YOSHIMITSU -------------------------------------------------------------- -------------------------------------------------------------- By Kendall Hobbs (email@example.com) (KoshiProV) -------------------------------------------------------------- -------------------------------------------------------------- VERSION 1.0 (First one so give me a break) This guide is meant for all of the Tekken community. This guide can be distributed freely as long as nothing is changed. All text, moves, strategies, and all other information regarding Tekken 3, Tekken Tag, and Tekken 4 is (c) 2000,2001 Kendall Hobbs and (c) 1999 Namco. Please do attempt to re-write this document. I have spent a long time making sure that all of this works. I assure you that all of the moves/juggles/ strategies are mine or others, who I will give credit to in the end. All official Namco information is copywritten to (c) Namco Unltd. _______________________________________________________________ CONTENTS: 1. General Commands and Abbreviations 2. My Personal Opinion of Yoshimitsu 3. Strengths & Weaknesses 4. Complete Movelist 5. Move Descriptions 6. Combos & Juggles 7. Strategy 8. Credits (I skipped a tagging section cuz I thinks its not nesscery Yoshimistu...only my opinion.) --------------------------------------------------------------- 1. GENERAL COMMANDS AND ABBREVIATIONS In this section I will describe the basic commands and abbreviations for Tekken. Most of them are easy to figure out, but if you are used to Playstation I suggest you get to the arcade and familiarize yourself with them so you don't embarase yourself at the arcade. COMMANDS: 1---- Left Punch 2---- Right Punch 3---- Left Kick 4---- Right Kick 5---- Tag f --- tap forward b --- tap back u --- tap up d/f --- tap down/forward d/b --- tap down/back u/f --- tap up/forward u/b --- tap up/back qcb --- quater circle back qcf --- quarter circle forward F ---- hold forward B ---- hold back U ---- hold up D/F --- hold down/forward D/B --- hold down/back U/F --- hold up/forward U/B --- hold up/back ABBREVIATIONS: WS ---- While Rising WR ---- While Running FC ---- Crouching N ---- Joystick Nuetral SS ---- Side Step ~ ---- Immediatly After + ---- Do these moves together with the directional bt. = ---- Choose to do these next in sequence () ---- Optional BK ---- Back turned ALL --- All buttons together Properties: BF ---- Back Facing OBF --- Opponents back towards you SJG --- Starts a juggle CH ---- Counter Hit DYOSH - Damages Yoshimitsu D ---- On the last spin, yoshi will be dizzy YGL --- Yoshi gains life DAMAGE AREAS: l ---- low L ---- Low and downed opponents m ---- medium M ---- Medium and downed oppo. h ---- high H ---- High and downed opponts. ! ---- Unblockable (!) -- Unblkbl. (can be ducked) 2. MY PERSONAL OPINION OF YOSHIMITSU: In my opinion, Yoshimitsu is one of the best players in Tekken. He has the best juggle capability and he has the ability to heal himself! I mean c'mon, if you have the skill to know when to heal yourself during a match, than you can have a great advantage over your opponent. Yoshi is also fast and agile, and he also has some good long range attacks as well as excellent close range attacks. His poking and juggle capability are also what I like about Yoshimitsu. STRENGTHS & WEAKNESSES STRENGTHS: Yoshimitsu has many strengths. His strengths come from his speed, creativity, and the ability to mess with your opponents head. Also Yoshimitsu has great pokes and juggles to really screw with your opponent. He has excellent moves, say the f,f+2 Yoshimitsu blade, which on a counterhit, slices through your opponent, and as they fall slowly, you have the chance to sit and meditate and regain life! Yoshimitsu also can be very unpredictable at times. He has a lot of different combinations you can do out of different moves. His d/f+2 uppercut is also an excellent move. It juggles your opponent and allows you to keep up with then by moving forward. ( I would not of known this unless it were for the Yoshimitsu guide by Ben Cureton.) Yoshimitsu also has many great unblockables. He has slashes, pokes, swipes, flipping cuts, etc. A great arsenal. WEAKNESSES: Yoshimitsu has a few weaknesses. First he does not have many ground attacks. Those are not that necessary, but they would help. Also, Yoshimitsu only has 3 throws. Two regulars and one special. (Besides his left and right ones). His special throw (Rainbow Drop), does a lot of damage, but you have to have a decent opening to do it. Also, he has a lot of moves that are irrelevant to winning. Some of these moves are pointless and should be avoided. 