throw    
Well, just some throws... I do not recommend them, unless your opponent is 
sleepy or busy with something, or actually playing chess. :)

 = u+1+2          Reversed DGF           --                {!}    
Maybe it has some uses, maybe not... it just shows you that Dragonfly can be
performed backwards. You can use it, but only in some "camera chaos" strats.
  
 = d+1+4        Harakiri                 60                {!}
Too slow to connect on a standing opponent, but it can be actually good as a
trap for opponents standing from the ground. See DevilKuma's movie, titled
"Tribute to Yoshi". :) However, I consider it somewhat risky... 

==============================================================================
Name:              Command:          Damage:         Range:     Overal Rating:
Manji Spin Slaps   D/B+2,2,2,2,2,2   10,10,8,8,8,6   mmmmmm     *****
------------------------------------------------------------------------------
Priority: good / very good
Distance: medium / close
Attributes: dodging: slightly, in the last stage of animation
            position change: approaching move
            special attributes: Recovers Crouching, two first spins combos
                                together, third misses, and the rest also
                                are a guaranteed combo.
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
14           -6-8-9-8-9x   +5+2+3+2+3x    +5+2+3+2+3x   +5+2+3+2+3x  very good
------------------------------------------------------------------------------
Yoshi's classic Manji Spin Slaps series... and I have the impression that it
has been strengthened since the last Tekken! (it's not that good like in
Soul Calibur 2, though... hey, Namco!!! I wanna SC2-like slaps and f,f+2! ^_^)

Let's analyze different situations:

1.) Spins whiffed at the distance.
The spins leave you in FC mode, and so at the end of animation they're 
high moves-proof :) The single spin is especially effective as the tool of
deception. Chained with sidestep (especially SS to Yoshi's right), it becomes
a massive jabs-evader. Here are my favourite techniques:
- d/b+2~SSR+1 - great evading technique. It evades all high things :)
- d/b+2~FC,D/F+1 - another high-evader.
- d/b+2~u/f+3 - encouraging, high-crushing technique, very effective.
- d/b+2~ss - after successful sidestep you can launch any move you want.
- d/b+2~SSL~b+3+4 - massive, ultimate evader.

2.) Spins that got blocked.
Here you have to guess. Also, blocked spins are the beginning of the strategy
I call "counter-defensive". You have many options here, many of them depend on
suprise and timing. Opponents doesn't always attack just after they block the 
spins, and so you have some frames more. A few moments here and there make
a huge difference... the difference is also visible if you get blocked one
spin or more of them. So... :)
- D/B+2,(2,2...), D/F~n - low parry to block. It's meant to parry mainly low
punches, and if performed after first spin: even quick low kicks. You have to
feel the timing in which to release D/F direction and so get the neutral mid
block. Can be useful. :) 
- D/B+2,2,2,2, D/B+1+2~1 - high-evader and painful jab punisher.
- The same situation: low punch, low kicks and FC,d/f+3 are high-crushers and
are useful under series of high jabs.
- D/B+2,2,2~FC,b+1 (or FC,D/F+1) - this is high-evader and combo starter.
It can be stopped in any point by standard d/f+1 midpunch, hopkick, uppercut.
BUT if you do a single spin, it can be stopped only by d/f+1 midpunch.
Both hopkick and uppercut whiff in this situation, worth remembering! :)
- d/b+2~SSL~b+3+4 - massive, ultimate evader works also if the first spin is
blocked. But you have to be very skillful to utilize it.
- d/b+2~u~b+1+4 - can counter uppercuts and hopkics... but anything else will
hit so be careful :)

  ==> Extensions that can be useful (!!!) after blocked spins.
I mean by it that these extensions fail to work in the practice mode, but
sometimes in the heat of a battle people lose time to decide which move they
should use... thus giving us precious frames to execute evading technique
successfully. 
- d/b+2~ssR+1 - works fine for me. It will surely evade throws, but really, I
mean: REALLY fast-made jabs can beat ss+1. 
- d/b+2(,2,2...)~u/f+3 - perfectly crushes high jabs, but with a series of 
them there might be some problems. Timing is crucial. It also depends on a 
character you're fighting against. (but I have never had beaten this by a high
move in the battle, although it's possible, judging from practice mode)
Also, keep in mind that it low crushes low kicks and low punches done too
late, hehe :) 

3.) Spins that hit your opponent.
Owww, delicious! The best situation for Yoshi indeed!
- d/b+2,(2,2...), WS+4 cannot be interrupted. The same goes to WS+1+2 and WS+1
(after signle spin), low punches and d+4 low kick. What does it mean? The 
beginning of offensive custom string, yeah!
- PLUS: all extensions above are even more likely to connect :) And u/f+3 after
the spins is also uninterruptable... If your opponent isn't Yoshimitsu, that 
is, LOL! :) It not only high-crushes, but also low crushes every move. Yummy!

To sum up: These spins are very useful :) You have many options available 
both on block or hit, but anyway, if you got them blocked and get hit out of
extensions easily, you can always simply block. The spins are safe!
(but not versus Yoshimitsu, hehe :D I find it somewhat funny. :D)

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Right-left jab           2,1           12,8         h,h        ***
------------------------------------------------------------------------------
Priority: very good
Distance: Close
Attributes: dodging: none
            position change: stationary move
            special attributes: Natural combo, on block can't be ducked
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
11           +1,-4         +7,+2          x             +7,+2            great
------------------------------------------------------------------------------
Gah! :/ OK, it's always better recovery punishment than 1,2,1 (one point more,
just WOOOW! :/). Can be useful at times... but hey, ... it's not that good.
This "Natural combo", just as almost every NC Yoshi possesses, tends to whiff.
This is what we don't really like. Maybe there should be added a little bit of
tracking/priority to Yoshi's moves? ...
Anyway... this can be useful. (I would prefer another high-mid or mid-high 
punch series that is safe on block. But well, Yoshi would be too good I think)

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Double right jab         2,2           22           h,h        ***
------------------------------------------------------------------------------
Priority: very good
Distance: Close
Attributes: dodging: none
            position change: stationary move
            special attributes: Semi-Natural combo that can be ducked under
                                On block can't be ducked
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
11           +1,-6         +7,0           x             +7,0             great
------------------------------------------------------------------------------
This even isn't guaranteed! Personally, I don't feel comfortable with this
series, but if anybody can find any useful side of it, I ask for feedback.

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Flash Attack             2>3           12,21        hh         ****
------------------------------------------------------------------------------
Priority: very good
Distance: close / nose-to-nose
Attributes: dodging: no
            position change: stationary move
            special attributes: last hit causes Crumple Fall Stun on CH, 
                                can be delayed. On hit second hit cannot be
                                blocked, it can be only ducked under.
                                On CH all hits guaranteed, causes KD.
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
11           0 -7          +6 KD          XX            +6 KD    not very good
------------------------------------------------------------------------------
Keep in mind that it actually can be ducked! But it doesn't mean it's useless.
In fact I use this move about 1-3 times a round, if done correctly it's rarely 
ducked, and it's safe on block. The key to connect with the kick on CH is 
using "2" punches (right punches) from time to time. (just don't hold any 
direction unless it's "b" and if you dash forward, execute it b+2... or you
will get Ninja Blade Smash). After a while your opponent will get used to
your funny right jabs (well, they're not that "funny", their damage is 240% of
left jab, not to mention better reach! It's only 3 frames slower), and try to
attack just after it... JUST to score a 3 kick straight into his face. :) 
Yeah! A simple f+3,3 is guaranteed if you stunned somebody on CH :) It's
obviously not all what you can do, but it's the "lazybone", strong combo :)
CH 2,3 is guaranteed... To sum up: a great move, but, as always: use it with 
wisdom. :) And dealying the kick is pure fun!

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Low Flash Attack         2,d+3         12,8         hL         ****
------------------------------------------------------------------------------
Priority: very good
Distance: close / nose-to-nose
Attributes: dodging: in the last stage: high-crush
            position change: stationary move
            special attributes: Natural Combo, last hit hits grounded opponents
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
11           0 -15         +6 -1          X -1          +6 -1       quite good
------------------------------------------------------------------------------
Yoshi's classic ... if somebody frequently ducks 2,3, he'll surely block this,
which means absolutely NO GOOD for Yoshi :) A juggle? Sure... But anyway!
If jab hits, the kick is guaranteed which makes it be a nice recovery punisher
that in addition sets up FC game.
It's good in custom strings, on hit you usually can follow it up with u/f+3
which will crush any low kicks/punches and high punches. You can also try
FC,D/F+1 Sword Sweep. To sum up: it sets up FC game very nicely. Worth using!

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Shrine Lift              SS+2          20           m          ****
------------------------------------------------------------------------------
Priority: awesome
Distance: medium / close
Attributes: dodging: kinda high-crush... but very weak.
            position change: approaching move
            special attributes: Juggles on hit, even crouching opponents
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
18(27)       -9            KD             KD            KD               good
------------------------------------------------------------------------------
Great jugglestarter! It causes a flip, which means that you'll have to 
juggle differently after this on hit. :) I use only some juggles after it:

SS+2, d/f+1,2,D/B+(2),2,(2),2, d+3_FC,d/f+3    [dmg 51]
SS+2, f+1, d/f+1,2,D/B+(2),2,(2),2             [dmg 46]
SS+2, d/f+1,1, d+1                             [dmg 37 + 10]
SS+2, 2,3                                      [dmg 38]
SS+2, f+1, f+3                                 [dmg 38]

etc, etc...
About the third combo... sometimes d/f+1,1,1 hits, but I prefer two Door 
Knocker hits, they're safer. d+1 is guaranteed after it, if opponent tries to
roll back, it hits not for 10, but for 8 points. 

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Manji Backfist           f+2           12           h          **** / *****
------------------------------------------------------------------------------
Priority: very good
Distance: medium / close
Attributes: dodging: no
            position change: stationary move, but great reach
            special attributes: Leaves your opponent in BT position on hit
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
17           -17           +17            X             +17      not very good
------------------------------------------------------------------------------
Great move if used properly! But it follows the rule "big profit = high risk",
which means you have to be careful with this move. It works best after you 
Side Step any long-recovering move (like Paul's Deathfist), or just blocked
low recovering moves (further information in VS Strategies). After Sidestep
and f+2 on hit, you have the following thingie guaranteed:
f+throw! (in this case: backthrow!)
It's cool, isnt it? SS, f+2, f+2+4...
What else? If you think the distance is too big to do this combo (or if you
fight against characters who are hunch-backed too much :P), you have the
d/f+2 starter guaranteed! And here's a juggle (standard...):

f+2, d/f+2, b+1,(1),1, b+1,1,(1),1, f+3                [dmg 66]
f+2, d/f+2, b+1,(1),1, b+1,1,(1),1, b+1, f+3+4         [dmg 72]
f+2, d/f+2, d/f+2, b+1,(1),1,(1),1 b+1,(1),1, f+3+4    [dmg 74] (*)
f+2, f+throw                                           [dmg 62]

(*) works on characters bigger than Julia, Wang and Xiaoyu. On these 
    characters use only single b+1 at the end.
    The complete juggle is safe, Kamikaze cannot be punished.

  command:       name:                    damage:           range:
 = ~D/B+2,2,2    Manji Spin Slaps         10,10,8           mmm 

And this is the extension of your choice if you want to be safe after blocked
f+2. It's great! If you want to close the gap between you and your 
opponent, it's even better than d/f+1,2~D/B+2,2. The f+2~D/B+2 can't be 
interrupted inbetween, (in fact all spins can't be interrupted), the first 
spin is the safest, and if the backhand hits, you still has some nearly-
guaranteed strategies up your sleeve.
Firstly, remember to end with the last spin hitting your opponent's back.
Then you have the following options:
- f+2~D/B+2,2,2,2,2~u/f+3 works best against people who want to interrupt you
  with low punch. This is a common reaction which you will crush with 
  Samurai knee and start a free juggle. It also beats hopkicks.
- (-||-)~FC,d/f+3 - works best against people who want to retreat or do quick
  BT kicks. Will chase them or evade high kicks.
- Against opponent who uses jumping hopkick back, it's nice to wait a moment
  and treat him with Kamikaze f+3+4 :)
Of course there are much more options... :)

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Manji Backfist #2        BT 2          15           h          ****
------------------------------------------------------------------------------
Priority: very good
Distance: (farther) medium / close
Attributes: dodging: no
            position change: approaching move
            special attributes: Leaves your opponent in BT position
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
16           -6            +15            X             +15              good
------------------------------------------------------------------------------
A great move, much more safer on block than f+2 version, and also has some
guarantees on hit! Athough it is not counted as a combo, you can easily 
d/f+2 your opponent after it, and juggle him just as you do in case of f+2.
Damaging, huh? You can also u/f+4 your opponent, but what for if you have 
beloved basic uppercut guaranteed? :)
You may think: "OK, but I must be in BT position first!". Yeah, and that's why
Yoshi's Meditation is so precious! You can easily do SS+3+4 or just 3+4 and
press b+2 or f+2 to have Manji Backfist from BT! Isn't it great? Go to 
Meditation Section below for more buffers :)

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Ninja Blade Smash/Slice  f,f+2         18 (36)      m          ***
------------------------------------------------------------------------------
Priority: good
Distance: farther medium / medium
Attributes: dodging: no
            position change: approaching move
            special attributes: Automatic throw if CH
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
15           -10           +1             +1            KD          quite good
------------------------------------------------------------------------------
This move can be delayed: f,f, n, f+2, which "dramatically" lengthens its hit
distance :) On CH Yoshi will go to the other side, slicing opponent's stomach.
Looks just GREAT! ^_^ The overall damage of this throw is 36 points, which is
quite a lot. This move is also Yoshi's juggle filler with the greatest reach.
On Normal Hit you're close to your opponent, with advantage, ready to begin
your custom string. It has only one disadvantage: On block expect to be 
punished with some quick jab series. Your opponent will be at the advantage,
and surely will begin his/her in-close strategies... it's not very nice. It's
best to do this move if you expect your opponent will rush at you, or you just
can punish slow-recovering moves and continue upclose with a custom string.
Also, note that this move perfectly kills sidestep to Yoshi's left. It's
especially good as anti Baek's flamingo move. :)

  command:        name:                      damage:           range:
= ~d+3+4        = Indian Sit (Yoga)          -10 points :)     --  
It's a show-off move and also a kind of "mercy" for your opponent since by 
doing this you decrease the throw's damage to 26 points. Even if you'll
hold any direction immediately after CH f,f+2, the damage will decrease.
That's why if you want to inflict maximum damage, just don't move your pad
for a second or two :) BTW, Yoshi quickly regains helath as he sits down and
even taunts his opponent ("Jigajisan!"), but youmust be careful: your opponent
might roll to Yoshi and kick him out of the sit. 

P.S.1 You can't do anything besides stand up after this version of Yoga.
P.S.2 You can wait a second and Sit BT to gain life :P Looks similar.
P.S.3 Yoshi looks cool as he sits after this throw! And you're merciful! ^_^

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Step in Upper            d/f+2         13           m          *****
------------------------------------------------------------------------------
Priority: very good
Distance: medium / close
Attributes: dodging: yes, but... little.
            position change: approaching move
            special attributes: Juggles, juggles, and juggles! :)
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
16           -4            KD             +8            KD           very good
------------------------------------------------------------------------------
Basic Uppercut in action! Although toned down (slightly smaller reach, and 
bigger disadvantage on block... which doesn't mean it's not safe! Still, no
jabs will reach you if it's blocked, it has only -4 frames of disadvantage if
blocked. It's like nothing :P You can even d/b+1 after it any rush in 
attempts) This move ROCKS and is, in my opinion, one of the best Yoshi's 
juggle starters! It still has great reach and starts damaging juggles!
To list some...:

d/f+2, b+1,(1),1,(1),1, b+1,1,(1,1),1, f+3   [dmg 59] (*)
d/f+2, b+1,(1),1, b+1,1,(1),1, b+1, f+3+4    [dmg 60] 
d/f+2, b+1,(1),1, b+1,1,(1),1, f+3           [dmg 54]    
d/f+2, d/f+2, b+1,(1),1,(1),1, b+1, f+3      [dmg 56]
d/f+2, f,f+1, b+1,1,(1),1, b+1, f+3          [dmg 51]
d/f+2, f,f+1, b+1,1,(1),1, b+1,1, f+3+4      [dmg 57]

d/f+2~SSR, b+1,1,(1),1, b+1,1,(1,1),1, f+3   [dmg 59] (by yme)

(*) This is random on some smaller opponents like Xiaoyu, Julia, Wang. It is
much easier to do on characters such as Steve, Bryan, Feng (big ones).

I listed most popular juggle patterns. There are also more juggle fillers. 
More about juggles in "Juggles topic", in the Strategy section.

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Lunging Sweep            FC,d/f+3      12           L          *****
------------------------------------------------------------------------------
Priority: very good
Distance: (farther) medium / close
Attributes: dodging: high-crush
            position change: approaching move
            special attributes: Juggles, hits grounded opponents, hits oppo-
                                nent's SS to Yoshi's right.
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
18           -16           KD             KD            KD                poor
------------------------------------------------------------------------------
This is a great low move only because Yoshi doesn't have much of them. Has
great reach but also is quite visible for experienced players. Dodges high
moves and hits sidestep to Yoshi's right. Juggles that can be done after this
sweep are far too weak comparing to the disadvantage... -16 frames means "you
are flying, babe!" on block. Sometimes the risk is not worth the damage, 
especially if we face trained turtlers. It's not that difficult to see this
move, since you have to do it from FC and it's not that speedy! Not to 
mention predictibility. People exactly know the range at which you'll most
probably go for it. Doing it upclose is too risky due to low crushing
hopkicks. 

LOL, "high risk, little reward" move. It makes me mad because I'm the player
that remembers the old, good T3/TTT times... 

Standard juggle:
FC,d/f+3, WS+4, f+1+2           [dmg 34] [doesn't work on Kuma, Jack 5]

VS VERY Big characters: (Kuma, Jack 5)
FC,d/f+3, u/b+1+2~u/f,f+3+4     [dmg 35] (*)

(*) u/b+1+2 is Flea. The u/b motion cancels FC position

VS Big characters juggle: (works on Marduk, Feng Wei, King)
FC,d/f+3, WS+4, d/f+1,1,1, d+1  [dmg 41 + 10, Sword Slash nor guaranteed]

Other juggles:
FC,d/f+3, d+2, WS+1, f,f+4      [dmg 30]
FC,d/f+3, d/b+1, cc~1, f+3      [dmg 32] (there can be better ones...) (**)

(**) cc means "crouch cancel" that can be done by either well-timed "~u" or
"~f,f". I'm not that skilled in f,f,n~punch juggles, but I'm sure there can be
more jabs in this juggle.

FC,d/f+3, DGF 3                  [dmg 12+22 (15)] (***)

(***) If backrolled, the damage decreases. This is also a great setup. If
opponent tries stand up or KND kick, he gets juggled by DGF 3. 
(sample juggle: d/f+1,2,D/B+2,2,2,2,2... simple as that)
If he keeps on backrolling, you can chase him and get a free backhtrow, it
requires but perfect timing. 

==============================================================================
Name:              Command:          Damage:        Range:      Overal Rating:
Manji Spin Kicks   D/B+3,3,3,3,3,3   12,7,7,5,5,5   L,l,l...    *** / ****
------------------------------------------------------------------------------
Priority: good
Distance: farther medium / medium
Attributes: dodging: high-crush
            position change: approaching move
            special attributes: each two spins combos, Recovers Crouching
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
26          -23 (x5)x     -13 (x5)x      -13 (x5)x    -13 (x5)x         tragic
------------------------------------------------------------------------------
Yoshi's classic low spins. Work best in connection with b+1,1,1... and 
against certain characters! (like Xiaoyu in her Art of Phoenix... against Lei,
Eddy...). Each two spins combos together, it's best to do a Manji Rising Kick
(also called "Tree Falling Kick" :P) after connected two spins, your opponent
might try to block next spin, and get hit by this mid kick...
If you have it blocked, you have to guess if your opponent is advanced or not.
Advanced opponent will hit you anyway... well, read on:
   
   command:       name:                  damage:           range:
 = f+4          = Manji Rising Kick      12                m   
This kick is awesome: it's fast and hits MID. You can go for SS+1 or SS+2 
immediately after it (Sidestep to Yoshi's right/opponent's left!), it often
hits on CH if your opponent tries any move. Also, if you have Spinning Kicks
blocked, and you know your opponent is not advanced, you can go for it to be
safe, or even to knock your opponent down if he doesn't know how to block it.
    
 = d+3+4        = Indian Sit             --                --      
... and this is for advanced opponents. :) If you have Manji Kicks blocked,
go for it! Unless you want to get juggled... You'll be hit by jugglestarter
but not juggled. Eventually, you can spin to diziness. Your opponent can only
block the spins, he can't parry them inbetween or move. You'll evade being
hit by jugglestarter, but you won't evade being hit by opponent's 
ground-hitter. Depending on the situation you have to calculate which move
will inflict less damage.

To sum up, two spins from the medium distance usually hit your opponent, plus
they're all guaranteed, and then you can chose to f+4 (on block you're safe,it
often hits opponents who expect more spins, especially because they don't know
that two spins are guaranteed and frantically try to block... :P) or Indian
Sir + extensions... Indian Sit after two spins on hit is in fact very safe:
you're out of d/b+1 range, and Paul/Heihachi won't hit you with their d+1,
because the spins moved you slightly to their left! 
Beware of reversals and buffer a chicken for f+4 if you expect it to be 
reversed... and do NOT do this against King, of course :)

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Oni Kick Combo           3,3           25,16        hl         *** / ****
------------------------------------------------------------------------------
Priority: good
Distance: medium / close
Attributes: dodging: last hit - yes
            position change: stationary move
            special attributes: the second kick can't be parried or 
                                interrupted, it only can be blocked.
                                the first kick does Knock Down slightly to 
                                Yoshi's left. Important! ^_^
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
16           -5 -20        KD KD          X KD          KD KD            poor
------------------------------------------------------------------------------
Yoshi's new kick series... first kick has a nice recovery, you don't have to
finish it with the second if you expect somebody will block it. As written 
above, second kick can be only blocked, but if it is blocked, Yoshi suffers
serious disadvantage. Anyway, if you use:

   command:       name:                  damage:           range:
 = ~d+3+4        = Indian Sit             --                --  

... you'll sit after move. It's good if you know you will have the last kick
blocked: you won't be juggled! You can be only hit in the middle of sitting.
It can be also useful if you hit your opponent with the last kick only, you
can teleport behind and get a backthrow if your opponent tries any standing 
kick. 

Last kick of this series alone slightly juggles, you can do DGF 3 for a 
nice combo. Just remember that this kick DOESN'T recover crouching! :)

The f+3 version of first kick does 28 points of damage, which is important in
Juggles, obviously. This version has slightly worse recovery time, [B Adv -7]
but still is quite safe. 
Any mixup? Eeehhh... The second kick can be blocked on reaction, on higher 
level of play it rarely connects, unless you really suprised somebody with it.
(for example: you did alone 3 all the round, and then switched to 3,3 over
lying opponent to trick him into the second kick as he stands up).
A little mix-up would be u/f+3 after 3 on block, against opponent who either 
ducks expecting 3 or wants to jab out any incoming "4" (Zig-Zag), adding that 
he has bad reflexes :P Also: read on, the "Zig-Zag" and "Zig-Roo Kick" tables.

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Zig-Zag :)               3,4           25,30        hm         *** / ****
------------------------------------------------------------------------------
Priority: good
Distance: medium / close
Attributes: dodging: no
            position change: stationary move, but great reach
            special attributes: the second kick CAN be interrupted!
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
16           -5 -14        KD KD          X KD          +KD KD           good
------------------------------------------------------------------------------
Yoshi's classic kick series. It can be easily outpoked inbetween, that's why
it must be used only in specific situations:
- 3,4 over lying opponent, if you expect he'll stand up after whiffed 3 just 
to be slammed with powerful 4...
- If you have 3,4 jabbed inbetween, you can then try 3,3. It can't be jabbed!
But it works only versus opponents up to upper-intermediate level of play. :)
- 3,4 is great as a lazybone combo: if 3 resulted into a wall stun, 4 will
hit for some serious damage. (remember that the 3 kick sends your opponent
flying slightly to Yoshi's left! Important in a wall game!)
Anyway, due to shorter range of "Zag" kick :D, it's not very useful.