3. COMPLETE MOVELIST: 1. Grappling Arts: 1+3 front ---- Jumping Slam 2+4 front ---- Sword Hilt Smash qcb+1+2 front ---- Rainbow Drop (1+3,2+4) left ---- Wheels of Hell (1+3,2+40 right ---- Clonimitsu (1+3,2+4) back ---- Tornado Drop 2. Regular Arts Command: Move Name: Properties: 1,2 jab, uppercut 1,2,1 jab,upper,jab d+1 low jab D+1 left upper d/f+2 uppercut(tag) SJG d/f+1,2 hilt strike, backfist BF,OBF d/f+3 left side kick u,N,3 rising roundhouse f,f+4 lunging knee u/f+3 jumping roundhouse U/F+3 hop sweep U/F+4 jumping toe kick u/f+4 rising heel d/f+1+2 hilt strike, backfist BF,OBF = D/b+2,2,2.. =manji spin strikes D b+1,1,1,1,1 spinning hilts D =3+4 =side spin DYOSH d/f+1,1,1,1 door knocker =2 =backhand BF,OBF D/B+2,2,2,2,2 =manji spin strikes D =2 (f+4) =backhand, front kick f,f+1+2 dive bomb BF =(1+4,2+3) =soul siphon YGL =D/B+2,2,2 =manji spin strikes D =u,N,3+4 =kangaroo kick SJG =d+1+4 =suicide DYOSH =u+2+3 =sword stab =u+2+3~1 =sword spin D/B+2,2,2,2,2 manji spin strikes D SS+2 shrine lift(tag) SJG 2+3 punch roundhouse flash 2+d,+3 punch, low kick flash f,f+2 yoshimitsu blade rush f,f+2 (CH) yoshimitsu blade slice (ch) =D+3+4 =meditate(gains life) FC, d/f+3 lunging sweep SJG f+2 backfist BF,OBF =D/B+2,2,2,2,2 =manji spins D D/B+3,3,3,3,3 manji spin kicks D 3,4 spinkick, savior boot f,f+3+4+1+2+3+4 shark attack blows d/f+4 right roundhouse SS+4 whirlwind 4,4,4 triple roundhouse 4~3 kangaro kick(tag) d/b+1+2 yoshimitsu shield f,f+1+4 turning suicide faint =1+4 suicide(unblkbl.) DYOSH d+1+3 low parry d+3+4 meditation sit =D =hold =f,b =teleport =N =meditate YGL =4  =kangaroo kick(tag) =2, D/B+2,2... =backfist,manji spins D SS+3+4 debate stance =(1+4,2+3) =soul siphon YGL =F =Power up! YGL u/f+3+4 flipping stomp =b+1 =spinning hilt = D/B+4 =back hand spring =d/b+1~1 =delayed slash,slash =b+1, 3+4 =spinning hilt, double flip =3+4 =kangaroo kick (tag) SJG COUNTERS: b+1+4 yoshimitsu flash d+1+3 low parry d+2+4 low parry f+1+3 left chicken f+2+4 right chicken UNBLOCKABLES: b,b+1 sword stab = N+1+1 =sword spin = b,b =cancel u+1+2 flea =u/f,u/b,u =jumping flea =f,f_b,b =running flea =1+2 =flea head butt =d+3+4 =sit YGL =4_3+4 =kangaroo kick(tag) B+1+2 =death stance =any =bad breath d/b+1 =sword slash =D/B =delayed slash qcf+1 moonsault slayer f,f+3,1 front kick, slash FC, b+1 low cut slash f,F+1+4 turning suicide DYOSH =f,f =double suicide DYOSH u/f+1+2 deathcopter =d =early slash =B =deathcopter trick d+1+2 TENSTRINGS: 1,2,1,4,4,4,1,1,1,1 1,2,1,4,2,2,2,4,1,1 4,4,2,2,1~1 4,4,2,2,1 4,4,2,2,4,4,1,1,1,1 1,2,1,4,4,4,1,3+4 4,4,2,2,4,4,1,3+4 4. MOVE DESCRIPTIONS: 1,2---- jab, upper---- h,m This move is pretty effective, but I rarely use it. Its pretty effective in poking and stuff. 1,2,1---- jab, upper, jab---- h,m,m This move is almost identical the jab, upper, except for obviously the extra jab. I only use this move when doing a ten string or when my opponents guard is down. Mostly for starting a combo. d+1---- low jab---- l Great move. Great for poking and annoying your opponent. You can do this move right when the round starts (thats really annoying). If yout opponent is skilled, he'll most likely do it first, or move. You can also use this to disrupt an annoying Chang combo or any other, but remember, make sure you have an opening! D+1---- left upper---- h Pretty basic move. What can I say its an uppercut. Somewhat useful, but again, only good when theres an opening. d/f+2---- upper---- h ONE OF THE BEST MOVES WITH YOSHI! This move is awesome. A million combos come from this move. You also move forward when