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Zig Kangaroo Kick        3, d/f+3+4    25,30        hm         *** / ****
------------------------------------------------------------------------------
Priority: good
Distance: medium / close
Attributes: dodging: last hit - yes (high-crush)
            position change: approaching move
            special attributes: pretty much... none :) last hit juggles.
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
16           -5 -16        KD KD          X KD          KD KD            poor
------------------------------------------------------------------------------
Well well, it can be in fact useful, it's better mix-up with 3,4 Zig Zag than 
with 3,3 Oni Kick Combo. Works even versus advanced opponents. As you had the
3,4 jabbed inbetween, you can go for it. It will duck under high jabs and
juggle! (see Kangaroo Kick juggles) It's better because the animation of
this version and 3,4 Zig Zag looks very similar (Yoshi stops for a moment).
BUT... there's no chance your opponent will hit you with high jabs. :)
Nice, nice... but use all three 3,3; 3,4 and 3,d/f+3+4 with wisdom. :) 
Also: as you keep being d/b+1'ed all over the time, just switch to:
3~d/f
It's the roundhouse and low parry. Simple as that, and you have a juggle! ^_^
P.S. If Roo kick remains safe in Tekken Dark Resurrection, then this will
be even more worthwhile.

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Samurai Knee             u/f+3         15           m          *****
------------------------------------------------------------------------------
Priority: awesome
Distance: close / nose-to-nose
Attributes: dodging: high-crush at the edge, low-crush upclose.
            position change: slightly approaching move
            special attributes: Juggles even crouching opponents
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
14~15        -14~-13       KD             KD            KD               good
------------------------------------------------------------------------------
Samurai Knee (a.k.a Hayabusa) is back and strong again! Its only minuses are
poor recovery time if blocked and small reach. On the other hand, this move
has awesome priority, juggles crouching opponents and is Yoshi's fastest 
conventional juggle starter! 
It has been much edited to suit the crushing system. It has two crushing 
points: at the beginning of animation it's low crush, and at the very end:
it crushes high moves. Similarly, it has two hitting points: first one is
at 14th frame and has -14 Badv, the second one is at 15th frame and has -13
Blocking disadvantage. It's very strange :)
So: if you want to high-crush your enemy you have to do the samurai knee
slighlty at the distance. Good distance is the one in which Yoshi lands
after having blocked his 2,1 punches.
But, you can enhance the high-crushing properties of this knee by entering
the FC mode before execution. In this way, it can high-crush your enemy even
in nose-to-nose range. More about it in Custom Strings section :)

And now some sample juggles:
u/f+3, f+1, b+1, d/f+1,1,1 (d+1)                  [dmg 44 (+8~10)](**)
u/f+3, f+1, b+1,1,(1),1, b+1, f+3                 [dmg 53]
u/f+3, f+1, b+1,1,(1),1, b+1,1, f+3+4             [dmg 59] (*)
etc, etc... 
(*) You must be very close on launch. Works after little SSL and on any upclose
crushing (e.g. d/b+2~u/f+3)
(**)(the sword slash after two Door Knocker hits cannot be escaped. This is true
in any juggle ended with Door Knocker. But d/f+1,1,1 d+1 is not guaranteed.)
And now the best part: Remember that...

    !!! SAMURAI KNEE IS GUARANTEED AFTER THE STANDARD LOW PARRY "D/F" !!!

You have to remember this: it's one of Yoshi's most feared weapons! No joking!
More about this awesome move: in Strategy section. Read on! ^_^

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Sweeping Kick            WS~D/B+3      12           L          *****
------------------------------------------------------------------------------
Priority: very good
Distance: medium / close
Attributes: dodging: high-crush
            position change: stationary move
            special attributes: hits grounded opponents, great reach
                                nicely hits sidesteppers
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
16           -17           -3             -3            -3         quite good
------------------------------------------------------------------------------
This kick is another Yoshi's must-use due to limited number of low moves.
It's high crush, and it nicely hits sidesteppers. There's a justframe 
execution of this kick: D/B:3, but more handy are the buffers.

Don't forget that you can buffer it in ANY recovery time. :) Not only into
Yoshi's retracting time after a hit, but also into a recovery time if Yoshi
has just blocked opponent's move or even if he has just been hit! Examples:

Yoshi: 1~D/B+3 (buffered into the retracting time of 1 jab)
Opponent: 1,2; Yoshi: ~D/B+3 (buffered into recovery time of block or hit)

It's great in custom strings, and also as the oki-zeme tool. Use it! ^_^

==============================================================================
Name:                 Command:         Damage:      Range:     Overal Rating:
Shark Attack Combo    f,f+3+4,1+2,3+4  30,30,30     mmm        * / ** in JG
------------------------------------------------------------------------------
Priority: good
Distance: farther medium / medium
Attributes: dodging: no
            position change: approaching move
            special attributes: none
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
22           -20 -27 -17   -9 KD KD       -9 KD KD      -9 KD KD        tragic
------------------------------------------------------------------------------
Shark attack combo... last two hits combos together, second hit if not 
followed with 3+4 hits grounded opponents, last hit juggles if the second
whiffed... Second blow will NOT hit if you follow it with 3+4... it's not
the combo at all, even with CH... this move SUCKS! It can be interrupted at
any point! 
There was info at TZ Forums that f,f+3+4,1+2 is guaranteed in opponents back.
But it must be done very fast, the initial blow is slow...
It was great in Tekken 3 / TTT after a backhand, since on CH all hits were
guaranteed... but I suppose Yoshi would be too good with this in Namco's
opinion... yeah, yeah... they're just wrong. Now it's useless... 

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Poison Wind              u/f+3+4       10           M          ****
------------------------------------------------------------------------------
Priority: very good
Distance: medium / close
Attributes: dodging: low-crush
            position change: approaching move
            special attributes: hits grounded opponents, combos with b+1, 1+2
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
31           -16           KD             KD            KD             depends
------------------------------------------------------------------------------
In Tekken 5 Poison Wind also has its uses. Alone it jumps over most of moves
your opponent may throw at you, stomps grounded opponents, but has a big 
disadvantage if blocked. What makes it be very good are its follow-ups. :) 
   
   command:       name:                  damage:           range:

 = ~1+2          = Dragonfly             --                --   
Simply AWESOME DGF transition! It has tons of uses, and it suprises your
opponent, thus giving you the time to do a DGF move.
(go to Okizeme Section for details)

 = 1+2          = Flea                   20                {!}   
Flea is a great addition to Poison Wind series. It combos with u/f+3+4 no 
matter you hit standing or grounded opponent. It's a great okizeme tool. 
(go to Okizeme Section for details)

 = 3+4          = Kangaroo Kick          30                m        
It's in fact very good! Your opponent won't manage to hit you with any high
jabs if u/f+3+4 is blocked: Yoshi will go under him and juggle. :)

 = d+3+4        = Indian Sit             --                --   
Great deception tool, it evades even more attacks than Roo Kick. You can
even do u/f+3+4, d+3+4 at the distance: it's in most cases safe! But 
remember to DO SOMETHING as your opponent rushes at you :) Teleport behind,
use Indian Moonsault slayer ... anything :) You'll see by yourself :)

 = 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 
... Yoshi's classic Poison Wind Extensions. After Stone Fists Yoshi is 
vulnerable, in general these extensions should be used as your opponent is on
the ground. u/f+3+4 stomps your opponent (or not, if he managed to roll, etc),
then b+1 lifts him slightly off the ground, and sometimes even a backflip 
connects for a nice combo. I would not recommend you sword slice unless you
fight against somebody who doesn't know what the Side step is. :) Also, big
Poison Wind hits RARELY...
A whole series is also a show-off and keep-a-pressure after any sweeping move
(Lunging Sweep, Sword Sweep...). You can jump over your opponent with u/f+3+4,
then b+1, and 4, which will chase standing opponent and sometimes juggle him
for more damage. Anyway, it's not recommended in a higher level of play, you
will be most likely sidestepped.
To sum up: my favourite extensions are Indian Sit, Roo Kick and Flea. ^_^

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Whirlwind                SS+4          21           h          *****
------------------------------------------------------------------------------
Priority: very good
Distance: medium / close
Attributes: dodging: no
            position change: stationary move
            special attributes: Crumple Fall Stun on CH, great reach
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
15(24)       -11           0              X             KD                good
------------------------------------------------------------------------------
Yoshi's awesome stunning kick! It has great reach and a very good priority, 
Not to mention acceptable disadvantage on block. In general Yoshi's SS moves 
are all great. :) You must only beware of high-crushing moves.
   
   command:         name:                damage:           range:
 = ~3+4           = Meditation           --                --
This is a very good choice if you want to do some very damaging combos after
SS+4 on CH. But beware: if your opponent expects this and will block it, 
you'll be badly punished. 

Some combos to cheer you up: :)
CH SS(L)+4~3+4,3+4, b+1,1,1,1, f+3      [dmg 69, must be well-aligned]
CH SS+4, f,f+1, b+1,1,(1),1, b+1, f+3   [dmg 63]
CH SS(L)+4, f+4,4,4                     [dmg 54, kinda tricky :)]
CH SS+4, d/f+1,2,D/B+2,2,2,2,2          [dmg 54]
CH SS+4, f+3,3                          [dmg 52] 
CH SS+4~3+4,3+4, BT 3,4                 [dmg 58]
CH SS+4~3+4,3+4~f, d/f+1,2,D/B+2,2,2,2  [dmg 57]

In general the SS+4~3+4 combos depend on the alingment and most of them 
usually are done spontaneously. 
To sum up: GREAT KICK! Use it! ^_^ (it should be mid, though :))

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Fubuki                   f,f+4         15 (20)      m          ****
------------------------------------------------------------------------------
Priority: very good
Distance: (farther) medium / close
Attributes: dodging: low-crush
            position change: approaching move
            special attributes: does 20 dmg at the edge of the range
                                can be delayed [ f,f,n,f+4 ]
                                can be cancelled into Roo Kick [ f,f+4~3 ]
                                Knock Down on hit, awesome reach
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
7(8)         -17           KD             KD            KD              tragic
------------------------------------------------------------------------------
The fastest knee in the game, lasts 7 frames but can be executed in 8 frames
due to f,f input. Useful as the ultimate tool for punishing moves which have
-9 or more recovery as well as the moves which push Yoshi back and have quite
a lot of recovery frames (some chars can't punish such moves but Yoshi
actually can :) More about it in Versus Strategy section). In the fight
it can be used also as whiff-punisher, or as a counter move if you expect an
attack. Be careful, though. The recovery on block is tragic!

And what to do after it connects? :)
- if your opponent quickrolls, you have d+1 guaranteed. Nice, huh? :)
- if he backrolls, you have f+3+4 guaranteed :) 
- if your opponent stays, you can d+1 or u/f+3+4,U+1+2~U,n,1+2 him :) Yeah!

Also, it f,f+4 results into wall stun, you can D/B+2,2,2,2,2 easily.

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Side Kick                d/f+4         19           m          *****
------------------------------------------------------------------------------
Priority: very good
Distance: medium / close
Attributes: dodging: no
            position change: stationary move
            special attributes: pushes your opponent back, awesome reach
                                "Sexy kick" :) Oh yeah :)
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
12           -7            +4             +4            +4       not very good
------------------------------------------------------------------------------
Mawashigeri, Side Kick, or Saviour Boot: it's all about the same kick! Well,
it used to be marvellous (Tekken 3 maniac anybody?), now its "only" very good.
Heh heh, but "very good" still means "absolutely worth using" :) Now its
reach has increased (it was great in T3, poor in Tekken Tag, now again it's 
great:), the damage it inflicts is very good, it's very fast and retracts 
quite good (you're safe, but unable to continue fast custom string unless your
opponent is slow-reacting and doesn't know the power of jabs :). Basically
this move usually ends a custom string which destination was to put some
distance between you and your opponent. On hit Yoshi has advantage, exploit it
to get closer or to do a SS attack... or... well, think! ^_^
To sum up: this move is a great custom string tool as well as just a distant
and FAST attack to annoy your opponent. Use it. :) It's Yoshi's classic! ^_^
Just be awared that although it doesn't look so, it can be sidestepped.

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Triple Roundhouse Combo  4,4,4         14,12,21     hhh      (****)+follow-ups
------------------------------------------------------------------------------
Priority: very good
Distance: medium / close
Attributes: dodging: no
            position change: approaching move
            special attributes: OSB on block/hit, two first kicks combos 
                                together, two last kicks combos together on CH
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
12 x x       -14 -5 -8     -3 -3 -4       XXX           -3 -3 -4       depends
------------------------------------------------------------------------------
Yoshi's classic three-kick series, now much faster and stronger! If the first
kick connects, the second is guaranteed. If the second kick is blocked, the
third cannot be ducked (it can be blocked, but cannot ducked. Opponent shows
his side to Yoshi - no guarantees, unfortunately). If the second kick connects
on CH, the third is guaranteed... 

Anyway, these kicks are usually ducked under. If you notice that your opponent
ducks it on reaction, don't do them unless you punish his disadvantage on 
block... Having the secong kick ducked means free juggle for your opponent.
It hurts!

If you input the command like: f+4,4,4, distance raises to farther medium, 
damage of the first kick increases to 20, and also causes KD if hits on CH...
These kicks are valuable juggle fillers. They're also good in custom strings
IF your opponent isn't familiar with them.

   command:              hits:     damage:               range:
 = 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{!}{!}*!*
 = 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! 
 = 4,4,2,2,4,1,3+4         8   14,12,5,6,9,5,5,25        h"h"mh"h"Lm"m 

Here are the 10-strings which are the kicks' extensions, basically. My 
personal favourite is the first one since it ends with three fast sword hits
that are obviously unblockable and certainly all guaranteed :P I love doing
a mix-up out of these combinations:
 - 4,4,2 (+ sometimes FC follow-ups, such as FC,d/f+3)
 - 4,4,2,2~D/F (low parry, u/f+3 juggle)
 - 4,4,2,2,4,4,1,1,1,1
 - 4,4,2,2,1
The first mix-up is for people who just block everything and you're sure they
won't even try to duck under your kicks.
The second and third versions are for people who you think they can duck the 
third kick. If first "2" hits, the second is guaranteed and your opponent
lands backturned! The fun with this move is that it hits MID, not Smid, and so
it CAN'T be low-parried. Laugh at anybody who wants to parry it, LOL.
And now you have a killer guess-up: experienced opponents will most likely
go for low turning punch to stop your 10-string (any of the listed), and will
get low-parried and juggled! For the second time, you can continue with your
10-string (recommended the 10-hit one: after a low kick, all hits are 
guaranteed!), hah hah! The string actually can also be escaped later, but your
opponent must know how, and must be calm not to lose the moment. :)
The 4,4 is ducked under quite often in high level of play, so your only
choice for a successful mixup is connecting 4,4 on hit. It's not that easy 
because in Tekken 5 Yoshi's Natural Combos tend to whiff many times...>_<
But anyway: this mix-up rocks! You have to find an opening, though...
As for strings ended with single Sword Stab, Sword Spin and Cartwheel... they
are not that good. Both sword Stab and Sword Spin can be outpoked, and 
Cartwheel is nor guaranteed. Anyway, Sword Stab can be used as another choice
in the mix-up above for opponents who wisely will try to retreat out of the
string's range after being hit by (4,4),2,2... it's very good in this 
situation, but I rarely use it. 

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Kangaroo Kick            4~3           30           m          ****
------------------------------------------------------------------------------
Priority: very good
Distance: medium / close
Attributes: dodging: high-crush
            position change: approaching move
            special attributes: Juggles on hit even crouching opponents, 
                                Yoshi goes behind small opponents
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
36           -16           KD             KD            KD          quite good
------------------------------------------------------------------------------
Yoshi's strongest jugglestarter! It awesomely ducks under high moves, damages
your opponent for 30 points and juggles him high in the air. However, it has
a bad recovery time if blocked. You have to time it right not to have it 
defended. If you think your opponent will attack with a string of high jabs,
go for it for massive juggle damage! One more thing: if you fight against 
small characters like Xiaoyu, sometimes Yoshi won't be able to turn around due
to camera chaos... so chose the juggles that don't require turn around.
4~3, d+1+4                                    [dmg 72]
4~3~b,b, b+1,1,(1),1, b+1,1, f+3              [dmg 71]
4~3~b,b, b+1,1, b+1,1,(1),1, b+1, f+3+4       [dmg 77]
4~3, U+4, d/f+1,2                             [dmg 60]
4~3~b, 1+4, f+1, b+1,1,(1),1, f+3+4           [dmg 80] (Semi-bigs and Bigs)

If you have a wall ahead, it's nice to perform the spinning juggle and switch
to f+2~D/B+2,2,2,2...(wall hits) at the point you think would be best.
I think that both recovery and juggles will be changed in next release of TK.

==============================================================================
Name:                  Command:       Damage:      Range:     Overal Rating:
Avoiding the Puddle    (u/b_u_u/f)+4  25 (17)      m          ***** 
------------------------------------------------------------------------------
Priority: very good
Distance: medium / close (depends on version)
Attributes: dodging: low-crush
            position change: approach/stationary/retreat attitude
            special attributes: jumps over low moves
                                catches ss to Yoshi's left (sometimes right)
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
20           -7            KD             KD            KD             depends
------------------------------------------------------------------------------
Yoshi's classic jumping kick, it has great priority and hits mid! It also 
jumps over low moves. Now in Tekken 5 it became safe and that's why it should
be used frequently. It's popularly used as the Flash setup. u/f+4, 1+4 hits 
everything that moves, besides quick jabs. If you expect to be poked out,
duck and punish ducked high punches. :) Very useful, low crushing kick that
is also used to chase sidesteppers. Must use! :)
P.S. It also knocks opponents to the ground in juggles. More later on...
P.S.2 Awesome evading technique: SS-Walk to Yoshi's left and u/f+4. Evades
      a lot of attacks, try it! :)

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Kamikaze                 f+3+4         30           m          *****
------------------------------------------------------------------------------
Priority: awesome
Distance: Far,far away!
Attributes: dodging: no
            position change: huge approaching move
            special attributes: Can be cancelled by ~b into Manji retreat
                                On hit links to SIT (3+4), 10 pt life up
                                In first release of Tekken D/B:3 guaranteed
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
19           -10           KD             KD            KD              decent
------------------------------------------------------------------------------
This is THE technique! One of the greatest new blows Yoshi got from Namco. 
I wish it would remain the same in the upcoming Tekken Dark Resurrection,
with 10-points power-up and a guarantee on hit... Yup, after you hit somebody
with it, you have 3+4~u~D/B+3 guaranteed (which means 10 points recovery and
12 points of damage). 
The Manji Retreat (~b) isn't that useful, but you can do many BT tricks out
of it. You can:
- rely on timing and perform various BT moves. (BT 2, BT 3, BT low punches..)
- recover BT by holding U/F and releasing it just in time (just before Yoshi
disappears behind the screen)
- Do BT u/f+(command) moves, such as BT hopkick (u/f+4), etc. very easily.

Upclose, this hit can be punished. But if you get it blocked in the medium 
distance, the blocking stun is so big that Yoshi is safe. :) Examine carefully
this distance. Also, be awared that this move can be easily sidestepped. Just
like almost every "special" move Yoshi possesses, it's best used with a setup.
I'll show you some "setups" (custom strings?) in the Strategy section.

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Guillotine Crow Kick     u+3+4         22           m          ****
------------------------------------------------------------------------------
Priority: awesome
Distance: Close
Attributes: dodging: evades high-mid moves during execution, low crush
            position change: stationary move
            special attributes: KD on hit, guard stun on block, forces
                                opponent into FC, can't be quickrolled on hit
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
39           +7            KD             KD            KD              tragic
------------------------------------------------------------------------------
Nice kick that Yoshi got from Kunimitsu. Evades a lot of moves, but only if
timed perfectly (and sometimes even this can't help). Don't be fooled with
the disappearing animation. Most od vertical moves will easily hit Yoshi out
of this move. I mean the moves like Hwoarang's Sky Roket, Bryan's u/f+4, even
Paul's d/f+2. Yup... if you want, you can even shamelessly hit Yoshi out of
it by single jab or "4" kick (Bryan's, Paul's, Wangs...), and start a juggle.
Not to mention jumping hopkick! So it's dangerous upclose, righ? Guess what:
at the distance it's also dangerous. If you whiff, your opponent can easily
launch you for a juggle. So what are the good sides? It's useful if you feel 
the good timing and disappear just as your opponent attacks (with non-vertical
move, that is). You can try it at the distance if you feel lucky. But it's 
especially useful in Okizeme and after-throws strategies.
More in Strategy section :)
P.S. I want Yoshi to be invisible during execution! Just as Kunimitsu were...
P.S.2 It really should be safe on whiff. Just as Lili's version.

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Fake Suicide (Confusion) f,f+1+4       --           --         *****
------------------------------------------------------------------------------
Priority: huh...? ^_^ None :)
Distance: farther medium / medium
Attributes: dodging: no!!! Although it looks so... what a pitty!
            position change: approaching move
            special attributes: well, risky set-up, leaves you BT
Parameters: 
[F Hit]                                                   [WFrec]
about 45 frames to approach your enemy               depends, quite good
------------------------------------------------------------------------------
It's Yoshi's "confusing" move... well... it has some uses, but use it with
wisdom! Experienced opponents will jab you in the back and juggle exploiting
the advantage... It's best used over lying opponents. You can then press a
throw, BT d+1 or BT Hopkick against standing opponent, or even jump above him
to the other side. In this case this move is nice.

You can also try it as the BT hopkick setup in the wake-up game, on opponent's
quickroll or backroll... Yoshi's BT is strong due to his BT hopkick. And 
I think that's one of the main reasons you should work with Confusion.
If you get used to it, it will bring great results, though!

What are your possible extensions after this move?
- f,f+1+4, BT u/f+4
- f,f+1+4, BT d+4 (hits grounded opponents!)
- f,f+1+4, BT d+3+4
- f,f+1+4, jump forward from BT (useful if your opponent lies on the ground,
           starts jump-over strategies)
- and anything else you want, including Bad Breath BT, low punch, flash etc.
- remember that confusion is best used in wake-up situations.

This move is for experts. Stylish, risky and crowd-pleasing setup-maker!

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Spirit Shield            1+2+3         --           m?         **
------------------------------------------------------------------------------
Priority: very good
Distance: close
Attributes: dodging: no
            position change: stationary move
            special attributes: repells all attacks, pushes far away
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
22           -16           -16            -16           -16               poor
------------------------------------------------------------------------------
Yoshi's shield... slow comparing to 1+4 Soul Stealer... and the input must be
done precisely. Well, I hardly ever use it... It's just an "enemy repellent".
Useless? Yup...

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Evasive Side Spin        b+3+4(x6)     -8 to self   --         *****
------------------------------------------------------------------------------
Priority: very good / awesome
Distance: any, best - medium
Attributes: dodging: yes!
            position change: retreating move
            special attributes: Yoshi moves both to his left and back
                                This move damages Yoshimitsu.
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
--           --            --             --            --             awesome
------------------------------------------------------------------------------
Yoshi's evasive maneuver: GREAT! It would be too good if Yoshi didn't receive
any damage points. :) Say "I don't care" to the damage it inflicts, after a
successful evade and d/f+2 juggle you can easily go to Meditation or Indian
Sit and recover what you have just lost. It requires a lot of practice, and
great reflexes... but it's WORTH IT! Experiment! 
More about it in Strategy section. :)

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Wall Jump                b,b,u/b       25           m          ****
------------------------------------------------------------------------------
Priority: very good 
Distance: medium
Attributes: dodging: yes! But upclose...
            position change: approaching move
            special attributes: Yoshi takes a jump on the wall, KD on hit
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
37           0             KD             KD            KD             awesome
------------------------------------------------------------------------------
Yoshi's evasive maneuver: Very good! You can tack a single jab if your Yoshi
is near the wall (just to gain some room for command input), and go for it. 
It evades opponent's attack and sends Yoshi to the other side. Heh heh, and 
your opponent is backturned, near the wall... isn't it a great position to 
keep a pressure? Just be cautious, BT moves have usually a good priority. 
Usually you can press a low parry, and then Sword Sweep or Samurai Knee. Yeah!

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Sword Impale             b,b+1         90           *!*        **
------------------------------------------------------------------------------
Priority: good
Distance: farther medium / medium
Attributes: dodging: no
            position change: stationary move, but has a great reach
            special attributes: tracks opponent's walk, KD on hit
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
80           KD            KD             KD            KD       not very good
------------------------------------------------------------------------------
Yoshi's old-school unblockable! It's slow like ****, but also damages like ***
and SOMETIMES evades high attacks.
 - you expect somebody will soon get up from the ground
 - ...and will end up with a wall behind his/her back. :) The greatest
would be a corner, but well... :) 
You can plan your attack just to have this situation. For example:

1.) Juggle your opponent as far as you think that after a backroll opponent 
will still touch the wall, use a fast-recovering finisher (e.g. d/f+3), and 
as soon as your opponent touches the ground, go for b,b+1. But he must touch 
the ground or the Sword won't track him. Many times it connects. :) 
2.) Remembering that 3 Oni Kick knocks opponent down and slightly to Yoshi's
left, (you can reduce it by Side Stepping to Yoshi's left) go for it at the 
distance about two lying opponents from the wall (can be slightly more), and 
follow it up with b,b+1. Only wise opponents will stay still or do a f+1+2 
standing move. You cannot be hit with any roll forward to rising kick, it 
also cannot be backrolled (a wall behind opponent's back... but even without
a wall it's very difficult to backdash! This move is long-reaching as h***!)
It can be sidestepped with quick SS, though, but well, your opponent can
make mistakes seeing Yoshi's sword pointing at him continuously. :)
At the second time, if you're sure your opponent will stay still, go for
the short Deathcopter. 

Anyway.... people really hardly ever eat it.

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Sword Spin               b,b+1~1       22           !          *****
------------------------------------------------------------------------------
Priority: very good
Distance: close
Attributes: dodging: no
            position change: stationary move
            special attributes: can be cancelled by "b,b" command, KD on hit
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
20           KD            KD             KD            KD             depends
------------------------------------------------------------------------------
Yoshi's ever great Sword Spin! This unblockable rocks near the wall as your
opponent Techrolls to escape juggle hits. It also is good over lying opponents
because you can catch them as they stand up. You have two versions os this
Spin: a long one (b,b+1~1), and a short one (b,b+1~1, b,b). You can randomly
use both of them over lying opponents, it brings awesome results! Also, just
before your opponent, you can play this guess-up. Doing longer version for
opponents who rush in to punish you is a great fun. :) But beware: the 
recovery time in case of longer version is poor. :)
Not only this is awesome: the cancelled Sword Spin b,b+1~1,b,b can hit your 
opponent twice! It can be done under two conditions:
 - You did the Sword Spin in the correct time/opponent delayed his stand up, 
or quick rolled just to be hit with the spin;
 - Your opponent is close to Yoshi's sword-wielding hand (e.g. he quick rolled
to Yoshi's left...)
This double sword hit can be done in various situations, I'll give you some:
1. Opponent escaped your spinning juggle hits near the wall to Yoshi's left,
and you performed the Sword Spin... hits twice in most cases.
3. You whiffed some spins in a juggle on purpose, allowing your opponent to
quickroll... just to be hit by your sword. ^_^ If he Quickrolls to Yoshi's 
left, he'll get hit twice, in most cases.
To sum up: use it! It's one of Yoshi's greatest unblockable attacks, go for
it in various situations! Maybe you'll discover a nice set-up or follow-up? :)

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Ochimusha Hunter         b,b+1~1+2     15           <!>        **
------------------------------------------------------------------------------
Priority: good
Distance: farther medium / medium
Attributes: dodging: no
            position change: approach
            special attributes: can be delayed more than Sword Spin
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
35           -12           -12             X            -12               good
------------------------------------------------------------------------------
Yoshi's unblockable... decent one. It can be evaded both by Side Walk and
just duck... it's mainly a taunting move, I think. :) You are at the 
disadvantage even if you actually hit with it, do not attack! Your best is to
Side Step or duck after this move. It also approaches your opponent quickly,
but well... I hardly ever use it because of it's slow wind-up and recovery.
It can hit a single sidestep, though! Must be but well-timed.

==============================================================================
Name:                  Command:        Damage:      Range:     Overal Rating:
Bad Breath             D/B+1+2~1_2     25           <!>        ****
------------------------------------------------------------------------------
Priority: awesome
Distance: medium / close
Attributes: dodging: D/B+1+2 and D/B+1+2~1 are high-crushers
            position change: stationary move, but great reach
            special attributes: It juggles! Has awesome, deceptive reach.
                                hold D/B to remain in the stance
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
22           KD            KD              X            KD             awesome
------------------------------------------------------------------------------
Yoshi's evasive maneuver: GREAT! Really! Although I have an impression that
in Tekken 5 the range has been decreased, which is not very good. With the
accelerated pace of the whole game, Bad Breath seems to be quite slow.
Also, it doesn't stop jumping attacks the way it used to, so beware!
But anyway.... it's unblockable jugglestarter which can damage really badly.
Some juggles:

1. UPCLOSE
D/B+1+2~1, f,f~u/b+1+2~u/f,f+3+4              [dmg 55](5 hit combo!)
D/B+1+2~1, d/f+1,2,D/B+2,(2),2,(2),2          [dmg 54]
D/B+1+2~1, f+3,3                              [dmg 52]

2. FAR
D/B+1+2~1, d/f+1,2,D/B+2,(2),2,(2),2          [dmg 54]
D/B+1+2~1, u/f+3+4,1+2~u/f,f+3+4              [dmg 55]
D/B+1+2~1, f,f+1, b+1,1,(1),1, b+1, f+3       [dmg 63]
D/B+1+2~1, f,f+1, b+1,1,(1),1, b+1,1, f+3+4   [dmg 69]

The D/B+1+2 evades ALL high attacks so it's a great weapon if you expect 
high jabs, throws or just about anything that hits high. :) 
You can throw in a random Bad Breath here and there, and your opponent just
can't do anything. :) If he's wise, he'll duck just in case. The reach may
suprise even experienced players. 
What else? It can be ducked, so watch out. The crushing system works fine
in case of this move, many players will surely try a high-crusher.

==============================================================================
Name:                  Command:        Damage:      Range:     Overal Rating:
Detoxification         D/B+1+2~3_4     23           m          **
------------------------------------------------------------------------------
Priority: awesome
Distance: medium / close
Attributes: dodging: D/B+1+2 high-crushes, but the move does not.
            position change: retreating move 
            special attributes: none (so far)
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
17           -23           -12            -12           -12             decent
------------------------------------------------------------------------------
Yoshi's evasive maneuver: this move travels really far! It's best used in the
situations in which you expect being high-crushed under Bad Breath. This way
the somersault will hit your opponent (but he must be very close)
Anyway, you're safe after execution, it's a stylish way to retreat.
It's also used in some BT strategies since Death Pose can be easily buffered.

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Moonsault Slayer         QCF+1         30,15,28     !!{!}      ***
------------------------------------------------------------------------------
Priority: very good
Distance: farther medium / medium
Attributes: dodging: low-crush
            position change: approaching move
            special attributes: last hit hits grounded opponents
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
38/58        XX 0          XX 0           XX 0          XX 0              poor
------------------------------------------------------------------------------
Yoshi's classic aerial unblockable... now it's much toned down. Well, it can
be easily spotted and Side Stepped... It's worth trying against opponents who
are trapped in the corner/near a wall. It can be also a backroll punisher, 
but well... only if you suprised your opponent, because most of your opponents
will SS this.
And that's it... in fact it's extremely damaging. 

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Wood Cutter (Chopper)    d/f+3,1       20,18        m{!}       ****
------------------------------------------------------------------------------
Priority: good
Distance: medium / close
Attributes: dodging: d/f+3 in last stage, if not followed by second hit
            position change: approaching move
            special attributes: if first blow hits, second is inescapable, 
                                sword slash hits grounded opponents
                                d/f+3 Recovers Crouching
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
17           -10 -10       +1 -10         +1 -10        +1 -10            poor
------------------------------------------------------------------------------
Yoshi's classic since Tekken 3: Wood Chopper combo. If first kick hits, 
the sword is guaranteed. (anyway, you're openned for fast retaliation even if 
the sword hits) If you have the kick blocked, you'll be most likely jabbed out
or even Side Stepped and juggled. The kick itself recovers crouching, which
makes it a decent approach tool... (only on hit you are at the advantage, and
the kick even as a frontal attack is slow...). But if it hits, you land just
in front of your opponent in FC mode, with the advantage, ready for FC/WS
Yoshi's nastiness. :) I recommend you Sword Sweep (often hits! It's a very 
old, good technique that almost everyone knows...), Rainbow Drop throw or just
d/b+1 and a custom string of your choice. Experiment! It's a good move!
But most useful as the juggle ender due to perfect recovery. (single d/f+3)

==============================================================================
Name:                 Command:        Damage:      Range:     Overal Rating:
Sweeping Slice        FC,b+1_D/F,1    20           *!*        *****
------------------------------------------------------------------------------
Priority: awesome
Distance: close
Attributes: dodging: yes
            position change: stationary move
            special attributes: "low-juggles" your opponent, takes a tiny step
                                to Yoshi's right (evades some moves if timed
                                properly, even the MID ones)
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
25           KD            KD             KD            KD          quite good
------------------------------------------------------------------------------
Yoshi's low unblockable maneuver: GREAT! In previous Tekkens I didn't pay
much attention to this move: now it seems that it's one of Yoshi's main 
weapons! It's also an UNBLOCKABLE! Hits low! And due to a tiny step to Yoshi's
right, it evades some moves! (like e.g. low jabs, some mid moves...). 
Also, look at the damage: it's good! And with the following combos it's 
even more damaging:

FC, B_D/F+1, d/f+1,1,1~D/B+3                                 [dmg 43+12]
FC, B_D/F+1, f+3,3 (tricky!)                                 [dmg 47]
FC, B_D/F+1, d/f+1,2,D/B+2,(2),2,(2),2                       [dmg 45]
FC, B_D/F+1, DGF 3                                           [dmg 20+22(15)]

I have told you already many set-ups of this move... (because due to a semi
fast windup time it has to have a set-up). It can be used after most of moves
that recover crouching, in custom strings as an unblockable finisher, after
juggles as you chase your opponent and don't give him any time to think, or 
after a successful Sidestep, after you duck any high move, after you block
any low move and you're not sure if FC,d/f+3 fits into recovery time, at the
beginnig of the round, after a low parry if you got bored with u/f+3...
It flows well together with d/b+1 as well :) It can be only interrupted on hit
with a fast mid move, or sometimes backdashed... you count on suprise!
 - d/b+1 ,n, b+1 (you are in FC mode after d/b+1)
It has thousands of uses! And the most important thing for every Yoshi player:
you have to, you MUST learn how to use this move! It's Yoshi's feared weapon!
But if you use it not in time, you'll be punished for sure.  

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Harakiri                 d+1+4         -60          !          **
------------------------------------------------------------------------------
Priority: good
Distance: close
Attributes: dodging: no
            position change: stationary move/ Approach for Manji BD
            special attributes: Yoshi damages himself... and his opponent if
                                used properly!
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
29           KD            KD             KD            KD           tragic :)
------------------------------------------------------------------------------
Harakiri: as the name says, Yoshi stabs himself in the stomach. Well, heh heh.
If you don't want your opponent to finish you, go for this move. :P Anyway, it
is also a strong juggle finisher after Kangaroo Kick and 3+4, 3+4 Manji 
Backflip, but you must be careful with evaluating the level of your and 
opponent's lifebar. :)

 = Manji Blood Dance   ~B+1,1,1,1,1    15,15,20,20,30,35   !!!!!!    ****

It's da-ma-ging! Sometimes you can suprise the opponent and go for this move 
if he's near the wall (works best after f+2). It can take up to 120 points of
damage with wall hits!!! But don't forget Yoshi also gets hurt...
Moreover, try this combo:
3+4, 3+4 (hit, wall splat), d+1+4~B+1                  [dmg 72]
You have a plenty of time to see if the Backflip caused a stun... this little
combo looks cool and is inescapable. Try it! ^_^

Also, 3+4,1+4~b+1 is an interesting thing to do. Stabbing Yoshi and opponent
at the same time results into about 60dmg points, and even if you whiff, the
~B+1 extensions makes Yoshi linger for quite a long time. If your opponent
attacks you while Yoshi is standing, he'll surely get nailed on the exposed
sword for about 20 points for damage. Stylish but also risky way to finish
your opponent with low lifebar. Just examine the lifebars well!

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Suicide                  f,F+1+4       100          !          ****
------------------------------------------------------------------------------
Priority: very good 
Distance: medium
Attributes: dodging: no!!! What a pitty!
            position change: approaching move, 
            special attributes: doesn't damage you if you kill your opponent
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
45           KD            KD             KD            KD           tragic :)
------------------------------------------------------------------------------
Yoshi's double suicide: great move in Tekken 5, indeed! But still it's risky.
I recommend you to hunt for this move just after your opponent lost a half of
his/her lifebar: experienced players will expect you to do a suicide if your
own lifebar is very low or if their lifebar is also low... don't wait till
the very end. BUT, in fact, if you and your opponent have the same lifebar
level and it's a very low one, he/she might be afraid of losing and try to 
block any attack you want to throw in... thus eating a Suicide for goodbye. :)
It can be Side Stepped or just backdashed, be sure to have this beloved 
"element of suprise" up your sleeve. :) Personally I found out that it's best
used after a juggle, as you chase your opponent. Especially works near walls.
Remember these sample situations (in brackets: optional input):
1.) Juggle, (Sidestep), rush in, (Sidestep), Suicide.
2.) Low trip (FC,d/f+3), rush in, (Sidestep), Suicide.
3.) Sword Sweep~f,f+4, rush in, (Sidestep), Suicide....etc.
Also, the Sidestep addition makes it difficult for your opponent to notice the
approach animation. Yoshi sways during SS animation, and the Suicide looks 
kinda similar to dash or SS... approaching your opponent with fast SS and
dashes and ended with a Suicide will bring nice results!

 = Double Suicide      f,F           100            !         ** 
To be honest, I have never used it in Tekken 5. Well, most of the time I
connect the first suicide... it can be good if your opponent rushes in to 
punish your whiffed first suicide... but well... you have to have iron nerves
and a lot of lifebar to do this. (a lot of a lifebar to afford a suicide whiff
and iron nerves because the second suicide is the instant kill for Yoshi!)

To sum up: this suicide saved my Yoshi's *** many times! Use it, experiment!

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Sword Slice              d+1           10           {!}        *****
------------------------------------------------------------------------------
Priority: very good 
Distance: medium / close
Attributes: dodging: no
            position change: slightly approaching move
            special attributes: hits grounded opponents, stops anything in
                                the spot
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
24~26        -5~-4         -5~-4          -5~-4         -5~-4        very good
------------------------------------------------------------------------------
Yoshi's standard sword slash: awesome move!!! It has incredible reach, hits
grounded opponents and has little disadvantage after hit (you can hunt for
Fubuki f,f+4 after it on any rush-in). It has only one disadvantage: it can
be Side Stepped or (rarely) backdashed, and has kinda slow windup time... but
if you time it right, it will always hit. :)

 = Sword Delay      ~N,D      23,27,43,65,107 - depends  {!}        ***

After 3rd hop you score a KD on hit... but I'll give you 100 dollars if you
hit somebody with this in a high level of play :) It should be like in SC, 
heh heh! 100 damage just after 3rd hop! ^_^ And a possibility to strike 
whenever you want... not like in Tekken, where you have each strike points
coded... And hitting somebody with the last hop never happens, unless you're
fighting against an idiot or a person who's afraid of Yoshi. ^_^
Remember that in Tekken 5 you can buffer a chicken for Sword Slashes!
(Of course not versus unchickenable reversals, just as the Feng's one)

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Deathcopter              u/f+1+2       40 (25, 30)  {!}        * / **** / ***
------------------------------------------------------------------------------
Priority: very good 
Distance: farther medium / medium
Attributes: dodging: yes, kind of :)
            position change: approach/go behind attitude, depends on extension
            special attributes: Aerial ublockable, hits grounded opponents
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
113          +10           +10            +10           +10          very good
------------------------------------------------------------------------------
The rating depends on version: for the longest Deathcopter it's *, for 
Deathcopter Slash it's ****, and for the Deathcopter Trick it's ***. 
Deathcopter Slash is the best in my opinion, there are two points where you
can cut the animation short, which can chase your opponent whenever he choses
to backdash...:

 = Deathcopter Slash    ~d / ~N, d      25_30       {!}      [F hit]=55/83

It's the most useful version! The [F hit] = 55 or 83 (depends on how fast you
cancelled the Flying animation), and the advantage on hit is +4 frames.
Great uses, it flows well together with any move pushing your opponent back,
can be used as a great oki-zeme tool, especially near walls...
On higher level of play you can have this Side Stepped, but well, it sometimes
hits even SS if it's to the wrong side and not in time. But the double SS will
always make it whiff. Also, you can be jabbed out in the air by experienced 
players... but here you go with your set-ups. You can try it whenever your 
opponent is on the ground, especially after he whiffs the standing kick. 
Experiment! Personally, I use it quite often, especially after Pogo Combos.

 = Deathcopter Trick    ~B              35          {!}       [F hit]=62
   
[F Hit] = 62, the advantages on block, hit, CH are all +4 frames... You risk
that the opponent may backdash at the edge of the range and Yoshi will end 
back facing his opponent... But if you time it right, it can be useful. :)
E.g after throws... sometimes your enemy won't double backdash, but backdash
and SS. If he does it to the wrong side, the Deathcopter Trick will hit him.
I use it from time to time... It suprises your opponent if you use it rarely.
If he gets used to it, you may have some troubles. ^_^ Anyway, experiment!

There are also new DGF transitions, after standard Deathcopter, and after
Deathcopter trick. I think the Deathcopter Trick to DGF transition is most
useful although still not very fast. Mainly a show-off move, very stylish!
Can be used from time to time, just carefully examine the space!

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Cyclone Lift             d+1+2         12           {!}        *
------------------------------------------------------------------------------
Priority: quite good
Distance: nose-to-nose / close
Attributes: dodging: no
            position change: stationary move
            special attributes: Juggles on Clean Hit... which rarely happens
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
28           -7/KD cl      -7/KD cl       -7/KD cl      -7/KD cl        tragic
------------------------------------------------------------------------------
Yoshi's unblockable juggle starter... And I won't describe it because it's
just not worth it. Not in this game. Sometimes can be useful as a sudden
attack versus players with chess reflexes, sometimes on grounded opponents...
the juggles are weak (d/f+1,2,D/B+2,2,2... are enough). JOKE move.

==============================================================================
Name:                    Command:      Damage:      Range:     Overal Rating:
Decapitator              b,b+1+2       50           !, <!>     **
------------------------------------------------------------------------------
Priority: quite good
Distance: medium / far (?)
Attributes: dodging: high-crush in the middle stage of animation.
            position change: stationary move
            special attributes: Hits Unblockable mid upclose
                                Hits Unblockable high far away.
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
59           KD            KD             KD            KD              tragic
------------------------------------------------------------------------------
This move, despite horizontal animation, doesn't hit sidesteppers, at all!
You risk being sidestepped to your back. Also, the slow windup time and 
possibility to duck it at the edge of range make this move be USELESS.
Well, maybe you found any use of this move? 
Taunt? 
"Kill me" merciful joke?
I have no idea. Excuse me, I just LOVEEE when Yoshi receives useless moves.
Irony of course! :)

==============================================================================
Name:                      Command:    Damage:      Range:     Overal Rating:
Sword Flash (Soul Stealer)  1+4        25           !          ****
------------------------------------------------------------------------------
Priority: awesome
Distance: close (expecting your opp. will approach you) / nose-to-nose
Attributes: dodging: no
            position change: stationary move
            special attributes: counters any movement upclose
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
5            -11           KD             KD            KD             awesome
------------------------------------------------------------------------------
The countering Flash returns, but degraded to the status of blockable and
reversible move. Anyway, it's good how it is, the damage it inflicts is great
and it can be a handy move to counter any rush in. You must beware the moves
with high priority, such as jabs, high kicks. The moves in which your opponent
puts his body forward can be countered by Flash easily. But these in which
your enemy stays in the spot aren't Flash-friendly. 

Now a nice combo:
1+4, 1+2~u/f,f+3+4                   [dmg 55/CH 60] (*)

(*) Counter Hit often is the case... really often.

Best Flash set ups?
1.) after u/f+4 Flash is very handy
2.) After BT 2
3.) FC,d/f+3, WS+4, f,f+2(whiff), 1+4 (counters any interruption try)
4.) near the wall: b+1(hit), 1+4 (no way to escape)
5.) WS+2~u+1+4 counters everything besides jabs and long reaching high kicks
6.) After juggle, f,f+1+4~u+1+4 on Quick roll, counters interruption try.
   (e.g. d/f+2, f,f+1, b+1,1,(1),1, d/f+3, f,f+1+4, u+1+4 versus QR to right)
7.) regular battle, b+1 connected on block and 1+4 flows well together.
8.) BT 3~u+1+4 - it counters almost everything.
9.) 3+4,3+4,u+1+4 - the same as above. Just wait a while, because the back
    handspring gives you much advantage on block.

Flashing points in characters' series of hits will be described in Versus
Strategy section. There are some of them :) (many of them? :) )

Flash is also useful in some other situations:
- if your opponent blocks a move with decent recovery and wants to hit you
with a distant move: go for flash. These moves are usually 13-framed or more
so it's very probable you'll earn the shot.
- "nothing to lose, something to win" - you can use flash in the situations
where you know you'll receive jabs-punishment for sure, but if your opponent
does anything else or will be too late, you'll flash him. Like u/f+3(block)
and flash. You're sure you'll receive guaranteed punishment, but any other
move will get flashed.