you do it, and if your good enough, you can basically win the round if you know how to use this move. The best time to use this is when your opponent is doing a stupid combo. Block the combo, making sure to cover high and low and parry if you can. Once they are done or stunned by the parry or blocking use it! I will have combos later. d/f+1,2---- hilt strike, backfist---- m,h Ok move. Slow. A skilled oponent will not fall for it, the backfist is to slow. If you do get in the opening and do it, you should always follow up with the manji spin fist. Remember, the backfist will turn them around so take advantage of there ungaurded position. d/f+3---- left side kick---- m AHHH not to good. Slow, but sometimes effective. Rarely ever use it. u,N,3---- rising roundhouse---- m Not much to say here, pretty basic. Another move you only use when they are stunned or there guard is down. f,f+4---- lunging knee---- m I love this move! It's one of my favorites. Amazingaly fast, effective, and very quick recovery. I usually use it at the beginning of the round or when my opponent doesn't suspect it. It also is excellent as a combo finisher. If you are cheap and your opponent doesn't know how to play you can time it right so every time they get up you can do it and down they go again! Use it when your opponent is on the attack and the second they are done and resetting, use it bam! Down they go. Make sure it connects though, learn how to judge space and distance. Also good to disrupt stances like Ling's pheonix stance. u/f+3---- jumping roundhouse---- h(m) The same as rising roundhouse in my opinion. U/F+3---- hop sweep---- h(m) Decsent move. These moves are basic moves, don't do these type of moves when you are on the attack, if it is blocked, your opponent will easilypunish you. Especially the Kings, don't do these moves out of no where on multi throwing characters like the Kings, Bruce,Nina, etc. U/F+4---- jumping toe kick---- h Same as above. u/f+4---- rising heel---- m Same AGAIN as above, again I barely use these. b+1,1,1,1,1,1---- spinning hilts strikes---- h =3+4---- evasive side spin Ok move. Mostly used in a d/f+2 combo. Very effective there. I always use it there. I barely use it by itself easy to detect and duct. I never use the side spin. C'Mon, it takes life away. d/f+1,1,1,1---- door knocker---- h =2---- backhand =D/B+2,2,2,2,2 This move (door knocker), is mostly effective when there is a major opening. I never attack head on with this move bcause it is highly predictable. So, to mix it up, go in with 1 or 2 d/f+1 and then mix it up with a 2 or D/B+2,2,2,2,2. That way your opponent won't know whats going on and you are less predicatable. f,f+1+2---- dive bomb---- h =(1+4_2+3)---- soul siphon---- (!) =D/B+2,2,2---- manji spins ---- m =u,N,3+4 ---- kangaroo kick---- h =d+1+4 ------ suicide ---- m =u+2+3(~1) --- sword stab, spin---- (!),! Ok, #1, The normal dive bomb. I NEVER use this by itself, I always follow it up with another move. The first follow up is the soul siphon. This move takes your opponents head in hand and sucks the life out of them and gives it to you! I admit, your opponent has to be pretty dumb and slow not to see this one coming. But hey if they don't, it's great! #2 followup, manji spins.Ahh, pretty useful, especially if the dive bomb connects, you will be set to spin away. This is the ideal followup because it is relatively fast and not predictable. #3, kangaroo kick. Don't use. #4, suicide.......hmmmmmmmmmmmmm do you really want to damage the crap out of you as well as your opponent....SURE! Especially if they are about to win, GO OUT WITH HONOR AND A BANG! And who knows you might get a double K.O. Ahhh the last two, sword stab and spin, go the opposite way than your opponent. The only use for thses is if they jump over you. D/B+2,2,2,2,2,2---- manji spin strikes---- m Pretty useful. you should pretty much use them as a follow up to a move that makes your opponents back turn. SS+2---- shrine lift---- h Another juggle starter. Basic uppercut type move. Finnanly a Yoshimitsu side step move! 2+3---- flash attack---- h,m Ummm, not very useful, slow and detectable, but I do use it when their guard is down, you know the routine. 