Also, the 4~1 trick works in Tekken 5 as well :) It increases the range of
Flash. Very handy, especially in Dash & Flash little setup :) (f,f~b+4~1)
------------------------------------------------------------------------------


                      ==== [[[  S T A N C E S  ]]] ====

==============================================================================
= INDIAN SIT ARTS = [ shortcut: SIT ]
= Moves starting from Indian Sit only. Command: (d_KND_FC)+3+4 = 
------------------------------------------------------------------------------
Short description of this Stance:
Indian Sit everybody knows: Yoshi sits on the ground. ^_^ In previous Tekkens
this stance was mainly a taunt: now it's your true weapon! Not only it really
dodges a LOT of moves, but you also can unleash some really damaging attacks
out of it, as well as one certain cool, unblockable attack... this stance
truly ROCKS! You'll see that one round without it will be boring :)

Remember the links to this stance:
- 1+2, d+3+4
- 1+2, f,F~3+4
- u/f+3+4,d+3+4
- b+1,(1,1)~D/B+3,3~d+3+4
- D/B+3,3,(3,3,3),d+3+4
- 3,3~d+3+4
- f+3+4(hit),3+4
- FC~3+4 (cuts the animation short) 
==============================================================================
Name:               Command:           Damage:      Range:     Overal Rating:
Yoga                SIT -> ~D          --           --         **
------------------------------------------------------------------------------
Priority: none
Distance: any, best - medium
Attributes: dodging: yes, dodges even some MID moves!
            position change: stationary move
            special attributes: Yoshi DOESN'T track his enemy
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
?            --            --             --            --             awesome
------------------------------------------------------------------------------
What can I say... it's the remaining from the past, used mainly as a taunt...
Yoshi can't move from Yoga anywhere, also he doesn't track his enemy... he 
just sits in the spot. Of course you can stop holding "D" to switch to the
Healing mode, and also press 3+4 to go to Indian Levitation move... not
to mention just stand up. :) Pretty useless... Yoshi has better taunts is his
Levitation stance, I assure you :)
P.S.: You CAN be launched in this stance to juggles by various sweeps and 
moves (Bryan's b+1, d/f+3 for example)
P.S.2: You CANNOT be low juggled by any move (Bryan's d+3,2, Nina's d+4,1)
------------------------------------------------------------------------------
Name:                Command:         Damage:        Range:     Overal Rating:
Healing              SIT -> ~N        +5 to self     --         *****
------------------------------------------------------------------------------
Priority: none
Distance: any, best - medium
Attributes: dodging: high-crush, mid crush of some horizontal moves.
            position change: stationary move
            special attributes: Yoshi heals himself, 5 points every bounce;
                                Yoshi tracks his enemy.
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
?            --            --             --            --             awesome
------------------------------------------------------------------------------
Firstly, let me say something: HEALING IS NOT CHEAP!!! Yoshi has so many moves
that damage himself that he must heal himself. ^_^ Also, it's one of his main
powers. It's like hitting somebody with an unblockable that he can't escape,
heh heh heh :) Every bounce equals one jab. :)
P.S.: You CAN be launched in this stance to juggles by various sweeps and 
moves (Bryan's b+1, d/f+3 for example)
P.S.2: You CANNOT be low juggled by any move (Bryan's d+3,2, Nina's d+4,1)
------------------------------------------------------------------------------
Name:                    Command:      Damage:      Range:     Overal Rating:
Indian Levitation        SIT -> 3+4    --           --         **
------------------------------------------------------------------------------
Priority: none
Distance: any, best - medium
Attributes: dodging: high-crush, mid crush of some horizontal moves.
            position change: various, depends on the direction you use
            special attributes: Yoshi moves in the direction indicated.
                                Taunts execution possible.
                                Yoshi tracks his opponent.
                                Automatic Vacuum Dance if jumped over by opp.
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
?            --            --             --            --             awesome
------------------------------------------------------------------------------
Well... Yoshi nicely levitates over the ground :) You can press any direction
while still holding 3+4 to move. Yoshi can also unleash some Levitation
"one-motion taunts": just press one of the following buttons and tap any 
direction:
 = 1, any direction (you still hold 3+4) - Yoshi will laugh!
 = 2, any direction (=||=) - Yoshi says "jigajisan!" (meaning: "self-praise")
 = 1+2, any dir. (=||=) - Yoshi says "Ansou shuha" ("I fawn upon you!")
[3+4], 1, f~f~f, f,N... will result into "Wo-wo-wo hah! Wo hah hah hah hah!
[3+4], 2, f~f, f,n, f,N... will result into "Ji-ji-jiga! Jigaji! Jigajisan!"
Funny, neh? To cancel the actual taunt and chose the other one, just hold the 
direction a little bit longer. 
You can also release 3 or 4 button (Yoshi will switch to Yoga-like stance)
and press each taunt button. Yoshi will say it and be ready for next command.
Of course you also can push the button repeatedly... :)
Release 3+4 and joystick to neutral position to swith to Healing Mode... [~N ]

P.S.: You CANNOT be launched in this stance to juggles by various sweeps and 
moves (Bryan's b+1, d/f+3 for example)
P.S.2: You CAN be low juggled by any move (Bryan's d+3,2, Nina's d+4,1)
------------------------------------------------------------------------------
Name:                    Command:      Damage:      Range:     Overal Rating:
Vacuum Dance             SIT -> f_b    --           --         *****
------------------------------------------------------------------------------
Priority: none
Distance: any, best - medium
Attributes: dodging: high-crush, mid crush of some horizontal moves.
            position change: go behind attribute, but depends on distance
            special attributes: Yoshi teleports behind his opponent
Parameters: 
[F Hit]       [B Adv]       [H Adv]       [Hc Adv]      [Ch Adv]       [WFrec]
--            --            --            --            --            awesome
------------------------------------------------------------------------------
Yoshi's classic! ^_^ He will teleport behind your opponent if only you're
close enough :) And after it you gain the most desired positioning: BEHIND! 
Depending on what your opponent did and how far you are from him, you can hit 
for free with whatever you want, starting with mostly guaranteed f,f+4 Fubuki,
ending with Door Knocker, backthrow or d/f+2 "in the back" damaging juggle...
Use it whenever you think it may succeed! And also whenever you opponent 
expects more a Indian Sit follow-up than a Teleport behind...
If you teleported close to your opponent and he has just recovered, press a
low parry, because most likely your opponent will try a low punch to stop any
possible blow from your side. :) Only sometimes they try a hopkick (it's slow)
or a midkick (only a few characters have it, like Lei Wulong, Ling Xiaoyu).
Just don't become predictable, a hopkick may come in the time being!
One more thing: three steps away from the opponent, Yoshi will not teleport
anywhere, he'll just appear in the spot, backturned. It's not very good for
you, obviously :) Remember that you can press d+3+4 again to Sit backwards
(and so you can escape e.g. a Deathfist), or Spin away D/B+2,2... (but it's
much more risky)...or even BT Flash u+1+4.
------------------------------------------------------------------------------
Name:                    Command:      Damage:      Range:     Overal Rating:
Indian Moonsault Slayer  SIT -> 1      15           {!}        ****
------------------------------------------------------------------------------
Priority: awesome
Distance: close
Attributes: dodging: low-crush
            position change: slightly approaching move
            special attributes: hits grounded opponents
Parameters: 
[F Hit]       [B Adv]       [H Adv]       [Hc Adv]      [Ch Adv]       [WFrec]
53             0              0            0             0           very good
------------------------------------------------------------------------------
Yoshi's unblockable, and a very good one! It's almost unstoppable if your 
opponent is close to you. Only sometimes he can jab you out of this and begin
a custom juggle... but it rarely happens! Also, after any Pogo Combo, as you
enter Indian Sit after Pogo Rush, you can freely go for it with great chances
it will connect. 15 of damage more, and NO disadvantage! Not to mention you
have just approached your opponent and you can begin a custom string of your
choice. ^_^ That's why the rating is so high :)
------------------------------------------------------------------------------
Name:             Command:               Damage:      Range:     Overal Rating:
Manji Spin Slaps  SIT -> 2, D/B+2,2,2,2  10,8,8,8,6   mmmmm      *****
------------------------------------------------------------------------------
Priority: very good
Distance: medium / close
Attributes: dodging: high-evader due to FC recovery
            position change: approaching move
            special attributes: Yoshi will teleport behind BT if his opponent
                                attacks, strange... Recovers Crouching
Parameters: 
[F Hit]       [B Adv]       [H Adv]       [Hc Adv]      [Ch Adv]       [WFrec]
39            -9 -9 -8x3    +2 +3 +2x3    +2 +3 +2x3    +2 +3 +2     very good
------------------------------------------------------------------------------
Another Indian Sit extension, and also a good one. :) You can suprise your 
opponent with this move, and follow it up immediately with Sword Sweep ~D/F+1
(you're already in FC position) before he regains controll over his mind ^_^
Well, the strange thing with this move is that if your opponent does any 
rush-in move or even movement, Yoshi won't do Manji Spin Slaps, but a teleport
behind... and he will be in BT (backturned) position! Always be ready for this
possibility and, depending on the distance, use this position to mess around.
^_^ You can follow up this BT teleport by jumping hopkick backwards [ U/B+4 ],
Jumping low kick backwards [ U/B, N, 3 - for bigger distances ], or even do
just a show-off and spin away :) [ D/F+2,2,2... remember you're in BT! ^_^ ]
It's my personal favourite extension.
------------------------------------------------------------------------------
Name:                Command:           Damage:      Range:     Overal Rating:
Dive Bomb/Roo Kick   SIT -> 3,3+4       30,30        Mm         ****
------------------------------------------------------------------------------
Priority: very good
Distance: medium / close
Attributes: dodging: no
            position change: approach/go behind attitude
            special attributes: first hit hits grounded opponents if not
                                followed up with 3+4
Parameters: 
[F Hit]       [B Adv]       [H Adv]       [Hc Adv]      [Ch Adv]       [WFrec]
38            -27 -17       KD KD         KD KD         KD KD          depends
------------------------------------------------------------------------------
Both moves hit mid, both of them combos together, both have large recovery, if
first hit misses, the second causes a high lift (JG). If the Dive Bomb is not
followed by Roo Kick, it hits crouching/grounded opponents... (so if you press
3~3+4, the first kick can be ducked... looks strange, but anyway...)
Why Whiff Recovery "depends"? Well, Yoshi travels a long distance doing this
move, if your opponent SideStepped the initial ~3, you'll recover before he'll
come to you and TRY to punish you. In Tekken 5 though, it doesn't happen too
often. The sidestepping opponent will be more likely hit by this move.
Anyway, mixing 3 and 3,3+4 is also a good idea even if directly blocked. Only
an opponent who knows exactly each animation will tell one move from another,
and so by doing only 3 you'll sometimes win a safety. On the other hand, as
you become predictable with this move, do again 3,3+4 and watch your opponent
being nailed on 3+4 Roo Kick for massive juggle damage. :)
------------------------------------------------------------------------------
Name:               Command:            Damage:      Range:     Overal Rating:
Kangaroo Kick       SIT -> 4            30           m          **
------------------------------------------------------------------------------
Priority: very good
Distance: close
Attributes: dodging: high-crush
            position change: kinda stationary move :)
            special attributes: well, it juggles... and juggles... ^_^
Parameters: 
[F Hit]       [B Adv]       [H Adv]       [Hc Adv]      [Ch Adv]       [WFrec]
65            -16           KD            KD            KD                poor
------------------------------------------------------------------------------
I can list only one situation when you can use this: if your opponent tricks 
you into teleport backwards (by dashing and quickly backdashing so you land
backturned), you can feast him with 4 Roo Kick as he rushes again to punish
your possible missed teleport... I used it many times in this situation. But
anyway, I think it's a risky move.
Also, there's another nice property of this move: If you do it and your
opponent rushes in, you'll teleport behing him, face forward. :) (To remind
you: if you press 2, you teleport behind in BT on any rush in).
It's good to remember :)

A word to finish the Indian Sit Stance table: you cancel this stance just by
pressing "u" command, heh heh... just in case... ^_^



==============================================================================
= FLEA (SWORD POGO) ARTS = [ shortcut: PG ]
= Moves starting from Flea only. Command: u/b+1+2_1+2 = 
------------------------------------------------------------------------------
Short description of this Stance:
Yoshi stands on his sword and perfectly balances his body not to fall down. :)
It used to be a powerful juggle filler, now... it depends on your alignment,
manual skills and... opponent's weight! Many moves arrived to make Yoshi be
more mobile, but still Flea is a risky stance to use just in front of your
opponent. And I really mean it. :)

Link to Flea stance:
u/f+3+4,1+2
==============================================================================
Name:               Command:           Damage:      Range:     Overal Rating:
Flea Starter        (PG)u/b+_1+2       15           {!}        ****
------------------------------------------------------------------------------
Priority: good
Distance: medium / close
Attributes: dodging: low-hitter, low-crush (smid punches doesn't hit)
            position change: stationary move
            special attributes: Yoshi DOESN'T track his enemy
                                hits any approach attempt
                                the move can be blocked (!!!)
                                hits grounded opponents
                                The sword can hit twice depending on how close
                                Yoshi is. Sword inactive after hits.
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
20           KD            KD             KD            KD                poor
------------------------------------------------------------------------------
Yoshi enters the "Sword Pogo" (Flea) Stance... This stance is much weakened 
compared to previous Tekkens. I don't know why... :( Extracting the maximum
power from it required HUGE manual skills and not everyone knew about the
Pogo Charge a.k.a "Pogo Rage". It was there since Tekken 3, and now it's gone.
That's sad. :( (Holding U while entering Pogo gave Yoshi extra power hit)
Not only this, the damage of Pogo itself has decreased, it used to be 21 
points, now it's 15. In exchange, we still have two Pogo hits, but they now
depend mainly on good luck. We can't adjust the second sword hit. It just hits
or not, depending on how close to the opponent Yoshi is.
That truly sucks. I even lost the point in writing more FAQs after Tekken 4
because I feel responsible for Yoshi's weakening. I hope it's only my
imagination. :( We shall see in Tekken Dark Resurrection...

(Not to mention Soul Cal 3 Yoshi shamelessly received Pogo Charge-like hit!
Can you imagine how much it irritates me? )

First, let me explain Pogo "stages", so to speak. Yoshi's sword is not always
active. Probably you sometimes wondered "why the hell it didn't hit him". ^_^ 
 1. 1+2~N - you enter Pogo, doing nothing: the sword is active. 
 2. You hit someone while on the sword: the sword is NOT active after hit! 
    Even if somebody runs straight into the sword, it won't hit. Do a little 
    experiment:
 - enter the Pogo stance, 
 - place your opponent directly next to Yoshi and press any low kick (d+4),or
   just low sweep the Pogo :), 
 - Yoshi's opponent obviously gets hit, 
 - now rush to Yoshi again and repeat the kick: now Yoshi gets hit! You can 
   even try to low sweep Yoshi while Pogo is inactive, it will look funny! 

But it doesn't mean you cannot do any Pogo command while Pogo is inactive :).
Pogo Run can still hit as well as Pogo Jump...etc. 
 3. You can activate Pogo stance by any move, besides Pogo Duck.
 4. The sword can hit twice, depending on how close your opponent is. After
    this double hit, the u/f hop is mostly guaranteed (and f+3+4 afterwards)

The u/f+3+4,1+2 can't be quickrolled if done in combos (e.g. after Bad 
Breath). However, it can be quickrolled just after u/f+3+4 if it's used to 
stomp lying opponent. Wait on the Flea because there are chances your opponent
will hit the sword just after quickroll. 
After successful Pogo->Pogo hop, the third hop can hit quickrolling opponent.

The Pogo stance is quite random. You have to get used to all these hops and
dives, because sometimes the extension will hit only if delayed. Almost every
detail counts, like character's size, the direction in which he quickrolled,
delaying the hop and other... Please experiment to have a better view on this
tricky and quite difficult to handle stance. Read on :)
------------------------------------------------------------------------------
Name:               Command:           Damage:      Range:     Overal Rating:
Jumping Flea        PG -> (u/b_u_u/f)  21           {!}        *** / ****
------------------------------------------------------------------------------
Priority: very good
Distance: medium
Attributes: dodging: low-crush
            position change: depends
            special attributes: Yoshi DOESN'T track his enemy
                                hits grounded opponents
                                sword active during/after hit
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
30           KD            KD             KD            KD              tragic
------------------------------------------------------------------------------
Well, these jumps leave you with some disadvantage if whiffed... don't forget
to try a duck, Roo Kick or Indian Sit, it may help.
As a direct attack... well, you must time it perfectly! (it's SLOW!) But if 
Yoshi is already in the air, he can be only SideStepped. :)
It's a nice addition to your Pogo Combos, instead Headbutt, as well...
------------------------------------------------------------------------------
Name:               Command:           Damage:      Range:     Overal Rating:
Running Flea        PG -> f,f          3,12,15      {!}        ***
------------------------------------------------------------------------------
Priority: decent
Distance: medium / close
Attributes: dodging: no
            position change: approaching move
            special attributes: Yoshi DOESN'T track his enemy
                                hits standing opponent near the wall
                                hits grounded opponents
                                ends in normal stance/Indian Sit
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
3            KD            KD             KD            KD             depends
------------------------------------------------------------------------------
The recovery time after this would be tragic... if not the possibility to 
enter Indian Sit afterwards. :)
 = ~3+4 (During 3rd hop)
It's great because it makes all what your opponent wants to throw at you whiff
Not to mention you're in Indian Sit Mode. :) Yeah. :)
During run Yoshi hit any move your opponent may do, but he/she can defend it
pressing "B" guard. It's not possible close to a wall, fortunately for Yoshi.
If there's no space where your opponent can back up, the run will hit! It's
a good tool for opponents standing up near a wall. :) No escape! Then you can
enter Indian Sit and SIT -> 1 Moonsault Slayer the lying opponent...
------------------------------------------------------------------------------
Name:               Command:           Damage:      Range:     Overal Rating:
Skull Splitter      PG -> 1+2          16           h          ****
------------------------------------------------------------------------------
Priority: very good
Distance: medium /close
Attributes: dodging: high-crush (mid-crush with little "help")
            position change: approaching move
            special attributes: Yoshi slightly tracks his enemy
                                dodges high moves
                                juggles on CH
                                Guard Break on block
                                ends in normal stance
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
18           -8            +6             X             KD                good
------------------------------------------------------------------------------
This move is in fact very good, but together with f+3+4 dive, it doesn't give
Yoshi a good mixup. It hits high. The dive is quite easy to spot... I wish 
1+2 was chargeable like in Soul Calibur 2 (where it could be a mid move)
It's a high-crush, and with a small addition of d~ duck at the beginning, it
can even evade some mid moves.

CH (1+2),1+2, f+1, b+1,1,(1),1, b+1, f+3              [dmg 57]  
CH (1+2),1+2, f+1, b+1,1,(1),1, b+1,1, f+3+4          [dmg 63]
------------------------------------------------------------------------------
Name:               Command:           Damage:      Range:     Overal Rating:
Flea Roo Kick       PG -> 3+4          30           m          ***
------------------------------------------------------------------------------
Priority: good
Distance: medium / close
Attributes: dodging: high-crush
            position change: stationary move
            special attributes: Juggles on hit, even crouching opponents.
                                ends in normal stance
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
37           -16           KD             KD            KD          quite good
------------------------------------------------------------------------------
Another good move which can suprise your opponent. As with all moves Yoshi
possesses, you can't become too predictable with it. By now it's punishable
on block (grrr...), we will see how it's gonna be in Tekken D.R.
------------------------------------------------------------------------------
Name:               Command:           Damage:      Range:     Overal Rating:
Flea to Indian Sit  PG -> D+3+4        --           --         *****
------------------------------------------------------------------------------
Priority: none
Distance: any, best - medium
Attributes: dodging: high-crush (like Indian Sit)
            position change: stationary move
            special attributes: Yoshi tracks his enemy, just as in SIT mode
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
--           --            --             --            --             awesome
------------------------------------------------------------------------------
This is a good stance switch that saved my Yoshi's end many times. Don't stay
in Indian Sit for too long, the Indian Sit stance is quite slow and so you
have to decide fast which move to use...
------------------------------------------------------------------------------
Name:               Command:           Damage:      Range:     Overal Rating:
Ducking Flea        PG -> ~d           --           --         *****
------------------------------------------------------------------------------
Priority: none
Distance: any, best - medium
Attributes: dodging: high-crush
            position change: stationary move
            special attributes: Yoshi DOESN'T track his enemy ... but the 
                                moves buffered into it actually DO track!
                                Doesn't activate the sword if previously it
                                was inactive
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
instant      --            --             --            --             awesome
------------------------------------------------------------------------------
The Ducking Flea can be very useful! It ducks high moves and links fluently 
to other Yoshi's moves, giving them extra delay and even more evading powers:
1+2, d~1+2
1+2, d~3+4
1+2, d~d+3+4...etc...
This input can save you from being hit if e.g. the jab series lasted longer
than you expected (like versus Nina...).
Mix up "d", "3" and "4" to do a crazy Yoshi Flea Dance, which causes a big
headache to anybody who tries to follow his moves :)
------------------------------------------------------------------------------
Name:               Command:           Damage:      Range:     Overal Rating:
Flea SideStep       PG -> 3 or 4       --           --         ****
------------------------------------------------------------------------------
Priority: none
Distance: any, best - medium
Attributes: dodging: yes, kind of...
            position change: moves to the side...
            special attributes: Yoshi tracks his enemy
                                sword active after it/activates the sword
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
instant      --            --             --            --             awesome
------------------------------------------------------------------------------
New Yoshi's move, probably to make Yoshi's Flea be more mobile... Yoshi does
a sidespin depending on input:
 - 4 input moves Yoshi to his right (logical, 4 is his right leg)
 - 3 input moves Yoshi to his left.
It's fast, but moves Yoshi a short distance... the dodging ability is quite
small, judging from my experience. Your best bet is to mix it up with "d"
duck for better results. Even continuous 3333 or 4444 won't help against a
couple of jabs, which track awesomely...

Just one thing: the "always face the opponent" ability is kinda screwed up...
It shouldn't be like this... in fact if your opponent sidesteps a lot, you
can sometimes find yourself backwards to the opponent after doing this move.
It sucks, really. Also, you're not spinning directly to the side, but always
slightly backwards, just like in b+3+4 dodging move. It should be fixed!
Also, it activates the sword after you hit someone with Flea and it became 
inactive. Keep it in mind. :)
------------------------------------------------------------------------------
Name:               Command:           Damage:      Range:     Overal Rating:
Flea Roll           PG -> f+1+2        --           --         *****
------------------------------------------------------------------------------
Priority: none
Distance: any, best - medium
Attributes: dodging: in the last stage of animation
            position change: approaching move
            special attributes: Yoshi tracks his enemy
                                Recovers FC
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
--           --            --             --            --             awesome
------------------------------------------------------------------------------
This is brand new motion from Pogo, and it's in fact very good! Yoshi enters
FC mode after it, which means he's in the "High-moves-proof" mode. The knee
(u/f+3) launched from this position will perfectly crush any high move thrown
at Yoshi. Doing FC,D/F+1 is also very handy. 
I use it mainly after Pogo Combos in exchange with f+3+4 Dive, or after Pogo
Hop (also in combos). In this way I safely approach my opponent who's usually
already quickrolling. Sets up awesome FC mind game.
You can do Pogo Roll also by pressing d~f while in Pogo.
------------------------------------------------------------------------------
Name:               Command:           Damage:      Range:     Overal Rating:
Flea Dive           PG -> f+3+4        25           L          *****
------------------------------------------------------------------------------
Priority: none
Distance: any, best - medium
Attributes: dodging: high-crush (even mid-crush with little "help")
            position change: approaching move
            special attributes: Yoshi tracks his enemy
                                Recovers KND
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
24           --            --             --            --             awesome
------------------------------------------------------------------------------
Great low move with medium risk-high reward. Sometimes after successful hit
you have KND 3 kick guaranteed. It's also precious combo ender with greatest
reach, which makes Flea combos powerful. 
It's itself a high-crush, but with addition of Flea Duck it can evade even
mid moves (d~f+3+4)
Great move, I like to mix it up with Flea Roll. :) Great reach and tracking! 
(I wish it remained like this in Tekken D.R.)
------------------------------------------------------------------------------
Name:               Command:           Damage:      Range:     Overal Rating:
Flea -> DGF         PG -> u+1+2        --           --         **
------------------------------------------------------------------------------
Priority: none
Distance: any, best - medium
Attributes: dodging: high-mid moves evader, low-crush
            position change: stationary move
            special attributes: Yoshi enters DGF
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
???          --            --             --            --             awesome
------------------------------------------------------------------------------
The stance switch to Dragonfly... mainly a show off, and if you don't want to
get hit out of it, use it mainly after combos. :) Rarely used by me, to be
honest...

***^_^***

Now some other little things that should be mentioned:

1.) If you happen to land BT in Flea, remember that you can still perform all
the Flea Rolls and Dives. Input the commands just as if your opponent was
still in front of Yoshi's face. (that is: input them reversed) It's the rule 
of all BT tricks, but anyway, I just want to remind you about this possibility
2.) You can end the Flea stance by pressing "b" command :) (too basic? :D )
3.) Flea's worst enemies are mid blows. Beat them by well-timed d~1+2 and 
d~f+3+4. 90% of mid blows (especially the distant ones) will get countered.



==============================================================================
= MEDITATION ARTS = [ shortcut: MED ]
= Moves starting from MEDITATION only. Command: (SS)+3+4 = 
------------------------------------------------------------------------------
Short description of this Stance:
The good, old, Flexible stance. Not that Flexible as Raven's b+3+4, but
anyway :) Be sure to have good controler to perform some of the most difficult
cancels, though...
The flexibility of this stance is visible in the ease of cancelling it.
You can cancel it by any direction:
 - u and d cancel causes Yoshi to enter the Walk mode.
 - f cancel will turn Yoshi around in the spot.
 - b cancel will turn Yoshi and at the same time, Yoshi will go backwards,
   taking a big step. Keep in mind that Yoshi's can't block immediately...
 - u,u or d,d - is another way to enter Walk mode. This step is highly evading
   and most recommended. Remember that you can't do SS moves out od it.
 - u,n,u or d,n,d - it's the sidestep. :)
 - b~d/b - it's the quick croush-turnaround, evades nicely and takes a huge
   step backwards. Better than the regular "b" cancel.
 - b~d,N or f~d,N - it's the instant WS from Meditation. Try to do f~d,n+2,
   looks really nice! It also evades nicely.
 - f~u/f~n - is BT recovery from Meditation.

 - 3+4, b,3+4, b,3+4, b,3+4... - Yoshi's HaHa step. Not that speedy as in T4.
By doing, 3+4,b, you take a bigger step backwards than by a simple backdash.
Useful from time to time. Also, it looks stylish. My fav way to back up!
 - 3+4, u,u+3+4, u,u+3+4 - another HaHa step :) 3+4, d,d+3+4 also looks OK.

By doing this, Yoshi retreats very fast and, if timed correctly, makes many of
the opponent's moves whiff. :) It's also very annoying to your opponent. :)
Moreover, if you do the cancel immediately:
 - 3+4, b~3+4
...Yoshi will turn 180 degrees, facing his opponent, but still in Meditation!
These little maneuvers are not only cool-looking, but also useful... read on!

Link to Meditation stance:
SS+4~3+4 (can be also performed SS+4~3)
==============================================================================
Name:               Command:           Damage:      Range:     Overal Rating:
Sword Hilt Healing  MED -> 1+2         10           !          **
------------------------------------------------------------------------------
Priority: eeeh, not very good
Distance: nose-to-nose
Attributes: dodging: no!
            position change: stationary move
            special attributes: Crumple Fall on hit, Yoshi regains 10 points 
                                of health, no matter it hits or not
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
30           KD            KD             KD            KD              tragic
------------------------------------------------------------------------------
Eeehh... a remaining from the past... this move remained slow and risky, you
have to time it right not to be hit. Not to mention... only 10 points of life
gained by such a slow move? A waste of time! If it was 20, then it would be
definitely worth doing, LOL. After the stun there's nothing you can do with
your opponent, as well... a show-off move, nothing more. I saw it once done by
one good Yoshi player... well, but it must be extremely well-timed, or you'll
lose over 10 points + CH ^_^ heh heh heh...
------------------------------------------------------------------------------
Name:               Command:           Damage:      Range:     Overal Rating:
Manji Backflip      MED -> 3+4         15           Sm         *****
------------------------------------------------------------------------------
Priority: very good
Distance: medium 
Attributes: dodging: low-crush in the last stage of animation
            position change: depends... :) approaching move
            special attributes: Juggles! Extremely good reach.
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
28~40        +2~[+14]      KD             KD            KD             awesome
------------------------------------------------------------------------------
And now a very good move! Its reach and ability to juggle even on the tip
of Yoshi's shoes will amaze you not once, not twice. :) In fact its
only disadvantages are slow wind-up time (which you can reduce by set-ups :)
and ease to Side Step by your opponent (but he must know it :). And here come
the rest of ADVANTAGES: visible advantage if blocked, BT mixups, 
it hits grounded opponents, travels far (hah, sometimes if your opponent 
sidesteps it, you can really mess around!), and once again: it juggles!!! 
(also: near a wall it causes wall splat...)
Here are some sample juggles:

(3+4),3+4, BT 3, d+2, WS+2                      [dmg 46, nice-looking]
(3+4),3+4, ~f, f+1, b+1,1,(1),1, b+1,1, f+3+4   [dmg 58]
(3+4),3+4, ~f, f+1, b+1,1,(1),1, b+1, f+3       [dmg 52]
(3+4),3+4~u/f+4, f+1, b+1, f+3                  [dmg 51]
(3+4),3+4~u/f+4, f+1, b+1,1,1, f+3+4            [dmg 63, hard]

... but what about follow-ups? You have a number of useful moves!
- (3+4),3+4~(BT)d+1 - it CAN'T be interrupted! But, of course, it can be 
  blocked or, even worse, parried. Anyway, opponents not familiar with Yoshi
  often fall prey to this! Not to mention you closed the gap between you and
  your opponent and have just began a custom string! (note: the punch is LOW!)
  Also, as for me, I couldn't crush it. :) So it can be only parried!
- (3+4),3+4,(BT)4 - it's for distance purposes: if you see the backflip won't
  reach your opponent and he has just began his retaliation maneuver, the BT 
  kick is very fast and has awesome priority, it will save you and inflict 
  some serious damage. But if you feel that it will be too slow...
- (3+4),3+4~d+3+4 - ...Indian Sit will evade 95% of moves your opponent may 
  want to throw at you. You sit backwards, of course: teleport immediately or
  do "2" Manji Spinning Backhands Backwards :P Show-off, neh?
- (3+4),3+4~u/f+4 - it's a juggling hopkick for all those who expect a low 
  punch. In this situation it's a very good move. Medium risk - high reward
  jugglestarter with powerful juggles... (see BT Hopkick table far above)
  In this case, it can be stopped ONLY by high punches! Great mixup with
  the low punch. I use it very often.
- (3+4),3+4~D/B+2,2,2 - try it!
- (3+4),3+4~U/F - a jump from BT position. :) I like it, especially if I 
  perform a backflip over lying opponent. Yoshi jumps on the other side,
  in this way... :) Well, it's very spontaneous... you have to see what
  your opponent is doing and act just to match his behaviour... :)
- (3+4),3+4~U/F+4 - it's a jumping hopkick in which Yoshi turns in the air
  to face his opponent. I use it at the farther medium distance as I think a 
  backflip will miss.

etc, etc... 
------------------------------------------------------------------------------
Name:               Command:           Damage:      Range:     Overal Rating:
Harakiri            MED -> 1+4         60           !          *
------------------------------------------------------------------------------
Priority: good
Distance: nose-to-nose 
Attributes: dodging: no
            position change: stationary move
            special attributes: well... damages Yoshimitsu for 60 points, too
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
29           KD            KD             KD            KD            tragic:)
------------------------------------------------------------------------------
3+4,1+4~b+1 is an interesting thing to do. Stabbing Yoshi and opponent at the 
same time results into about 60dmg points, and even if you whiff, the
~B+1 extensions makes Yoshi linger for quite a long time. If your opponent
attacks you while Yoshi is standing, he'll surely get nailed on the exposed
sword for about 20 points for damage. Stylish but also RISKY way to finish
your opponent with low lifebar. Just examine the lifebars well!
------------------------------------------------------------------------------
                === UNCONVENTIONAL  BUFFERED  EXTENSIONS ===
------------------------------------------------------------------------------
And here we go with Meditation's sweetest thingies - a pure fun - MED buffers!
       [P.S. "f" command means "towards your opponent", just in case...]
[P.S.2 Don't forget that "_" mark means "or", e.g. "b_f+1" means "b+1 or f+1"]
------------------------------------------------------------------------------
MED -> Manji Backhand 2 
       Notation - [ (3+4), f+2 or b+2 ]               [ range: h, damage: 15 ]
       (for frame data: see the special arts above)
I have mentioned the uses of this backhand already in its table: it has great
reach and guarantees after it, adding that the recovery time if blocked is not
bad after all. :) A nice move, use it! ^_^ But ...just don't whiff it, OK? :P

MED -> Turning high punch
       Notation - [ (3+4), b_f+1 ]                   [ range: h, damage: 12 ]
Well, just a turning jab... not that useful, but in fact faster than bufered
MED BT Kick... sometimes it will be more handy.

MED -> Turning high kick
       Notation - [ (3+4), b_f+4 ]                    [ range: h, damage: 25 ]
Hah, the best move with highest "priority/reach" average. :) It will stop 
opponents rushing-in many, many times. :) My favourite "keep-away". :) It's
funny and taunting to gain life in front of your opponent, and kick him away
as he tries to disturb you... ^_^ LOL

MED -> Perilous Spirit                                
       Notation - [ (3+4), b_f+3 ]                    [ range: m, damage: 22 ]
Well, it's a good move to use out of a sudden, if you happened to be either
very close to your opponent, or far away. BT Flash is nice after it. Remember
that this move is a great low-crusher, you can use this if you noticed that
somebody wants to low-sweep poor Yoshi.

MED -> Turning low jab
       Notation - [ (3+4), b~d/b+1_2 or f~d/f+1_2 ]   [ range: l, damage: 10 ]
Yeah, it's one of Yoshi's best follow-ups! The low punch can stop everything!
It has only one disadvantage: you have to have a very good controller to do
this move constantly and be sure it won't fail in the worst moment...
My little piece of advice: myself I found out the "f" buffers to be more
reliable, it's because Yoshi turns around slower with "f" input than with "b"
input, and so (I think) you have more time to input a command.

MED -> Turning low kick
       Notation - [ (3+4), b~d/b+3_4 or f~d/f+3_4 ]   [ range: L, damage: 5 ]
Well, slower than low punch... not recommended unless you're bored with the
punch... :) Just a possibility. 

MED -> Backturned recovery
       Notation - [ (3+4), f~u/f~n ]                  [ range: -, damage: - ]
(also mentioned in Meditation Introduction)
A very nice tool to begin Yoshi's "fox step" miscellaneous techniques. Yoshi
just recovers in BT stance! The notation must be very fast, and again: if you
have bad controller, you won't manage to do this. It's a very fast motion 
from f to u/f, ending directly on u/f!
From this you can do D/B+2,2,.. Spins backwards, a jump forward with hopkick, 
or just Sit... anything! A show-off move, and be sure you're safe: there's
always a possibility that you can miss the timing...

MED -> Buffered BT hopkick
       Notation - [ (3+4), f~u/f+4 ]                  [ range: m, damage: 25 ]
Yeah, a hopkick from Meditation is in fact possible! It looks just like a
standard BT hopkick, and juggles as well. :) Just note you have to time it 
right, as always. See BT Hopkick Table somewhere above for more details.
This is one of the best Meditation Cancels/Buffers (or how to call them).

MED -> Buffered BT jumping hopkick
       Notation - [ (3+4), f~U/F+4 ]                  [ range: m, damage: 25 ]
And now my favourite buffer at the distance! I love it especially after two
"Steps" 3+4, b,3+4, it's enough to encourage the opponent to attack. It closes
the gap between Yoshi and his enemy, takes some serious damage, and even can
cause a weird KD with a little juggle guaranteed :) See Jumping Hopkick Table
above. :) Not to mention it's suprising and cool-looking!

MED -> Buffered BT jumping stun kick
       Notation - [ (3+4), f~U/F,N,3 ]                [ range: m, damage: 25 ]
The kick worth mentioning because of its stunning capabilities, but in fact
it's slow and many people seeing Yoshi in the air will block on reaction. The
above jumping hopkick is more suprising due to it's speed. You can try... :)
but at your own risk :P

MED -> Buffered BT jumping low kick
       Notation - [ (3+4), f~U/F,N,3 ]                [ range: L, damage: 12 ]
You have to wait longer during "N" neutral command, just perform it "on the
way down". Or input "N,d+3", it also works :). This kick is for all those who
will block on reaction seeing Yoshi in the air, he heh. :) It also hits 
grounded opponents, just to remind you. On hit you can follow it up with Sword
Sweep, it's rarely escaped. But anyway, people that know the timing of all 
jumping stuff will predict what's coming and block it... it's not very hard,
but in fact only expert players will anticipate it. :)

All jumping stuff may be performed by f~U/F+"blah-blah" command :)

                     ============ HARD STUFF! ============

MED -> Buffered BT Sit backwards            MED -> Buffered BT Flea backwards
       Notation - [ (3+4), f~d+3+4 ]        Notation - [ (3+4), f~1+2 ]    

...it can be done, but it's very difficult. Wish it was coded in the next
Tekken! Let's say: simple d+3+4 and u+1+2 from Meditation... Namco!!!! ^_^
Soul Calibur can't be better, but Tekken in fact CAN! More effort to Tekken!

------------------------------------------------------------------------------
   ===== Meditation turn around to Meditation extensions! 3+4, b~3+4 =====
------------------------------------------------------------------------------

Small note: do these trick ONLY if you have a window to do this! Play safely, 
risk only if it's worth taking it! The extensions below are mainly for fun!

 - 3+4, b~3+4, f~u/f+3      => Meditation Forward to Samurai Knee
It's the fastest extension and your main keep-away if you notice that your 
opponent rushes at you. BOOM! ... and juggle :) Good move, and easy one.

 - 3+4, b~3+4, D/B ~+1      => Meditation Forward to Approach-Low punch
Fun, pure fun! If your opponent doesn't know what's going on, you can
approach him in a funny way and start a custom string from a turning low
punch! Adding that if you hit D/B, Yoshi will crouch under all high
attacks. Nice maneuver, but if you think you won't manage to do this (small
window), always be ready to launch Samurai Knee. This example is not a 
buffer, but a funny way to use Meditation Forward properties.
And remember:
To approach opponent from Meditation forward you press "b"
To turn around in the spot you press "f"

 - 3+4, b~3+4, f~D/B+2,2.. => Meditation Forward to Spin Backwards
Show off! Nice way to begin fox step techniques. Try it!

 - 3+4, b~3+4, f~4~3        => Meditation Forward to Roo Kick Backwards
You can also do a "b" version, doing a sway to your opponent, and 
immediately a Roo Kick backwards... funny move, mainly to avoid high
attacks and laugh at your opponent, also after evading you have always
Yoshi's BT options: low punch, BT Kick...

 - 3+4, b~3+4, f~u/f+4      => Meditation Forward to Avoiding the Puddle
This Keep-away is slower than Samurai Knee and doesn't evade high attacks...
but it evades the low ones! Use it with caution, though.

 - 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
What can I say, show-off! The most useful is Deathcopter Trick: not only you
suprised your opponent with a Deathcopter, but you flied behind him! ^_^

 - 3+4, b~3+4, f~U/F+4      => Meditation Forward to Jumping Hopkick
Good move! Yeah, I like all these Yoshi's jumpkicks... but if only they had
even better recovery time... let's say: [ -5 Badv! ]. PLEASE?! ^_^

 - 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...

Fun, fun, fun! Show your opponent that you're not afraid of him/her! Yeah, 
Yoshi is a sort of a character that fears NOT losing energy. :) 
Of course it's not all what Yoshi can do from this stance... experiment!

3+4, b~3+4, f~u/f+3+4,b+1... => Meditation Forward -> Poison Wind 
3+4, b~3+4, f~u/f~u+1+2 => Meditation Forward -> DGF 
3+4, b~3+4, f~u/f~u+3+4 => Meditation Forward -> Guillotine Crow Kick; etc...
------------------------------------------------------------------------------



==============================================================================
= DRAGONFLY ARTS = [ shortcut: DGF ]
= Moves starting from DRAGONFLY only. Command: u+1+2 = 
------------------------------------------------------------------------------
Short description of this Stance:
The newest Yoshimitsu's stance is very interesting although not mobile at all.
Who said you have to stay in it for a long time, though? It has good 
(hah, great!) uses and it leads to powerful combos. Not to mention the whole 
stance is a one, big low-crushing movement.
 - b or f - You can move slightly forward and backwards
 - d - it's the stance cancel, very fast one.
 - D,n - it's the sidestep, quite handy and useful.

You can also try the Rainbow Drop while in Dragonfly stance:
 - u+1+2, QCB+1+2 - comes out quite fast :)
Another nice trick is to do DGF~SS+(move) (SS+1 most of the time). It evades
many moves thrown at Yoshi. Also, this move can be easily buffered in BT
tricks, and doing it from FC position doesn't execute unexpected moves.

Links to Dragonfly stance:
- u/f+3+4~1+2
- 1+2, u+1+2
- u/f+1+2, 1+2
- u/f+1+2~b,1+2
==============================================================================
Name:               Command:           Damage:      Range:     Overal Rating:
Dragonfly Slice     DGF 1              15 (Cl 21)   !          *****
------------------------------------------------------------------------------
Priority: good
Distance: nose-to-nose 
Attributes: dodging: low-crush
            position change: stationary move
            special attributes: Stuns on Clean Hit, juggles possible.
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
30           KD            KD             KD            KD            tragic:)
------------------------------------------------------------------------------
A very good move to be mixed with DGF 3. It is a great pair of moves because
DGF itself tends to scare people. Not only this, some players may want to 
block DGF 3 to exploit the disadvantage: and so they end up eating DGF 1.
If used correctly, DGF 1 becomes a tool of destruction.

Sample, easy combo if it connects on Clean Hit:
DGF 1, d/f+1,2,D/B+2,(2),2,(2),2              [dmg 50]
------------------------------------------------------------------------------
Name:               Command:           Damage:      Range:     Overal Rating:
Dragonfly Uppercut  DGF 2              15           m          ****
------------------------------------------------------------------------------
Priority: good
Distance: nose-to-nose 
Attributes: dodging: low-crush
            position change: stationary move
            special attributes: Juggles on hit.
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
16           +4            KD             x             KD                good
------------------------------------------------------------------------------
This is a nice move, but also quite risky. Mainly used to hit opponents 
rushing at Yoshi. If you get it blocked, immediately cancel it to standing
position not to get punished. (~d) Nice juggles are possible:

DGF 2,2,2,4                                [dmg 44]
DGF 2~d, f+1, b+1,1,(1),1, b+1, f+3        [dmg 53]
DGF 2~d, f+1, b+1,1,(1),1, b+1,1, f+3+4    [dmg 59] 

To sum up: an O.K. move, but it could be slightly faster...
------------------------------------------------------------------------------
Name:               Command:           Damage:      Range:     Overal Rating:
Dragonfly Sweep     DGF 3              22           L          *****
------------------------------------------------------------------------------
Priority: good
Distance: nose-to-nose 
Attributes: dodging: NO! (it DOESN'T low-crush, only DGF does)
            position change: stationary move
            special attributes: Juggles on hit, hits grounded opponents
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
22           -22           KD             KD             KD             tragic
------------------------------------------------------------------------------
Great move, and I don't care it's risky. The risk is worth taking it. It's
especially deadly in connection with DGF 1 or even DGF 4. The only
disadvantage is small reach... and of course recovery on block. Must use!

DGF 3, d/f+1,2,D/B+2,(2),2,(2),2          [dmg 51]

This move also tends to hit sidesteppers to Yoshi's right. (NOT Sidewalkers!)
------------------------------------------------------------------------------
Name:               Command:           Damage:      Range:     Overal Rating:
Dragonfly Twist     DGF 4              25           m          *****
------------------------------------------------------------------------------
Priority: good
Distance: nose-to-nose 
Attributes: dodging: NO! (it DOESN'T low-crush, only DGF does)
            position change: stationary move
            special attributes: Juggles on CH, OSB on hit
Parameters: 
[F Hit]      [B Adv]       [H Adv]        [Hc Adv]      [Ch Adv]       [WFrec]
19           -6            -2             ??            KD              decent
------------------------------------------------------------------------------
Another great move that catches sidesteppers, mainly to Yoshi's left. On CH
leads to powerful juggles. It also hits mid and is safe on block. Nothing more
to say, just use it! BUT... beware the range, it's pretty poor.

CH DGF 4, f+3,3                                [dmg 57]
CH DGF 4, f+4,4,4                              [dmg 60]
CH DGF 4, f,f+1, b+1,1,(1),1, b+1, f+3         [dmg 68]
CH DGF 4, f,f+1, b+1,1,(1),1, b+1,1, f+3+4     [dmg 74]

*****^_^******

Other Dragonfly hints:
1.) This stance is especially deadly near the wall. More in Strategy section.
2.) To make sure you won't miss, align yourself by holding "f" before doing
    the DGF move. Without this, DGF 1 tends to miss very often, it's linear.
------------------------------------------------------------------------------


==============================================================================
= [7] :: Advanced Strategy & Tricks ::
==============================================================================

You already know the moves and some juggles. You learned some little setups
and sets of moves that flows well together. Now it's time for something
"bigger" :) The Strategy.
Planning the Strategy that would be max-effective is a very difficult task.
Surely I made some mistakes or didn't take something into consideration, so
I ask you for feedback. If you discovered something useful and not mentioned
here, I would be glad to hear!

------------------------------------------------------------------------------
 == Strategy: Introduction ==
------------------------------------------------------------------------------

General rules:
1.) Yoshimitsu is NOT born for offensive in this game (Tekken 5). 
  His strategy shouldn't be BASED on this way of playing.
2.) You attack because you want:
- to gain advantage for next offensive tactics
- juggle your opponent and keep the pressure
- read your opponent and predict his moves so that you will counter him 
  (using "crushing" moves)
- to exploit opponent's disadvantage/whiffed move
3.) You start offensive:
- after gaining advantage by hitting your opponent
- after countering/juggling/forestalling your opponent
4.) If you get blocked:
- you try to read your opponent and counter/block/parry his possible 
  retaliation
- try to retreat and attack again from a distance
5.) If you hit your opponent:
- with a regular move: keep the offensive or try to read opponent's intentions.
  If he wants to block, use unblockables.
- with a jugglestarter: be awared of your surroundings and do a juggle that 
  will send your opponent as far to the wall as possible (or juggle him up the 
  wall to score extra damage). Alternatively, use it as a setup for okizeme.
6.) Use a set of moves that you think will always pressure your opponent 
  (cover the distance between Yoshi and opponent), such as Kamikaze versus 
  backdashers (will catch them if they are careless).
7.) Force to block with fast moves, exploit their fear of damage with 
  unblockables.

This is the general Strategy. Now we have small-scale strategy and large-scale 
strategy. Small strats are just sets of moves that are "likely to hit" 
(popularly called "set-ups").
Large-scale strategy is how to make these set-ups work...

------------------------------------------------------------------------------
 == Different types of movement ==
------------------------------------------------------------------------------

Yoshimitsu doesn't have sways or crouch dashes. We have to play using the 
tools we have received. There are many types of Yoshimitsu movement:

 (.1.) Don't move unless you want to do something.
You can move forward or backwards, but it doesn't require sidesteps unless
it's neccessary (e.g. we want to pull off SS move). This style of movement is
good if you want to have a "clean" room for execution of such moves as
1+4 flash, b+3+4 spinning evade. 

 (.2.) Move smoothly to deconcentrate your opponent.
This is my favourite style of movement. At any point you have access to 
Yoshi's Sidestep moves. Chained dashes, backdashes and sidesteps make Yoshi
be very mobile. You can cancel them at any point with block, low block or
parry. There's also a special type of movement called "Stair stepping":

b~d/b~d, b~d/b~d, b~d/b~d, etc, or:
b~u/b~u, b~u/b~u, b~u/b~u, etc, or:
f~u/f~u, f~u/f~u, f~u/f~u, etc, or:
f~d/f~d, f~d/f~d, f~d/f~d, etc.

What's the point in these inputs? It's a very fast sidestep cancelling,
looking like one, fluid motion to the side. (the "u/f" or "u/b" directions
aren't neccessary, but actually you have to pass through them to input the
last command quickly.) The downside of using this type of movement is the 
fact that you have to be awared which move you want to execute. "Stair 
stepping" buffer the QCB and QCF motions easily. And so:

- b~d/b~d, b~d/b~d, b+1+2 will perform QCB+1+2 not b+1+2
- f~d/f~d, f~d/f~d, f+1+2 will perform QCF+2, not f+1+2

So if You want to perform b+1+2, you must either enter the walk mode, cancel
the stepping by pressing the opposite command or use the different "Stair
stepping" technique, for example:

- f~d/f~d, f~d/f~d, b+1+2 will give you b+1+2
- b~d/b~d, b~d/b~d, f+1+2 will give you f+1+2

There are no such problems with the "Stair stepping" in which you end in
the "u" direction (Sidestep to the background). You can also use the QCF 
and QCB buffering to your advantage. Examples:

 - b~d/b~d, b~d/b~d, b+1+2 will give you QCB+1+2. It's worth remembering,
because doing continuous "Stepping" aside, you can press b+1+2 at any 
moment and perform Rainbow Drop.
 - b~d/b~d, b~d/b~d, f,f~b+1+2 will give you dash forward and buffered
Rainbow Drop! (It's similar to QCB,f,f~b+1+2 buffer, but done out of
the "Stair Stepping" technique)
 - f~d/f~d, f~d/f~d, f+1 will give you QCF+1
 - f~d/f~d, f~d/f~d, f+2 will give you QCF+2
 - b~d/b~d, b~d/b~d~D - here and there you can switch to Walk mode to
enhance your evading capabilities.
 - b~d/b~d, b~d/b~d~D/F+3 - you can enter FC almost unnoticed and execute
e.g. Lunging Sweep from this position. The "S. Stepping" is a motion that
distracts your opponent very well.
 - b~d/b~d, b~d/b~d, b+3+4 - is a great evasion technique.

Another great evasive technique is short sidestep-walk. It's like doing a
standard Walk with a quick cancel, by using a command u,n~U,N. This type
of movement evades even better than any sidestep. It's used especially
in the middle of opponent's custom string. (for example: most WS moves
don't track SS too well, use it:) ) SS-Walk can be beaten by any good
ss-hitting move. As for Yoshi, it's also very good. After successful SS
I recommend using u/f+3 for a free juggle.

 (.3.) Moving with the Arts
Yoshimitsu has the arts thanks to which he can approach his opponent or
retreat very fast. Here they are, the most useful ones:

Approach tools:
- D/B+2,2,2,2,2 spins (with different beginnings)
- b+1,1,1 spis, especially with d/b+3,3,4_d+3+4 ending.
- d/b+3,3,4 little series of spins.
- f+3+4 at the proper distance.
- f,f+1+2 with extensions.
- f,f+1+4 with a proper setup.
- 1+2, f+1+2 Flea Roll.
- u/f+3+4~1+2~d, being also the DGF launcher without a cancel.
- 3+4,3+4 back handspring.
- d/f+1,1,(1,1)

Retreat tools:
- b+3+4
- u/b~b classic handsrping
- D/B+1+2~3_4 new way of retreat
- f+3+4~b Manji Retreat

This is of course not all. Yoshimitsu's arts in general move himself forward.
There are also the arts which specifically evade opponent's attacks, like
u+3+4 or b+1+2. Yoshimitsu also possesses arts which are executed in the spot.