2+d+3---- low flash attack---- h,l Ok, way better. gets a punch in and goes low. Less detectable so go for it when you feel you can. f,f+2---- Yoshimitsu blade rush---- m AHHH.... The blade rush, one of my favorite moves. Looks really cool too. My suggestion is only use this on a counter hit. (when your opponent is attempting to attack you.) Yoshimitsu goes straight through them and it does decent damage. If you power up (1+2+3+4) he will go through them if it's a counter hit or not. If you dont power up and it's not a CH.. then just use it in a juggle. Also when you go through them, hit d+3+4 to sit down and meditate. You will gain major life back this way. FC, d/f+3---- sweep---- l Good move, also a very good juggle starter. Use it when your opponent is attacking high. This will trip him and you can bust out a cool combo. 3,4---- spinkick, savior boot---- h,m Um Ok i guess. Its only useful if your opponent blocks the spin kick and isn't expecting the quick boot. f,f+3+4,1+2,3+4---- shark attack---- m,m,h Useful againts unskilled opponets, so mix it up. You dont have to do the whole move. You can do two or one of the whole move. d/f+4---- right round kick---- m YES! Another great move. This move is super fast, great recovery time and does decent damage. Can stop someone in a run, poke, or just annoy them. It's a great move. SS+4---- whirlwind---- Ummm whatever 4,4,4---- triple roundhouse---- m,m,m NOOOOOOOO! Never do three. SOOOO easy to block. Always do one or two. 4~3---- kangaroo kick---- h Good move. Again only do when there is a large opening. Your opponent gets huge air and is open for deadly unblockable combos (sword) d/b+1+2---- Yoshimitsu Shield---- blk. What can I say, the name speaks for itself! f,f+1+4---- turning suicide faint =1+4---- suicide---- m I explained this earlier in the dive bomb section. d+3+4---- mediatation sit GREAT!!! Out of this you can teleport (if you are close enough you will teleport behind your opponent and make an attack.) You can meditate and regain life, or do a kangaroo kick or manji back fists! I use it a lot. Have good timing though. SS+3+4---- debate meditation Not as cool as Indian sit meditation (above) mostly because your back is turned. You can do a soul siphon and regain life from this. Soul siphons are the same buttons from here. (1+4_ 2+3). Hit Forward to turn around, regain life and damage your opponent. u/f+3+4---- flipping stomp---- h =b+1---- spinning hilt ---- h =D/B+4---- back hand spring =d/b+1~1---- delayed slash---- h =b+1, 3+4---- spinning hilt, flipping stomp---- h =3+4---- kangaroo kick OK! last one. The flipping stomp. My last favorite. Use this move when an opponent is running at you, has just finished an attack, or when you see an opening. You can do any of the combonations above, but my favorite is the delayed slash one. On the 6th hop it will do over 100 damage easily annihilating your opponent. Never try for six hops for obvious reasons. UNBLOCKABLES: b,b+1----sword stab---- (!) Its slow and not worth your while. b,b+1~1--- sword spin---- ! Great move compared to the stab. It's great after a Kangaroo kick or when your opponent is charging you, sees you draw back and thinks you are doing a stab. Also gives your opponent pressure to get up when they are under you and you are doing it. u+1+2----flea---- ! Great move, gives complete ground coverage. Jumping flea (f,f_b,b) is great too, quick and effective. Good after a knock down because it is quicker than jumping flea. The only downside is that Yoshi gets off his sword when he's done. Flea headbutt (1+2) is also effective. It is quick and powerful and I like like it because in fast play it is unpredictable. Sit (d+3+4) is useful in many ways. First once your in it you can do all of his sitting moves. I use it after a jumping flea or headbutt to gain some quick life. I rarely do his Flea Kangaroo Kick. It is slower and less effective, but if theres an opening by all means go for it. B+1+2,ANY ---- Bad Breath---- ! Great move. Unblockable from close range, can't be ducked or avoided when they are near you. Also good after a Kangaroo kick. you can also use it at the beginning of a round or at a charging opponent. Just a great all around move. d/b+1----sword slash---- ! Good move. Not terribly slow, but hey, it can't be avoided! It is best to use on grounded opponents or after a f,f+3. You can also use it to finish juggles. I never use the delay. qcf+1----moonsault slayer----!,! I like this move. Great for long distance attack and overall its a good move. I always use it going from far to close. Basically this is the only move that doesnt describe itself in it's name. Yoshimitsu does two front flips and his sword slashes down the whole time. Sometimes at medium range you can get two slashes in. f,f+1+4----turning suicide----! Only use as a last result if you are a sore loser. u/f+1+2----deathcopter----(!)-can be avoided UH not much here. Rarely use. I usually use it to change position, but the deathcopter trick (B) is cool because it tricks your opponent into thinking that you are coming down but you fly up again and come behind them and slash them. 6. COMBOS AND JUGGLES: Here I will give you some sample combos/juggles. I HIGHLY suggest going to tekkenzaibatsu.com and get an awsome list of their combos. I have only written the ones I knew about before I saw the list. 1.d/f+2 1,2,1,4 1,4,4 1,b+1,1,d/f+2 d/f+2,d/f+2 b+1,1,1 b+1,1,1, 3 b+1,1,1 b+1,1,1, d+3 1,1,1,d/b+1 1,b+1,1,1,1,b+1+4 f,f+4,1,b+1+4 d/f+2, b+1,1, d/b+3,3,3,3 2.SS+1---CH 1,1,b+1,3,4 1,1,b+1,3 1,b+1,1,b+1,f,f+4 1,4,4,4 3.FC, d/f+3 d+1,b+1+4 u+1+2,1+2,f,f+4 d+1, D/B+3, f+4 d+1, WS+1, f,f+4 or 2 D/B+3,3,3,3 d+1, D/B+3,3,3,3 4.SS+2 1,b+1,1,1,d/f+2 1,1,1,d+1 1,1,1 1,1,1,3 1,1,1,f,f+2 1,1,1,f,f+4 GO TO WWW.TEKKENZAIBATSU.COM AND GET THERE COMBO LIST! NOW! YOSHIMITSU STRATEGY: OFFENSIVELY: Yoshimitsu is a good offensive player. He has great offensive moves like the knee lunge, jabs, uppers, etc. I suggest using all of his quick, effective moves early to do some major damage. Remeber, expeirenced players ca usually read you, so be careful. Remeber to keep distance in mind. Your opponent can seriously damage you if you come up short. My advice is that you only use moves that are effective(common sence). Mix moves up, become unpredictable. Don't start off every round with a lunging knee or an attempted upper. Your opponent will adapt, so adapt when they adapt. DEFENSIVELY: Yoshi lacks reversals or high and mid parries. I always let my opponent finish a sequence of moves that I know are going to be high. Once he/she is done I usually grab them with 2+4 and follow up with a sword slash. That is not always wise, but I take risks. If you are being attacked likes it's nobodys business stay calm and think. Look for where you can low parry, where can you duck, etc. I am not that good at explaining strategy, so if you want a better description I suggest you look at Ben Curetons Tekken 3 Yoshi Guide. Available at tekkenzaibatsu.com and look at the faq's there. Remember, Yoshimitsu is hard to master. Don't give up and say "He sucks" just because you can't do a move. And let me assure you I still have a lot to learn about Yoshi and for that fact Tekken. C'mon i'm only a sophmore. Any ways, Tekken is bad ass never stop playing, go to the arcade when you can, and have fun. Skill comes with time, so be patient and chill. CREDITS: 1. Ben Cureton (firstname.lastname@example.org) His Yoshimitsu guide was the basis for mine. That is how I learned most of the things I know now. His guide is awsome. Thank You. (I did ask for permission.) 2. WWW.TEKKENZAIBATSU.COM The Best Tekken Site EVER. TONs of info, media, pics, etc. I highly suggest you go there. I recieved a small bit of info from here. Thanks. 3. Check out Catlord's site. I think theres a adress on Zaibatsu. I haven't been there yet, but oh well it has to be cool. 4. Jimi O'Grady. The only kid who played Tekken with me. Long nights figuring out all the crap on this guide. I won't pay you for your playstion either.