The balanced movement requires all types listed above, depending on 
situation. "Stair stepping" is a defensive technique that helps you find 
best position to unleash the attack. Moving with the Arts is rather offensive
and requires a good evaluation of spacing. Starting the spins too far away
may result in being countered by experienced opponent. "Doing nothing" is 
useful if you want to focus on opponent's movement, and try to counter him,
parry low moves or evade his attack. You can also simply attack from the
distance, using d/f+2 for example. Use the type that best suits your style :)

------------------------------------------------------------------------------
 == BackTurned Stance ==
------------------------------------------------------------------------------

Yoshi's BT position is even stronger in Tekken 5, even without having a direct
BT Flea (which is as for me a big mistake). You have to buffer a lot of moves 
to have them executed in BT, but some of them don't need buffering. In my 
opinion, Yoshi would be much more effective with programmed BT commands. 
Buffering isn't a good option sometimes because your opponent knows where you 
can buffer what, and so he knows the timing. It doesn't suprise your enemy 
at all. Also, Yoshi needs a strong low-hitter from BT...
Fortunately, Yoshi's BT Stance is not that bad. :) 

Yoshimitsu can switch to BT (BackTurned) Stance after: 

- f,f+1+2 Solar Kick BT extensions 
- WS+2 
- teleport in place d+3+4,f 
- teleport d+3+4,2 if your opponent is running at you 
- jump-over opponent 
- after missing with f+3+4 (having it side stepped/quick-rolled)
- after having d+3+4,3,(3+4) side stepped. 
- after having f,f+3+4,1+2,(3+4) side stepped. 
- 3+4~f~u/f~n 
- 3+4,3+4 
- 3+4,f+3 
- 3+4,b~3+4,f (turn around out of Meditation forward) 
- BT 3 (stays in BT) 
- BT D/B+2,2,2... (stays in BT) 
- BT DGF (stays in BT) 
- BT Indian Sit (stays in BT) 
- BT Flea (stays in BT, but rarely seen in T5) 
- BT Bad Breath (stays in BT) 
- BT f,f+1+2,u+2+3 extensions (stays in BT) 
- BT u+1+4 (stays in BT) 
- BT 1+2+3 (stays in BT, but has no uses) 
- going on the other side over lying opponent by u+1+2 
- f,f,n,1+4 Confusion 
- f+3+4~b,U/F~n (Kamikaze cancel and Kamikaze timed BT moves)

------------------------------------------------------------------------------
Standard moves that can be done any place in BT (without buffering): 

(*)BT~D/B+2,2,2,2
BT~3
BT~4
BT~2
(*)BT~u+1+4
BT~d+3+4
BT~d+1+4
BT~1+2+3
and other... (low punch (d+1), low kick (d+4), hopkick (U/F+4)... etc.)

(*) This is "nearly at the same time" input. You press the direction one frame 
faster, hold it and then the buttons... require some practice) 
------------------------------------------------------------------------------
Solar Kick (f,f+1+2) and extensions 

All the lowkicks, hopkicks, low jabs etc. are working, besides Flash u+1+4... 
because this command is already busy. You can wait a little anyway... 
but I would not recommend it.

Solar Kick Soul Siphon: f,F+1+2~1+4 
Solar Kick Possession: f,F+1+2~F+1+4 
Solar Kick Evasive Sidespin: f,F+1+2~b+3+4,3+4... 
Solar Kick Evasive Sidespin to Solar kick backwards: f,F+1+2~b+3+4~f,F+1+2 
Solar Kick Evasive Sidespin to Shark Attack: f,F+1+2~b+3+4~f,F+3+4,1+2,3+4 
Solar Kick Manji Spin Slaps backwards: f,F+1+2~D/B+2,2,2,2 
Solar Kick Deathcopter: f,F+1+2~U/B+1+2 (etc) 
Solar Kick DGF: f,F+1+2~u+1+2 
Solar Kick Sit f,F+1+2~d+3+4 
Solar Kick Sword Impale: f,F+1+2~u+2+3 
Solar Kick Sword Spin: f,F+1+2~u+2+3,1 
Solar Kick Sword Spin~Cancel: f,F+1+2~u+2+3,1~b,b 
Solar Kick Ochimusha Hunter: f,F+1+2~u+2+3,1+2 
Solar Kick Sword Slash: f,F+1+2~D/B+1 
Solar Kick Moonsault Slayer f,F+1+2~QCF+1 
Solar Kick Bad Breath: f,F+1+2~n~D/B+1+2~any 
(wait a second after SolKick to execute Bad Breath)
Anyway, Bad Breath, DGF, BT Sword Impale (and ext.) and Sword Slash can be 
buffered after any Move that leave you in BT.

Something to train:
WS+2, BT 3~D/B+2,2,2, BT d+3+4~2, BT u+1+4~D/B+1+2~3 
------------------------------------------------------------------------------

Although Yoshi's BT is not that accurate as it was in Tekken 4 (especially 
because of the camera which isn't very mobile... sometimes you won't know 
whether you're already in BT or not. Wanting to do BT 3 and doing 
long-recovering 3 instead isn't a good option...), knowing Yoshi's BT is 
essential because you'll find yourself in this position many, many times. 
That's why I separated BT Stance from other stances. You might think it's not 
too much, but if you want to learn it all, you'll have to spend a longer 
while with Yoshi. Knowing where to do what is also important. For example, 
BT 3 is low crushing but has poor range, BT 4 is quick but hits high... 
sometimes it will be better just to do a fast sidestep rather than attack. 
Sometimes your opponent will be so far away that you can suprise him with 
jumping attacks from BT. You have to gain experience.

------------------------------------------------------------------------------
 == Anti-strategies (anti-ss, backdash) ==
------------------------------------------------------------------------------

!!!=DELETED=!!!

------------------------------------------------------------------------------
 == Shortening the distance (balanced attack) ==
------------------------------------------------------------------------------

!!!=DELETED=!!!

------------------------------------------------------------------------------
 == Encouraging and countering (counter-defensive strategy) ==
------------------------------------------------------------------------------

!!!=DELETED=!!!


== Encouraging type of Defensive
------------------------------------------------------------------------------

!!!=DELETED=!!!

== Strategic value of low punch and d/b+1~f FC cancel
------------------------------------------------------------------------------

!!!=DELETED=!!!

------------------------------------------------------------------------------
 == Even more custom strings ==
------------------------------------------------------------------------------

!!!=DELETED=!!!

------------------------------------------------------------------------------
 == Juggles and okizeme always go together ==
------------------------------------------------------------------------------

...if only you don't see a wall ahead. :) Here I want to introduce you my
style of Yoshimitsu's okizeme game, and also other Wake-up games that I
happened to see (and test myself). 

First, let's take a look at the spinning patterns Yoshi has after JG-starters.
Then, we'll see what finishers matches the spinning patterns and which are
okizeme-friendly. I don't count the d/f+1,2,D/B+2,2,2 spinning patterns.
Of course the patterns I listed aren't all which are possible. :)

Starter (spins):                             Distance:
d/f+2
- f+1, b+1,1,(1),1,                          [close]
- f+1, b+1,1,(1),1, b+1,                     [medium]
- f+1, b+1,1,(1),1, b+1,1,                   [far]
- d/f+2, b+1,(1),1,(1),1,                    [close]
- d/f+2, b+1,(1),1,(1),1, b+1,               [medium]
- b+1,(1),1, b+1,1,                          [close]
- b+1,(1),1, b+1,1,(1,1),1,                  [close]
- b+1,(1),1, b+1,1, b+1,                     [medium/far]
- b+1,(1),1, b+1,1,(1,1),1, b+1,             [far]
- ~SSR, B+1,1,(1),1, b+1,1,(1,1),1,          [medium]

u/f+3
- f+1, b+1,1,(1),1,                          [close]
- f+1, b+1,1,(1),1, b+1,                     [medium]
- f+1, b+1,1,(1),1, b+1,1,                   [far]

d/f+2 (in the back)
- b+1,(1),1, b+1,1,(1),1,                    [medium]
- b+1,(1),1, b+1,1,(1),1, b+1,               [far]
- d/f+2, b+1,(1),1,(1),1, b+1,               [medium]
- d/f+2, b+1,(1),1,(1),1, b+1,(1),1,         [far]

BT u/f+4
- b+1,1, b+1,1,(1),1,                        [medium]
- b+1,1, b+1,1,(1),1, b+1,                   [far]
- b+1,1,(1),1, b+1,1,                        [medium]
- b+1,1,(1),1, b+1,1, b+1,                   [far]

3+4,3+4
- ~f, f+1, b+1,1,(1),1,                      [close]
- ~f, f+1, b+1,1,(1),1, b+1                  [medium]
- ~f, f+1, b+1,1,(1),1, b+1,1,               [far]

4~3
- ~b,b, b+1,1, b+1,1,(1),1,                  [medium]
- ~b,b, b+1,1, b+1,1,(1),1, b+1,             [far]

CH SS+1
- f+1, b+1,1,(1),1,                          [close]
- f+1, b+1,1,(1),1, b+1,                     [medium]

D/B+1+2~1(far), DGF 2, CH SS+4, CH DGF 4
- standard u/f+3 spinning patterns           [varies]

JUGGLE FINISHERS:
[very close] - d/f+1,1,(1) (not commonly used, works after 2 or 3 spins)
[close] - d/f+3,(1), u/f+4, (all below)
[medium] - f+3, f,f+2, (all below)  [+ u/f+3, d/f+2, not used though]
[medium/far] - all above and below
[far] - f,f+4, f+3+4,

For semi-bigs and bigs (see section above for character division), the 
finishers marked as [close] work also for juggles that leave your opponent in
the [medium] distance. This rule is not true for [medium/far] juggles.

Which of these finishers are Okizeme-friendly? All of them which recover quite
fast and leave you close to your opponent. So, f+3 and f+3+4 don't match
this category, and f,f+4 is quite difficult to use in Wake-up game due to
big recovery. Also, the amount of spins counts in the wake-up game, too many
of them will push our opponent far away even if we use okizeme-friendly
finisher. The spinning patterns that leave us [close] are the best.
(and, of course, the [medium] juggles versus bigger characters)

What about d/f+1,2,D/B+2,2,2... juggles? As far as you don't spin to diziness,
they are also Okizeme-friendly due to fast recovery. Isn't it great? :)

INFAMOUS YOSHI'S OKIZEME
------------------------------------------------------------------------------

!!!=DELETED=!!!

------------------------------------------------------------------------------
 == Spacing, arenas breakout ==
------------------------------------------------------------------------------

This section was created thanks to yme, whose parts of work are included into
the strategies below. Big thanks! These sample juggles were created to give
you a better view on the spacing in each stage. Sometimes juggling your 
opponent to the wall means victory.

THE CHARACTERS
-----------------
Very Big [Jack 5, Kuma]
big      [Marduk, Feng Wei, King]
semi-big [Bryan, Steve, Heihachi, and other similar.]
normal   [Jin, Kazuya, Yoshi, and other similar.]
small    [Julia, Ling, Wang] 

THE STAGES
----------------
LONG:
Cathedral, Waterfall, Final frontier[the longest], Pirate's Cave, Poolside

SHORT:
Urban Jungle, Secret Garden, Hell's Gate, Acid Rain

PLAYER POSITION
----------------
only Player1 juggles so far.

--------------------
Burning Temple:
--------------------
Player1 side:

[ALL]:
d/f+2, b+1,(1),1, b+1,1,(1),1, b+1, [W] f,f~d/b+2,2,2... [85 points]
d/f+2, b+1,(1),1,(1),1, b+1,1,(1,1),1, [W] f+2~d/b+2,2,2... [94 points]
u/f+3, f+1, b+1,1,(1),1, b+1, [W] d/f+1,2~d/b+2,2,2... [95 points]

--------------------
Hell's Gate:
--------------------
Player1 side: 

[ALL]:
d/f+2, b+1,(1),1, b+1,1,(1),1, b+1, [W] f,f~d/b+2,2,2... [85 points]
d/f+2, b+1,(1),1,(1),1, b+1,1,(1,1),1, [W] f+2~d/b+2,2,2... [94 points]
u/f+3, f+1, b+1,1,(1),1, b+1, [W] d/f+1,2~d/b+2,2,2... [95 points]

--------------------
Acid Rain:
--------------------
Player1 side: 

[ALL]:
d/f+2, b+1,(1),1, b+1,1,(1),1, b+1, [W] f,f~d/b+2,2,2... [85 points]
d/f+2, b+1,(1),1,(1),1, b+1,1,(1,1),1, [W] f+2~d/b+2,2,2... [94 points]
u/f+3, f+1, b+1,1,(1),1, b+1, [W] d/f+1,2~d/b+2,2,2... [95 points]

--------------------
Secret Garden:
--------------------
Player1 side:

[ALL]:
d/f+2, b+1,(1),1, b+1,1,(1),1, b+1, [W] f,f~d/b+2,2,2... [85 points]
d/f+2, b+1,(1),1,(1),1, b+1,1,(1,1),1, [W] f+2~d/b+2,2,2... [94 points]
u/f+3, f+1, b+1,1,(1),1, b+1, [W] d/f+1,2~d/b+2,2,2... [95 points]

--------------------
Urban Jungle:
--------------------
Player1 side:

[ALL]
d/f+2, b+1,(1),1, b+1,1,(1),1, b+1, [W] f,f~d/b+2,2,2... [85 points]
u/f+3, f+1, b+1,1,(1),1, b+1 [w] d/f+1,2~d/b+2,2,2...[95 points]
d/f+2, b+1,(1),1,(1),1, b+1,1,(1,1),1, [w] f+2~d/b+2,2,2... [94 points]

--------------------
Cathedral:
--------------------
Player1 side: 

[ALL]
d/f+2, b+1,(1),1,(1),1, b+1,1,(1,1),1, d/f+1,2~d/b+2,2,2... [101 points]

--------------------
Poolside:
--------------------
Player1 side: 

[ALL]
d/f+2, d/f+2, b+1,(1),1,(1),1, b+1, d/f+1,2~D/B+2,2,2... [98 points]
[big]
d/f+2, b+1,(1),1,(1),1, b+1,1,(1,1),1, F,n, f+2~d/b+2,2,2...[85 points]

--------------------
Waterfall:
--------------------
Player1 side: 

[small-normal-semi-big, ...Very Big(d/f+1 miss)] 
d/f+2, b+1,(1),1,(1),1, b+1,1,(1,1),1, d/f+1,2~d/b+2,2,2... [101 points]
[big]
d/f+2, b+1,(1),1,(1),1, b+1,1,(1,1),1, f,f~D/B+2,2,2,2...[85 points]

--------------------
City at Sunset:
--------------------
Player1 side:

[small-normal-semi-big, ...Very Big(d/f+1 miss)] 
d/f+2, b+1,(1),1,(1),1, b+1,1,(1,1),1, d/f+1,2~d/b+2,2,2... [101 points]
[big]
d/f+2, b+1,(1),1,(1),1, b+1,1,(1,1),1, f,f~D/B+2,2,2,2...[85 points]

--------------------
Dragon's Nest:
--------------------
Player1 side: 

[ALL]
u/f+3, f+1, b+1,1,(1),1, b+1, d/f+1,2, d/b+2,2,2...[95 points]
d/f+2, b+1,(1),1,(1),1, b+1,1,(1,1),1, f+2~d/b+2,2,2...[94 points]

--------------------
Pirate's Cave:
--------------------
Player1 side:

[ALL]
d/f+2, b+1,(1),1,(1),1, b+1,1,(1,1),1, d/f+1,2~d/b+2,2,2...[101 points]

--------------------
Final Frontier:
--------------------

[ALL]
d/f+2, b+1,(1),1,(1),1, b+1,1,(1,1),1, f,f+4 [W] f+2~D/B+2,2,2..[104 points]


Summary:
--------------------
We have some juggle enders which we can use:
- dash~ D/B+2,2,2,2 is the fastest
- f+2~D/B+2,2,2,2 usually is good everywhere
- d/f+1,2~D/B+2,2,2,2 requires good spacing
- f,f+4~D/B+2,2,2,2 or f,f+4~f+2~D/B+2,2,2,2 - requires good feeling.

You can also end a juggle with f+3, dash in and try D/B+3,3,3,3,3. With a
good timing and spacing it's a guarantee. (Remember about techroll traps
after you connect it.) The same goes to f+1+2. If the wall is closer, use the
different set of spins. See the section above for spinning patterns.

------------------------------------------------------------------------------
 == The wall game ==
------------------------------------------------------------------------------

!!!=DELETED=!!!

==============================================================================
= [8] :: Know your enemy ::
==============================================================================

To play effectively, you have to know your enemy. Not only his style, but also
the character he uses, the advantages and disadvantages of its techniques, and
how to punish where you can. This is free guaranteed damage that you earn on
opponent's mistakes, directly visible in the frame data. The rest of damage 
you inflict due to your strategy (set-ups, juggles, etc.). You must also do
everything to minimize opponent's guess-ups in his little strings of moves,
predict all what he can do in each situation, and to exploit every single
gap in opponent's offense (low moves that can be parried, high moves that can
be ducked, possibly: mid moves that can be ss-ed/backdashed/flashed(1+4)).

At last not least: You have to play with as many players as you can, to 
provide yourself with various styles to analyze. You mustn't get accustomed
to one style of playing because the other one will totally suprise you and
crush you. The best solution are free sparrings before tournaments. There you
will surely learn a lot! Play, practice, learn and win. :)

Firstly, let's take a look at opponent's Level division:

MASHER
This player doesn't know a game at all. He either mashes all buttons possible
or has just discovered a nice blow (e.g. There were a lot of Heihachi mashers
in Tekken 3 times: just b+2 all over the game. :P). Sometimes you'll find also
"intelligent mashers" that will mash only if they see an opening. Anyway, they
are quite easy to defeat. BUT if they're Steve punch-mashers, you can have 
some problems. :P Especially if they mash directions together with punches and
sometimes hit kick buttons by mistake. :P They're quite unpredictable. :P
Defeat from the hands of a masher is a dishonour, heh heh. :) 

BEGINNER
He knows some blows of a character, but doesn't know what's the custom string,
usually doesn't use basic punches, and usually uses the hits that are in his
opinion good and mix them together. More "advanced" beginner will already
know hit ranges and have a nice mix-up up the sleeve, but they're very much
predictable. Sometimes you'll find a throw-abusers in the beginner group...
They're maybe easier to defeat that mashers, they're VERY much predictable.
Beginners often fall prey to Yoshi because they think that Yoshi is weak, 
judging from low CPU Yoshi AI... heh heh HEH. :) (sorry, it's only my
Yoshi-like always-good-mood-and-humour :P)

INTERMEDIATE
This type of player still may not know that if a player picks Kuma, Mokujin 
or Yoshi, he may be highly advanced. :) Intermediate already knows which chars
are the strongest in the game, you can see the beginning of what you can call
"game style". Intermediates know characters' movelists but lack in experience
versus many characters, and still may not know the power of jabs and custom
strings. They of course read some FAQs, but they're in the middle of learning
how to use the FAQ information in the heat of a battle.
Also, they may use some combos after launchers, they also know the char's
guarantees and use them in the battle. They use SideSteps only sometimes, e.g.
as you approach them (and usually the SS ends up with a throw).
You shouldn't have much problems against them, but well: they can already
know a lot of dangerous mix-ups from the just-read FAQs. ^_^

ADVANCED
You can see if a player is advanced or not judging from his behaviour and
movement on the arena. Advanced players will move smoothly using dashes and
sidesteps, all the moves they use have a destination, they use a wide amount
of combos and also their own set-ups. They don't fear being near the wall.
Also, they can make a guess-up out of almost everything they can: strings,
oki-zeme, combos, wall game... they can play both pitt-bull offensive game and
turtle defensive one, depending on situation. They like experimenting, and if
you allow them to do so, they'll be in fact very dangerous and unpredictable.
They don't have any patterns in custom strings (although there may be some
that are their favourite), have great reflexes and learn your gamestyle very
fast. If they're also cold-blooded and don't lose hope, they're extremely
dangerous. Many times they'll win having only 10% of a lifebar, beware!
As they read you well, they'll soon or later score perfects. :) 

MASTER
This player knows every character and is always hungry to know more. His
reflexes and ability to learn are marvellous, he's able to read you just after
one round! His gameplay is all about guess-up and guaranteed stuff, he'll
constantly force you to the wall to finish a round quickly. He suprises, and
smashes, and gives you no mercy. Sometimes you won't be able to even tack a 
single jab if he's upclose. :P Masters have perfect timing and do not commit
mistakes more than once a round. :) You can't beat them out of concentration,
they're the machines programmed to win. Advanced players will take one or two
rounds, but a final fight is always theirs. :P They're incredible, you should
play with them frequently to learn their gamestyle and the way of moving.
Only if playing with people better than you, your style will improve.

Now some types of gameplay:

PITT BULL
Attack, ATTACK! This kind of player has offensive style of playing down. He'll
use fast jabs combined with fast mid pokes to prevent you from ducking, he'll
constantly lower your lifebar, point by point. You have not choice but stop
his string and play pitt-bull by yourself, using your custom strings. Many
times they won't allow you to use more sophisticated guess-up game due to
abused d/b+1 low punches. Try to low parry them. Also, pitt-bulls love using
parry and hopkicks, so beware... their defensive game is mainly d/b+1 go-away,
SS evade to jugglestarter/throw or parry. The rest is attack, attack...
To sum up: stop his custom string with jab/low jab/flash (beware of parry!)
and give them no chance to start their offensive techniques again...
Also, Yoshi is a "counter man", so you can use a lot of SideStep moves here.
All of them have high priority and cause stun/juggle, so it also can be
your cure. Just do not allow the Pitt Bull come close to you, and you should
be fine... Anyway, always a nice player to fight with, to learn things...

TURTLER
AAAARGH! I hate them! JUST HATE! They have great reflexes and SideStep, 
backdash game down, they'll just wait for you, SS to make you whiff or just
block and use your disadvantage to start their guess-up or offensive game.
Their go-away game is extremely frustrating, they'll most likely d/b+1 any
approach attempt, or SS (whiff)+ jugglestarter, or throw (mainly 1+2 escape),
etc. You have to encourage them to attack or use their own turtling techniques
to show them how much irritating their gamestyle is. They'll then most likely
call you "cheap", but don't worry: you only used their own techniques. :P
Encouraging to attack... you can try WS+1 or WS+4 whiff, Indian Sit (beware, 
they will most likely dash~backdash, so be careful with teleports), b+1~3+4, 
Meditation Step (cautious!) ... You can also chase their SS with D/B+2,(2) or
quick d/f+2, or u/f+3 (the Samurai Knee hits sidestep very nicely, but don't
become predictable). You can also run-up~low parry if you face d/b+1 abusers.
Also, "dash ~ SS ~ do-nothing" is a nice encouraging tool, heh heh heh. :P
Single hit by d+1 should also encourage them to attack, just beware SS. Also,
Sword Sweep FC,D/F+1 works like a charm against them, especially if they
expect FC,d/f+3. Do the lunging sweep a couple of times, then switch to this.
A very tough fight... this type of player is highly frustrating. :) I wish
the "chicken" mark would come back in Tekken 5!

MASTER-STYLE
All in one, that is offensive mixed up with defensive, depending on opponent's
behaviour. But offensive is always better than defensive style of playing. 
They use offensive to read you well, learn your reactions, experiment... then, 
usually in second round, they start the massacre. :) You must not repeat used
techniques, and if you happen to repeat something two times, don't do it for
the third time... well, mind game is here on the highest level. The best is to
make them think you're not advanced. ^_^ Hard to explain... but if a master
knows you're advanced, he'll be extremely hard to defeat. As he thinks you're
not, he'll be more relaxed and likely to fall in the patterns... You can 
try the bread-and-butter repeated guess-ups to make him feel comfortable, and
then switch to more aggressive, random style. Shock is good. :P
Anyway, you have to learn as quickly as your opponent does to win. If he 
escapes your guess-up for the third time, try something new... if your 
low-mid guess-up fails, do the unblockable... try to be smarter than him. :)
If you win with a master, it means that either he had a bad day or you're 
at least a highly advanced player. LOL! "bad day" :P Hey, "shit happens!" ^_^


                And now: VS CHARACTERS Strategies and tips. :)


## HOW TO LEARN OTHER CHARACTERS

I'll describe you the way of training yourself before the tournaments. It's 
really best to do it by yourself, that's why I'll describe you the basics, and
give examples, by writing down the disadvantages of the characters popularly
known as "Top Tiers". 

1.) "Practice Mode" is your best friend. Firstly, choose the opponent you want
to learn, then choose Yoshimitsu. Set the Practice Mode to "Controller" and
"record mode ON".

2.) Test every moves the opponent possesses, by recording it and immediately
active-guarding after execution. You can help yourself by having the printed
frame data with you. Then, play the combination and try to punish it on block
with Yoshimitsu. Write down results somewhere :) Usually you can expect 
JGstarters and string-enders to be punishable on block.

Frame data sources:
www.tekkenzaibatsu.com
www.tekkentreff.de
"Arcadia" books sometimes available in internet stores.

Yoshi's fastest/most useful punishers:

f,f+4   - 8 frames
1,2,1   - 8 frames
f+1     - 10 frames
2,1     - 11 frames
2,d+3   - 11 frames
d/f+4   - 12 frames
4,4     - 12 frames
d/f+1,1 - 14 frames
f+4,4   - 14 frames
u/f+3   - 14~15 frames
WS+2    - 15 frames
d/f+2   - 16 frames
f+2     - 17 frames

3.) If opponent's move has about -5~ -7 Frame disadvantage on block, You can
usually attack with a fast, mid move like d/f+4 or d/f+1,1 with no fear of 
being SS-ed, backdashed or high-crushed. Just beware reversing or parrying 
characters and, of course, Yoshimitsu. :) 

4.) If opponent possesses a string of moves with different extensions at the
end, take into consideration all of them, and:
 - test whether all versions can be backdashed/sidestepped at the end or
   even somewhere inbetween.
 - test whether the extensions can be flashed (1+4) or side-spinned (b+3+4)
   Also, test extensions after side-spin.
 - test if they have programmed-guard in the middle of them (Like in Raven's
   string: b+2,2,3 and b+2,2,1+2 - hold D/B during the 2nd hit and you'll
   block both mid and low endings)
 - note down the ducking points and low-parry points.
 - take a look at frame difference. Sometimes one extension is slower than 
   another. Use the d/f-parry~neutral guard trick or wait standing until the 
   animation of a low move.
 - eventually, if the string is a very nasty one, learn to tell the difference
   between the enders.

This is what you can do at home, and this is in fact a lot. The rest of the
process of learning awaits in sparrings. You can memorize and analyze 
opponent's setups just the same way (in Practice Mode, by recording and 
replaying the techniques and trying to escape/counter the setup/follow-up).
You evaluate the amount of offensiveness you can afford in the fight. Also, 
you can learn to break the custom strings your opponent tends to use. 

At last not least, you sharpen your reflexes and go deeper into the game,
making you be less and less afraid of the certain characters, but making you
be awared only of their techniques. The set-ups alone also will lose the 
efficiency if you'll be better and better in predicting, the desired sixth 
sense in the fighting games. You'll see the opponent's moves, and also see
through opponent's intentions. 
You just have to play, and play, train, get the feeling...

------------------------------------------------------------------------------
 == Yoshimitsu, baby! ==

Hey, I won't tell you how to fight against him, because you already know just
everything about him. :) Use this knowledge to your advantage. :)
Remember that Yoshi VS Yoshi is a fight of honour. Do your best!


------------------------------------------------------------------------------
       THREE TOP TIERS - examples of "how to train in practice mode" :)
------------------------------------------------------------------------------
 ==  Bryan Fury ==

Amount of counter-defensive: about 70%

Don't allow him to launch you. Especially if there is a wall ahead. It means
tons of damage. If you get juggled to the wall and hit by 1,2,1, you have two
choices:
- make him hit you with d/f+3 and then immediately quickroll and get your end
  out of there :) (attack with fast move afterwards. Bryan's taunt may come...
  taunt hit + 3+4 = another wall combo)
- examine the angle at which Bryan juggles you.

 ---------------    WALL:)     ------------------    WALL:)   ----------------
       /                                |                            \
      /                                 |                             \

 No quickroll                    some chances...           quickroll to right!

If you quickroll to Yoshi's right, Bryan's left in the last angle, you have
90% chances you'll evade Bryan's d/f+3. Don't forget to immediately block low.
You have more chances for the last angle if you are moving to Yoshi's right
during a fight (little sidesteps, etc.)
Generally, Bryan is VERY strong with his long-ranging legs and punches. He's
difficult to counter, but you can deal with him quite well.
After you block his b+1, you can:
- u/f+3 under high jabs, low kicks and throws, and beat his hopkick in this way
- 1+4 flash his d/b+2 if he wants to juggle you out of u/f+3
- parry low punch (rarely used).
I find d/f+1,1, to be effective against him, he also tends to eat d/f+2 a lot.
You mustn't allow him to backdash you, be sure b+1 will launch you after whiff.
Counter-defensive strats seem to work fine against him. Don't whiff and you'll
be fine. Also, learn to see d/f+3!


Punish Bryan!
--------------
After blocking his moves:
- 1,4,3 - Yoshi has f,f+4 
- f+2,1,4 - f+2 or d/f+2
- 1+2 - d/f+4
- 4,3,4 - after 4, SSR+1 launches on CH.
- 3,2,1,2 - 1,2,1
- 2,3 - f,f+4
- 3,3,2 and 3,3,4 - you can try a duck(2) and stand up if you see delay(4), or 
                    wait for delay and try a flash against 4 kick (blocking 2)
- f+1+4 - 4,4, d/f+4
- d/f+1,1,1,1 - f,f+4
- d/f+3 - stand up, f+2
- d+3,2 - 1,2,1
- d+4 - WS+1 + f,f+4 or WS+4
- d+3+4 - u/f+3
- d+3+4,2,3 - 1,2,1
- d/b+3 - WS+4
- b+4 - 1, f,f+4
- b,b+4 - d+3
- Sway~2 - d/f+4
- WS+2 - 1,2,1
- WS+1 - 4,4 or d/f+2
- SS+1,2 - 4,4, d/f+4
- SS+2 - 1,2,1
- b+3,4   - after b+3: b+3+4~u/f+3
  ---,1+2 - after b+3: b+3+4~u/f+3
  ---,2,1,2 - after b+3: u/f+3
  ---,2,1,4 - after b+3: u/f+3


Flash points:
--------------
- 1,2>1 and 1,2,4 - flash after 2nd hit (in case of 1,2,3: double hit)
- 3,3,4 - if you see delay after 3,3, flash or SSR
- WS+4,3 - flash after 1st hit
- 1,4,3 - sidestep after 1,4, to Yoshi's right, Bryan's left
  ---,2,4 - Flash if you see delay after 2, otherwise duck/block.
  ---,2,1,4 - Flash if you see delay after 1, otherwise duck/block.
  ---,2,1,2 - duck last hit.
     ,2,(etc) - after 1,4, before 2 you can b+3+4 all extensions. 
                BUT you can't b+3+4 if opponent does 1,4,3.
- b+2,4 and b+2,1,2 - you can see delay and flash the kick.

------------------------------------------------------------------------------
 ==  Steve Fox ==

Amount of counter-defensive: about 90% (!)

The murderer. His mid strikes and high-priority, long-ranging moves will drive
you up the wall not once, not twice. Stay calm and learn to anticipate him.
I learned many strategies thanks to Koreanthug808, big thanks!

In general, don't let him attack at the distance, since his Albatros guess-up
is deadly. Stay at the range of d/f+2. Try to high-crush whenever you expect
1,2,1(etc). Use all the flash traps you can. Punish him whenever you can.
and don't attack him blindly since his 4~2 evades better than your SS+1. 
Try to see his low sweeps to parry them or flash if you're close. Don't SS
carelessly because his f,f,n+2 will hit you out of it. 
Just... BEWARE. Approach cautiously and use d/b+2,2,2... spins with wisdom.
If the Steve you play against reacts on every of your dash ins with 3~1,1 or 
4~2, run up and ~u/f+3 him. Don't worry, it will track him nicely. Steve
players sometimes are careless and tend to eat FC,d/f+3 from the distance - 
it tracks nicely the "3-button" Steve's Sway. Time d/f+2 right, it also is
a nice move against him. And SS+1 works fine as always.
I also find d/b+3,3,4 to be nice against him. Use your strats after blocked 4.

Punish Steve!
--------------
- 4~2 - u/f+3
- [3]~1,1 - if Steve wants the infinite combo, he holds 3. In this case if 
            you block 1,1, you get a free d/f+2.
- f+3,2 - f,f+4
- d/f+2,2 - f+2 as soon as you can, even during the 2nd move's whiff.
- d/f+1+2 - d/f+4
- WS+1,2 - 4,4, d/f+4
- d+1 - WS+4
- d+2,1,2 - active guard second, duck the third.
- d+2~1,2 - d/f+4
- d/b+2 - u/f+3
- b+1,2 - u/f+3
- b+3,1 - 1,2,1
- b+3,2 - (whiff) u/f+3
- u/f+2 - 4,4, d/f+4
- f,f,n,2 - WS+4
- u/f+3 - d/f+4
- f+2,1 - duck the second

Flash points:
--------------
- d/f+1,2,1 - flash second hit.
- 1,2,1,d+2 - flash after 3rd hit or block and u/f+3
- 2,1,D+2 - flash last hit or u/f+3 after block
- 1,2,1,ALB 2 - flash the upcoming ALB 2.
- d/b+2 - can be flashed if upclose
- position change 
- f+2,1 into Flicker, you can flash upcoming FLK 1
- WS 1,2 - anyway, most of people's WS moves can be flashed.
- 1,f+1 - 2nd hit can be flashed 

------------------------------------------------------------------------------
 ==  Nina Williams ==

Amount of counter-defensive: about 80%

The queen of oki-zeme guess-up :) The jabbing abuser, d/f+1,2 abuser, and SS+2
hitting-around-anywhere-possible character... don't forget about her low sweep
as well, which although very punishable, can be hardly seen. Not to mention
safe, powerful jugglestarter (Divine cannon), mulitithrows, very strong wall
game, one of the best okizeme games Tekken has ever seen... She has also great 
counter-defensive due to SS+2 which is fast and juggles very well. This is
energy-slashing top tier which you must be awared of.
Fortunately for Yoshi, she can be beaten if only you'll pay a good deal of
attention to what she's doing. Just patience... and don't rush since you'll
most probably eat SS+2 (mostly after moves with acceptable recovery in Nina-
style counter-defensive strats, like u/f+1(block)~SS+2, d/f+3,2~SS+2, etc)

Punish Nina!
-------------
- d/b+3+4 - d/f+4 (but it's rarely used...)
- d/b+4,3 - u/f+3
- b+1 - f+2
- d,d/f+2 - u/f+3
- 1,2,3 (no JF) - f+4,4
- b+2,2, - f+2
- b+3,4,4   - duck under the second and u/f+3
  -----,3+4 - as above.
- u/f+3 - 1,2,1
- u/f+4,3,4 - parry the second
- f,f+2 - 1,2,1
- f,f+3 - d/f+2
- d,d/f+4 - stand up, f+2
- u/f,N,d+3,2 - 1,2,1
- QCF+1 - 1,2,1
- SS+2 - 4,4, or d/f+4
- SS+1+2 - 1,2,1
- d/b+2 - d/f+2
- d+3,d+4 - u/f+3
- d+3,2 - u/f+3
- f+1+2 alone and after all extensions: d/f+2
- f+4,3+4(etc) - duck the second, u/f+3
- f+3,3 - duck the second, u/f+3
- 1,4,3 - stand up, f+2
- d/f+3,2,4   - tap d/f after 2: you light-duck 4.
  -------,3   - tap d/f after 2: you manage to neutral-block 3.
  -------,d+3 - tap d/f after 2: you parry d+3
  -------,1,4 - tap d/f after 2: you won't duck. Hold d/f again to parry 4.

etc, etc... what for giving everything as Nina players don't use all moves?
Anyway... :)


Flash points:
--------------
- she has some... mainly her f+1+2 in any strings is easy to flash.
- Nina does SS to Yoshi's right: you'll flash SS+2.
- can't think of anything else by now :) drop me ideas! :)

------------------------------------------------------------------------------
    THE REST OF FIGHTERS - Also including some higher tiers... if you want,
      you can send me some ideas... this section will be updated surely,
       by now I have no time for finishing all the characters... sadly.
------------------------------------------------------------------------------
 ==  Jin Kazama ==

Amount of counter-defensive: about 50%

Don't underestimate Jin, he's a very solid character. His standard juggles are
more powerful than Yoshi's, he has the MID hitting jugglestarter from crouch
dash which he can mix with low sweep (which can be hardly seen). OK, it has 
the disadvantage, but it's a high-reward - medium risk move with great 
priority. Yoshimitsu, with all his FC linkers, FC recoveries and good SS game
should not be that afraid of his EWGF, which hits high. Personally, I'm hardly
ever hit with this and you'll also surely won't be. 
Jin possesses fast, 2 or 3-hit strings of hits which all are mid-hitters, 
which is not good for Yoshi. With them alone, good Jin can kill your FC game.
You have to anticipate these moves. Be awared of some great low crushers like
can-can kicks or u/f+4. They can really piss off :) Not to mention good wall
game... but not as good as yours, don't worry :)

------------------------------------------------------------------------------
 ==  Ling Xiaoyu ==

Amount of counter-defensive: about 75%

She actually has good juggles! Not to mention speed, BT switches that are far
faster and more useful than Yoshi's and good traps. Don't understimate her :)
Good Xiaoyu players use the AoP in the counter-defensive, similarly as you
would use d+3+4... adding that AoP stance is much better. It will evade most
of your moves. Try to predict where she is likely to enter it, after you block
her move. Use u+3+4 or d+3 to hit her out of it.
As she shows her back to you, be cautious with attack. Your best options are
d+4 (as she rolls) or u/f+3 (also hits roll), or d/f+1,1. Basic uppercut 
whiffs! As she does her little strings, use u/f+3 whenever you expect low 
punch. It also can hit her BT hopkick attemps.
Generally not that hard to defeat but also not that easy opponent.
P.S. Beware SS+3 techroll trap after juggles! :)

------------------------------------------------------------------------------
Versus Ling Xiaoyu strategies by Nathan Martin (big thanks!)

Yoshi Vs. Ling Xiaoyu

(Ideas came from Avarus K. How to beat Ling (t4 FAQ:Lingmassacre)

First of all, Yoshi shouldn't confuse with Ling's moves. Don't ever-ever 
watch her worming around you because when that happens, she's winning over 
you, not only that but also you're mental condition. 
So the best way to beat Ling are...

- Do sidestep A LOT to her left (according to avarus) but for me, SS to her 
right. Ling is strong, fast and fights linearly. 
The only thing she could do are 
"- f,f+3 (CH free launcher) 
- AOP u+4 (WS mixup)
- d+3, 4 
- SS to face you 
- just stay" when your sidestepping.

- When she goes to her AOP, Yoshis should watch her then either you retreat 
to range 3 then slightly sidestep and backdash to far range. Don't charge 
carelessly during her AOP stance because she can do a lot of harm when you 
do it. uf+3 of Yoshi can juggle her though. Furthermore, her BT position she 
can retreat BT u+3+4 (spinner away) over and over again then hoping Yoshi 
will charge and misses his move for free Mistrust 4. When I know she will 
go to AOP or BT, I use SS+1 and for her BT, I do Yoshi's SS+4. Good 
players will not stay long on her stances so careful. 

AOP d+1 WS mixups_BT (new)
AOP u, n, 3 (hits low)
AOP uf+3_ 3,4 (hits mid and juggles)
AOP UF~4 (hits mid during hopping) 
AOP 2, 1 (CH 2 hits guarantees)
AOP~u WS mixups
AOP 3+4
AOP 4~3
AOP to BT mixups
AOP ub_u_uf~AOP (hopping retreat)
AOP f+3+4 (roll)

BT u+3+4
BT f+3+4 d+1_~3+4_hop n' throw_throw_f, f+3
BT 2 (CH) f+3 (guarantee)
BT uf+4 (juggles)

Know her setups then counter it wisely.

- Don't think REACT! Her setups are evil and even deadly if executes 
successfully. One thing is very common are SS, b+3+4, ~AOP u, n 3 (hits low)/ 
AOP 1 WS+4/AOP b+3+4 throw/b+3+4 BT d+1+4~SS+3/ b+3+4 BT d+3+4~SS+3

Know her low moves: (from avarus' FAQ t4-Lingmassacre)

-WHEN TO EXPECT A LOW MOVE
[1,d+2 BT ...]
[RD d+1 .... ]
[1,2, d+4...]
1, d+2 d+4_df+4.. (mine)
[D/F+1, d+4]
[SS+4, SS+4]

Customs strings:

d+1, WS+2, d+1, WS 3 - When she does her sunset fun, SS then punish 
                       her immediately.
1,2 ub+3+4 - If you manage to block her ub+3+4, wait until her feet 
             touches the ground then retaliate.
AOP d+1, Ws_BT ... mixup - AOP new move than buffers into WS mixups. Yoshi 
             should retreat then SS to punish
4~3, ws+2, d+1, Ws+3, df+1 RD d+3_4 - This move (4~3) can be jab in the air 
                                      when your close to her, if you block 
this move there are many ways to react between both characters. Either Yoshi 
will crouch punch to stop her WS mixups or Ling will parry then db+1 Yoshi. 
Mind games. 
d+4, WC mixups - WC is not that hit you in range 2, so backdash and punish her.
d+1, WS+2, RDS 1+4, d/f+4_d/f+2~1_f+1+3_2+4 - Like the previous one, her 
             sunset fan can be followed up with some moves. Personally, I do 
             Yoshi's f,f+4 (fubuki) when she enters BT

d+1, WS+2, RDS u/f+4 - Hop kick mania, you know what to do
1, 2, d+4_1, 2, d/f+1 
d/b+3, d/b+3, f+3_3~4 - unblockable of Xiaoyu's can be parried! Oh dear, 
            anyway also in t4. However, if you get hitted by non-damage d/b+3, 
            Xiaoyu will either do db+4 (low) - XMTS - or db+1. Personally, 
            I do d/b+3 (hit)~SS, d/b+3, SS+4. So Yoshi, this is a mind game.
            (P.S. by Tenshi: What about backdash or u+3+4 by Yoshi? :D 
            Yoshimitsu has rare ability to stop opponent's guess-ups in spot)

d/b+3, f,f+3_AOP mixups_throws - do Yoshi's f,f+4
            (P.S. by Tenshi: After her f,f+3 I tend to do d/f+1,1 as well)

- Ling's Okizeme (from avaraus t4-FAQ)
------------------------------------------------------------------------------
According to him, an exetended tech roll (while on the ground D+1, b) is much 
better. Well, its true though f, f+3 will hit you but small damage anyway. 
Personally, when I'm using Xiaoyu, 4~3 will catch roller or slow opponents 
from standing up. The f,f+3 will miss sometimes and get sweep or blocked from 
instant standing opponent. So my advise to Yoshi, be smart on what to do next. 
When your facing a Xiaoyu players, don't be so careless. Sometimes, a single 
tech roll will work, or sometimes you can manage to recover by rolling 
backwards, it really depends on the situation.

When Ling ends up her juggle that stays on BT, expect there is a cali-roll 
then peg-leg (which hits grounded opponents). 
Not too much worry about because 
1. it doesn't take much damage and 
2. It leaves you space when you get hitted. Moreover, her WS+4 to follow up 
with 4~3 isn't guarantee anymore, but I do WS+4~ SS+3, if they hit, 
another juggle.

For Yoshi players, against Ling is really depends on your skill and of your 
opponent. Sometimes, it easy to hit Ling with Yoshi's WS+2 than df+2 
uppercut. If you're facing a very good Ling, expect you will eat a lot of 
jabs and see confusion tactics. Watch Ling carefully, practice correctly. 
She's not a school girl anymore so don't underestimate her. I suggest, 
Yoshi should fight at range 2 and 3 because I myself play Xiaoyu get killed 
because they fight from these ranges. Use setup possible, wait an opportunity 
to SS or backdash correctly and she miss? Punish. 
SS+1 - ub_uf+4 will work against her. 
Don't be so aggressive to much, play more in control. 

Don't expect Xiaoyu will AOP that much to punish Yoshi's high moves 
especially jabs. Her db+3 will CH you. Be smart, don't get confused. 
Be patient.

------------------------------------------------------------------------------
 ==  Paul Phoenix ==

Amount of counter-defensive: about 50%

His f,f+2,1 can really drive up the wall. Be sure to sidestep to Paul's right
to evade it and punish him. You cannot allow him to get confident with this
move. Try to duck the second blow anytime it's possible.
Anytime he does QCF, kill the guess up with a flash. Don't allow him to make
you guess between d+4,2,1+2 and QCF+2. Don't duck near the wall, and don't
sidestep there :) d+1+2 and Deathfist are too painful :) Generally, Paul's
advantages are strong game in medium-far distance, good pokes and solid
throwing game. Stay in medium distance, the range of your d/f+2: he'll be
hesitant to use his f,f+2,1, afraid of your Flash. Yes, it's a good tool to
counter the Deathist (especially).

------------------------------------------------------------------------------
 ==  Julia Chang ==

Amount of counter-defensive: about 60%

In right hands this is really dangerous opponent. Just as Yoshi, she has
answers for everything. She punishes really badly, and has strong game in all
distances. Learning her takes some time. She has many little strings with
programmed mix-up between mid and low. You have to learn to see it and parry
the low kick. You have to be careful with attack, because her great counter-
defensive attack is SS+3+4. Try to block it whenever possible, and punish 
with Kamikaze on block (yes, it hits!). She also have great throwing game,
always be ready to press 1+2. She tends to buffer Mad Axes throw everywhere  
you stand still, expecting mid move. Or after straight punch... almost
everywhere. The animation is insanely fast and Julia advances forward, you'll
recognize this throw after a little bit of practice. Beware her 4,4 and 
FC,d/f+4,3 strings. You have to learn to anticipate them.
Also, at the distance, expect her f+3~1. She'll use this especially if she 
sees your lightstepping. If you see her doing it, stop and duck :)
Her d,d/f+1,3,(any move) can be flashed. She can be flashed inbetween last
3 and 1 in her "Hunting Tomahawk" d,d/f+1,3,3,1. You can also jab her easily
with 2,1 just after you see "Evasive Spin" animation after elbow.
Julia requires some getting used to, and is annoying due to her mid elbows
that completely kill your Indian Sit game. It shouldn't be like this, but nvm.

------------------------------------------------------------------------------
 ==  Lee Chaolan ==

Amount of counter-defensive: about 60%

His strenghts are his juggling knee and Leg Bazooka :), which can even mid-
crush poor Yoshi. Don't underestimate the priority of these moves. He has many
low pokes but they have some disadvantages. His wall game is very strong. But
Lee can be beaten if only you spend some time with him and won't attack him
blindly. Also, beware this after-throws traps. They're painful. His strings
of moves are generally strong, but you can easily flash anytime you expect the
mist-step dash-in. Lee can be countered anytime you expect a follow-up. He's
counter-defensive-friendly opponent :) Just don't allow him to pressure you.

------------------------------------------------------------------------------
 ==  Heihachi Mishima ==

Amount of counter-defensive: about 50% (more of pure defensive)

This old type still is alive. :) His most imbalanced combination is of course
2,2,~1+2, f,f+2. He can try it almost everywhere with great chances of success
so be careful with your WS moves. Be careful with u/f+3 as well, on block it
hurts. Don't allow him to sidestep-walk. Punish him everytime you can and
anticipate some of his moves. He can be beaten, but you have to be very
careful. Heihachi players tend to be (counter-)defensive.

------------------------------------------------------------------------------
 ==  Kazuya Mishima ==

Amount of counter-defensive: about 80% (more defensive than counter-defensive)

To duck or not to duck? This is the question! Well, do not do it unless you
see the Hell Sweep or you're sure Kaz will do a low move. He received some
handy low pokes designed to make you duck. I'll write how to handle them later
on. Also, one of main Kazuya's advantages is awesome anti-SS game. He's almost
outclassed in this area. His d/f+2 is way too good so you have to abandon some
counter-defensive strategies, or slightly "update" them to new strats. You
have to make him think he can punish your sidestep and even catch you on CH
(which would be the case if you used SS+1, awesome move which in confrontation
with Kazuya loses its evading power...). Then, kill his d/f+2 or any other
SS-killer move with flash :) (or u+3+4, as you wish). Be always before him in
the mind game. Make him lose his confidence. 

------------------------------------------------------------------------------
 ==  Lei Wulong ==

Amount of counter-defensive: about 60%

Don't underestimate him. He can force you to guess all the time, don't allow
him to do it. Fortunately for Yoshi, you don't have to guess all the time. :)
More in "Punish Lei" subsection next time. Lei is a very well-balanced
character. I like him the way he is, with many evading moves and good
jugglestarters. Lei uses a lot of setups. He also tends to attack with f,f+3
which is a very good jugglestarter that can kill your sidestep, so beware.
don't allow him to connect his jumping somersaults on block because it forces
you to guess between low juggling punch and mid jugglestarter. Be always 
better than him in your setups. Use a lot of evading techniques and quick
pokes.

------------------------------------------------------------------------------
 ==  Kuma/Panda ==

Amount of counter-defensive: about 30% (Attack!! :D)

To be honest, I have never had any problems with beating this character. It's
the matter of knowing when to block and when to attack. Yoshi can get out of
most of Kuma's guess-ups through his evading and countering moves. By now,
Kuma is no match for him.

------------------------------------------------------------------------------
 ==  Eddy Gordo/Christie Monteiro ==

Amount of counter-defensive: about 80%

A powerful and difficult character to fight against. Use quick pokes if he/she
gets into her RLX stance (or u+3+4). Don't attack blindly since d/b+1+2 or
b+2 may come. Punish and counter whenever you can. Learn the little strings
to take full advantage of low-parry. This character has many low moves which
you can see (in strings). Don't let her hit you with any jugglestarter since
the juggles are really strong.

------------------------------------------------------------------------------
 ==  Craig Marduk ==

Amount of counter-defensive: about 60%

Tackles are now really mad. But Yoshi can deal with them nicely. :) Remember
that the escape combination is 1+2. You can also low-punch running Marduk or
enter DGF, or enter Flea... or just jump (and do delayed hopkick). But, don't
whiff when facing Marduk since, during long recovery, sometimes no movement 
can help against it. You should be fine if you stay cautious.
Marduk is slower than you. Best range is within d/f+2. Beware his juggling
throw and the stunning elbow he has. Don't attack blindly since Marduk also
possesses some nice evading moves. Punish him everytime you can, Yoshi can do
this better than any other Tekken character.

------------------------------------------------------------------------------
 ==  King ==

Amount of counter-defensive: about 50%

King ... I have played some Kings but he doesn't seem to be a very popular
character. He's easy to flash or counter by anything else. I can't think of
special strategies against him because everything seems to be working... 
He has a very good low-crushing hopkick so don't become predictable with low 
moves. Beware throws, of course. He has many setups for them. 

------------------------------------------------------------------------------
 ==  Marshall Law ==

Amount of counter-defensive: about 60%

A difficult character to fight against due to many good custom strings. Don't
let him encourage you to attack. Try to see his low slide, some Laws become
predictable with it (especially after big, retreating somersault). He has many
fast mids with good priority, which on block push you away. It makes him be
difficult to flash. I wish Yoshimitsu had such a priority in his moves :)
To sum up: you have to carefully counter him whenever you find an opportunity,
to stop him in his endless string of hits. Exploit the push-away to use more
sophisticated evading moves if you expect an attack. (like b+1+2 or u+3+4, but
with caution. Sidestep a lot (but with caution, he has some SS-catching moves)
and try to make him whiff his followups.

------------------------------------------------------------------------------
 ==  Fan Hwoarang ==

Amount of counter-defensive: about 80%

High-crush and/or low-parry him whenever you find a chance. Learn to see his
low sweeps. If you learn also to see his low pokes, then it will be great. 
And that's it. :) Don't duck unless you see the sweeping low kick that juggles
and punish him on block/parry it. You can even ignore the little low pokes.
What really damages you are the mid JG-starters. Anyway, try to see them and
parry only if you're sure they're coming.

------------------------------------------------------------------------------
 ==  Anna Wiliams ==

Amount of counter-defensive: about 70%

Not that hard as Nina, she can actually kick ass seriously. :) She has the 
same advantages in her little punch strings, and possesses many useful SS
shifts in her classic strings of moves that must be well-known. Her wall game
is the most powerful in the game. She also has solid juggles and good wake-up
game. Quite similar to her older sister.
Learn her moves and she shouldn't be that hard to defeat. Try to see low moves
and react only if you see them. It can be done.

------------------------------------------------------------------------------
 ==  Wang Jinrei ==

Amount of counter-defensive: about 50%

Learn his disadvantages because punishing him is essential (refer to frame 
data). Don't attack after d/f+1+3+4, he has advantage there. :) Beware his
d/f,d/f+2+4 throw. If you get thrown, mash u/f+4, there are chances your
opponent will do something wrong, and you won't be launched. d/f+4 works like
a charm. WS+2,2 leads to mix ups, a hopkick may come. A hard and strong 
opponent, beware.

------------------------------------------------------------------------------
 ==  Raven ==

Amount of counter-defensive: about 70%

A fight of honour. :) SS~4~3 is one of his favourites, so beware. Be ready
for QCF~low moves VS QCF,n,WS+1 mixups, you better flash this crouch-dash.
Try to see d/b+4. Aftr two hits in a row here's a mixup: third sweep or u/f+3,
try to predict it (for the first time it will be 99% u/f+3). Examine him 
carefully, all his disadvantages, in the practice mode. 
He can be beaten if you don't let him Sidestep you, and you'll anticipate his
low moves. 

------------------------------------------------------------------------------
 ==  Asuka Kazama ==

Amount of counter-defensive: about 40%

Not that hard opponent, she has only one good low with great followups that is 
punishable on block, which you must see (3~4). Her strings have weak points,
learn where to duck and block. Don't rush too much, be patient. You may eat
d/f+1,2 if you'll hurry too much. Learn to tell the difference between 1+4,2,4
and 1+4,2,d+4, it's the basic thing. Flash traps work on her usually well 
because she usually moves forward during making moves.

------------------------------------------------------------------------------
 ==  Feng Wei ==

Amount of counter-defensive: about 85%

This type is irritating. You'll have serious advantage over him if you'll 
focus on seeing SS+4 and parrying it whenever you can. Also, learn to tell the
difference between SS+4 and SS+1+2, it actually can be done pretty well. Don't
rush after d/f+1, d/f+2,2 or f,f+2, because b+1 may come, which on CH leads to
damaging combos. 1,1 can be flashed inbetween. Don't attack after being
hit by d/b+3. If you get stunned by d/f+1 or WS+4, mash a quickroll. Of course
there are some strats for this quickroll (d/b+3 guaranteed or so?), but it's 
better than eating a guaranteed juggle. Two d/f+1 in a row can be flashed 
inbetween. Punish him badly after blocked/whiffed b+1+2. Always parry the 2nd
hit of b+2<3,4,2. Anyway, don't rush, don't run into his SS+4, it evades just
everything. Be patient and use a lot of fakes.

------------------------------------------------------------------------------
 ==  Ganryu ==

Amount of counter-defensive: about 50%

All what you must be awared of are his techroll traps and low blows. You learn
to block/parry d/b+2 and d/f+2+3 - you have big advantage over him. Ganryu is
slower than Yoshi and you can stop him in many points with d/f+4 or other
similar fast mids. I haven't played much good Ganryu players, but I think he
doesn't have any significant advantage over Yoshi.

------------------------------------------------------------------------------
 ==  Bruce Irvin ==

Amount of counter-defensive: about 70%

Know him well! e.g. His 1,2 is not a combo, it can be ducked under. (Similar 
to Yoshi's 2,2). If you can't see low moves much, don't worry. But don't duck
because a mid JG starter may come. Let him hit you with lows until he gets 
predictable and parry when less expected. SS+1 works like a charm under his
jabs. ...and that's all? Bruce tends to be a pitbull so don't expect him to
stand and watch your f,f+1+4 setups etc. :) Be careful.
And, just in case, his lows can be seen, you just have to play with Bruce
frequently to get used to them.

------------------------------------------------------------------------------
 ==  Baek Do San ==

Amount of counter-defensive: about 50%

Ultimate anti-b+3-Flamingo weapon: f,f+2! I think no other has a move that 
catches this sidestep so well. Beware his 1+2 because this move is freakin' 
wayyyy toooo gooood. :) His low sweep requires some getting used to but 
eventually can be seen very well. So? Jab, spin, juggle, hit with f,f+2 and
beware 1+2 blow. And 1+2-escape throw from Flamingo. SS+4 also catches 
Flamingo very well. A character that is nice to watch and play against.
Skilled Baek players can do miracles, respect for you guys! :)

------------------------------------------------------------------------------
 ==  Roger ==

Amount of counter-defensive: about 60%

Strange character to play against. His different, animal-shape makes it 
sometimes hard to juggle him. As he runs upclose, beware his tail sweep. Be
also awared that he can mix it up with a hopkick. Always be ready to backdash
out of f,f,n,1 range, and don't rush not to eat 1,2,1etc on CH. Of course: don't
quickroll. Roger is very strong. :) But Yoshi doesn't fear him :) Counter-def.
strats works here quite well :)

------------------------------------------------------------------------------
 ==  Devil Jin ==

Amount of counter-defensive: about 70%

Suprisingly, I don't have any fear towards this character although he's 
classified as Top Tier. Yoshi's high-resistant moves (such as d/b+2,2 leaving
in FC mode, SS+1, etc) make DJ's EWGF almost useless. Almost :P Also, you can
flash him easily in his b+1~extensions (just after b+1). The same goes to 
f,f+3,1 (extensions). He's not that super hard, if only you play cautiously.

------------------------------------------------------------------------------
 ==  Jack 5 ==

Amount of counter-defensive: about 60%

He's slower than you, so attack!!! Expect d/f+2 a lot (punish it on block),
and d/b+1 (try to parry it). Beware the bug: if Jack ducks, you can't launch
him with u/f+3!! Stupid bug... Jack has good wake up game and setups, be sure
to see what's coming. Recognize "Debugger" by Jack's specific shout. :)
Beware his throws, they're damaging and have ton's of follow-ups. Attack, but
also don't get cocky because his high-crushing body impact migh come. Fast
mid moves like d/f+1,1, and d/f+4 are OK.
Don't let him juggle you up the wall, his wall guess-ups are deadly.

==============================================================================
= [9] :: Finally... ::
==============================================================================

Let's see what we have in the Final Section :)

------------------------------------------------------------------------------
 == Timing and rhythm ==
------------------------------------------------------------------------------

!!!=DELETED=!!!

------------------------------------------------------------------------------
 == Purpose ==
------------------------------------------------------------------------------

!!!=DELETED=!!! 

==============================================================================
= [10] :: Various ::
==============================================================================

 == Mental Preparation ==

Playing Tekken is not all about techniques. Even if you master the game 
completely, but can't stand the pressure and lose your calmness in the battle,
you'll commit stupid mistakes, you won't see even most visible openings or
opponent's fakes and... you'll just lose. It often happens if you play in
a tournament. Yeah, the stress and pressure are great. :)
I prepared for you some nice quotations and words from experts of Fighting
Arts, and also I'll share with you my own experience and give you some 
useful pieces of advice. :) 

1. Concentrate on the nearest fight while waiting for yours
....you won't have time to become nervous. :P What for losing time in useless
"oh my!" thinking as you can learn something new from other fights? Myself, 
I anticipated many set-ups and fakes exactly because I watched my opponent's
previous fights. :) Moreover, don't get scared if you actually see a very
good performance of the player you're watching. Creating your vision of the
opponent is not wise, it will only distract you. Remember that your fight
versus this player may look completely different. Many times while watching
my opponent's fights I thought: "Oh my, he's **** good!", but as we fought
together, he wasn't that hard to defeat...

2. "Overconfidence is your greatest enemy!"
Actually, these words belong to no one but Yoshimitsu! Just be modest. It
will surely help you maintain a calm and stable stance, will make you feel
comfortable, and won't allow you to uncover any of your techniques. There
are many players that love sniffing around, asking "Hey, do you use throws?
Who do you fear the most? How do you use walls?" etc, and they pretend to be
beginners... if you'll boast about your skills, not only you can accidently
reveal some of your strategies, but also it will put a shame on you as you
will lose. :) 

3. If you're a great Yoshi fan: Meditate. :P
Hah hah, I do not mean sitting on the floor and bouncing with a broom stick
or something. ^_^ Just try to focus. :) My favourite words I repeat in my
mind are Yoshi's "shiki soku ze kuu, kuu soku ze shiki...". But you can repeat
in your mind anything you want, even your favourite song or "Mickey Mouse is
great! Mickey Mouse is great!". LOL. ^_^ 
BTW, Yoshi repeats "namu, namu, namu..." to reach full concentration. :P
After some time you'll feel that fear vanishes out, and you'll be ready to
fight. :)

4. Don't forget to eat something!
It may sound funny, but in fact some of us if nervous don't feel hunger at
all. You have to have energy to endure ehxausting tournament fights. Yeah,
emotions and your perception sharpened to the highest level make you
lose calories at blazing speeds :)

5. Don't practice at night before the tourney
...you have to have a solid, long sleep to do your best next day. Don't
underestimate this basic need of your body. As your body and mind rest
well, nothing will stop you :)

6. Drink coffee during long-lasting tournaments
...or eat sweets/drinks containing caffeine. It will increase your reflexes
greatly... but do not drink too much! ^_^ One coffee every 5 hours should
be enough... it depends on you. :)

7. Take part in pre-tournament sparrings
...to provide yourself with a good warm-up. Even if you have to reveal your
technique... (anyway, you don't have to reveal it all, you can play simple
to fool your opponent and even lose matches on purpose, just to make your
opponents think you're weak. But as the time comes, you'll show no mercy,
which will be absolutely shocking and will help you win easily.)

8. Eventually, warm up your fingers
...if you really don't know what to do with yourself. Also, it will surely
help you win. :P Especially if you want to make use of Meditation buffers.

9. During fights: Show no mercy
Just as Yoshi says: "Nasake... muyou!" (means exactly "no mercy for you")
As long as you aren't mean or rude, just don't give your opponent any
mercy, because he can exploit this to defeat you. Yoshi is not the 
strongest character, and oki-zeme is one of his main powers. Hit by hit,
point by point, crush your opponent and defeat him. But at the same time:
respect him no matter how he plays. Even if you scored perfects all the
way againts a beginner: do not treat him as a fool or weakling and do
not show it in the fight. It will only put a shame on you. Also,
for some people playing not at your best is offending to them. It's 
also a good argument to just play at your greatest level. :) 

10. Never say never - there's always a chance
Do never give up. I remember one tournament where both my opponent and
me played the most important match for us to be included in quarterfinals.
The rules were: the one who'll score three won fights will pass. I lost
two matches! But I decided to fight till the very end and I gathered all
my experience at once... and I won next two matches! The last fight...
and again: I lost two rounds. ^_^ (fights were set on three rounds) I
thought to myself: "Dammit! I won't end up like this... roar!"... and I
won next two rounds! The last round was dramatic: my opponent and me 
had a very low lifebar, enough for one jab to finish off each of us. :)
Whoah, but finally I won, hitting my opponent with d+4 in the place
where he expected a normal custom string with WS+4. This match shall
be unforgotten for me. :) (my opponent used Paul)
Well, I won't mention all fights won using Double Suicide... Yoshi is
a kind of character that can save his *** in the most dangerous
situations. Do never ever give up. ^_^ 

11. Some nice quotations to think about. :)

"Respect for everyone, mercy for no one..."
                   ~Tenshimitsu :P (LOL, heheheh... but really, it's
                                    the core of my Tekken philosophy)

"Victory is for the one
even before the combat
who has no thought of himself"
                   ~Shinkage Ryu adage

"Be shapeless, formless... Be like a water, my friend"
                   ~Bruce Lee

"What does Victory really mean? I would never have mastered taijutsu if 
I had clung to that concept."
                   ~Takamatsu Sensei

"First off, things ain't as hard as they seem. They are only as hard as we 
make them. Second lesson is that you have to learn to relax, 'cause when you
do, everything becomes easier'. And finally, number three, don't be so hard
on yourself. We all have good days and bad. Remember both but don't put too 
much weight to either. Just keep training and growing."

                   ~Joe Maurantonio [www.kihon.com], "Obstacle course"

"There is timing in everything. Timing in strategy cannot be mastered without
a great deal of practice. 
      Timing is important in dancing and pipe or string music, for they are
in rhythm only if timing is good. Timing and rhythm are also involved in 
the military arts, shooting bows and guns, and riding horses. In all skills
and ablilities there is timing. 
      There is no timing in the Void. 
There is timing in the whole life of the warrior, in his thriving and 
declining, in his harmony and discord. (...) All things entail rising and 
falling timing. You must be able to discern this. In strategy there are 
various timing considerations. From the outset you must know the applicable 
timing and the inapplicable timing, and from among the large and small things 
and the fast and slow timings find the relevant timing, first seeing the 
distance timing and the background timing. This is the main thing in strategy.
It is especially important to know the background timing, otherwise your 
strategy will become uncertain. 
      You win battles with the timing in the Void born of the timing of 
cunning by knowing the enemies' timing, and thus using a timing which the 
enemy does not expect."

                   ~Miyamoto Musashi, "The Book of Five Rings (Earth)"

"In strategy your spiritual bearing must not be any different from normal. 
Both in fighting and in everyday life you should be determined though calm. 
Meet the situation without tenseness yet not recklessly, your spirit settled 
yet unbiased. Even when your spirit is calm do not let your body relax, and 
when your body is relaxed do not let your spirit slacken. Do not let your 
spirit be influenced by your body, or your body be influenced by your spirit. 
Be neither insufficiently spirited nor over spirited. An elevated spirit is 
weak and a low spirit is weak. Do not let the enemy see your spirit."

                   ~Miyamoto Musashi, "The Book of Five Rings (Water)"

"THE GAZE IN STRATEGY
The gaze should be large and broad. This is the twofold gaze "Perception 
and Sight". Perception is strong and sight is week. 
      In strategy it is important to see distant things as if they were 
close and to take a distanced view of close things. It is important in 
strategy to know the enemy's sword and not to be distracted by insignificant 
movements of his sword. You must study this. The gaze is the same for single 
combat and for large-scale strategy." 

                   ~Miyamoto Musashi, "The Book of Five Rings (Water)"

"In the Way of strategy as a warrior you must study fully other martial arts 
and not deviate even a little from the Way of the warrior. With your spirit 
settled, accumulate practise day by day, hour by hour. Polish the twofold 
spirit heart and mind, and sharpen the twofold gaze perception and sight. 
When your spirit is not in the least clouded, when the clouds of bewilderment 
clear away, there is the true void. 
(...)
In the void is virtue, and no evil. Wisdom has existence, principle has 
existence, the Way has existence, spirit is nothingness."

                   ~Miyamoto Musashi, "The Book of Five Rings (Void)"

==============================================================================
= [11] :: Info ::
==============================================================================

 == Yoshimitsu's Story ==

Yoshimitsu, head of the Manji Party, plans to use money from winning the 
tournament to help the starving people of the world.

At the end of The King of Iron Fist Tournament 4, Yoshimitsu broke into the 
Mishima Zaibatsu vaults and stole the money for his own. During this 
operation, Yoshimitsu noticed the fallen Bryan Fury and rescues Bryan for 
Dr. Boskonovich.

One month later an S.O.S. goes out from Dr. Boskonovich's research facility. 
Yoshimitsu rushes to the facility and finds everything in ruins and many 
members of the Manji Party slaughtered. Yoshimitsu finds the defeated 
Dr. Boskonovich in the deepest section of the research laboratories and 
Dr. Boskonovich tells him that it was Bryan, with his newly implanted 
Perpetual Power Generator, that was responsible for the carnage.

"HE destroyed those who helped him... I'll never forgive him."
Yoshimitsu's fist shakes with anger.

When Yoshimitsu hears Brian has entered The King of Iron Fist Tournament 5, 
Yoshimitsu signs up as well, seeking revenge on behalf of his 
dead Manji Party members.


 == Yoshimitsu Bio ==

CatchCopy:       "Space Ninja"
Nationality:     None [formerly Japan]
Fighting Style:  Advanced Manji Ninja Arts
Weapon:          Katana 
Weapon Name:     Yoshimitsu
Age:             Unknown
Height:          178cm
Weight:          63kg
Blood Type:      0
Occupation:      Leader of Manji Clan
Hobbies:         Sumo Wrestling, Net Surfing
Likes:           Arcades, especially those in Shinjuku, Japan
Dislikes:        Villains, Poor Losers

:: Connections:

Kunimitsu       is/was his rival and a former member of the Manji Clan.
Dr Boskonovitch is his close friend.
Ganryu          was robbed by him in Tekken 1.
Ogre            is his target in Tekken 3.
Heihachi's      treasury vault is his target in Tekken 4.
Bryan           was his enemy in Tekken 3, was rescued by him in Tekken 4 and
                again became his target in Tekken 5.
Ling Xiaoyu     was told the Mishima's history in Tekken 4 by him.

------------------------------------------------------------------------------
 == Yoshimitsu Obsession Team: for Yoshi maniacs! ==
------------------------------------------------------------------------------

Somewhere far away, hidden in the depth of Cyberspace almost as well as the 
famous Manji Village, is the site maintained by hard-core Yoshimitsu fans.

http://www.manjikai.com

I'm one of them. :) If only you love Yoshimitsu and devote your time to 
mastering him, you're welcome to our home. 

Let the Manji rule the Tekken world!

==============================================================================
= [12] :: Credits ::
==============================================================================
Great "THANK YOU" goes to:

My Parents and Sister: 
 - they're the best in the world!

Robson: 
 - my boyfriend and great Tekken player. For the fact he always supports me.
   *^_^*  

Kirimitsu: 
 - YOT co-webmaster, for great dedication and help in updates :) Geez, if
   not you, there wouldn't be so many visitors watching YOT's development!
   Also, being a fan of Japanese culture, Kiri helped me with translations
   of Yoshi's words, and now he's our second multimedia provider, and also
   a very talented CG artist. :)

Dinaga, BigChief, Kogamitsu, Perodious, 
 - ...and all loyal Yoshi fans and yTS supporters! Thank you for all your
   e-mails and suggestions, and opinion about yTS. :)

Odyn, Wooolf, Cinias, Kuba, Art, Veji, Griever, Taisho, Grey Fox
 - For regular sparrings in our City Poznan. If not you, I wouldn't have 
   the required experience :) Thanks!

yme, Veji, Brolly, Gato, Yasahiimitsu, Minus_R(?)
 - for support in our little "Kapamitsu Team" of Polish Yoshi players :)

Matt, Devil, Mashter, Boskon, Vince, Swayman, Reset, Mariusz, Infinite,
Kilgor, TekkenBobTerminator, Piter, Punisher, Gubu, Cigen, Ratman, Qoora,
and many others
 - For great freeplays on every tourney, you always teach me new strats:)
   Hope to meet you again :)

QDogg, sinjin, Koreanthug808, Judgment Day, Noodlehead, Noodals, jtchinoy
 - and other Yoshi players from TZ Yoshimitsu forum, for great strategies 
   and interesting discussions over Yoshimitsu gameplay.

Souten, Hakkoda, Kagekiyo
 - for being my favourite Yoshimitsus to watch :)

Tragic:
 - For greatest ever "The Yoshimitsu Manual FAQ"! I have great respect for
   your knowledge. It is my favourite Yoshimitsu FAQ, I still like reading
   it from time to time. :)

Namco & Tekken Team: 
 - for creating Yoshimitsu :) (Boost him up, man! He deserves it!)

My computer: 
 - it didn't break down, being so much exploited during the process of making 
this FAQ :P OK, maybe it broke down only once! :P

All Yoshimitsu fans:
 - who were with him when everybody shot him down and gave him no chance...

                       == The legend will never die! ==
                             YOSHIMITSU FOREVER!!!

==============================================================================
= [...14:)] :: Sweet wishes for Namco ::
==============================================================================

1. Leave Sword Sweep alone in peace! GRRR!
2. Ability to do BT moves out of 3+4 meditation just as Raven does.
3. Full stance transitions, IND->FLE, IND->DGF, DGF->FLE and DGF->IND missing!
   Don't make him be worse than SC Yoshi because it... drives... me... MAD!
4. Ability to enter BT after his b+1,1,...spins
   He doesn't have any good low BT move anyway, so why his BT-links are 
   limited? He should have more of them.
5. SS+3 low move that can be cancelled BT like Xiaoyu's one.
6. 4,4 that cannot be ducked under second hit.
7. d/f+1,1 cannot be ducked under second hit.
   Please repair the NCs above because they just whiff many times.
8. Safe roo kicks :)
9. b+1+2, 1+2~d being true high-crushers, and better u+3+4
10. ... all other things are just very good, not to say very well-balanced :)

...and so you should leave them unchanged in Next Tekken Dark Resurrection :)

==============================================================================
                     ===== "YOSHIMITSU TEKKEN 5 FAQ" =====
                              end of the document
==============================================================================