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    Yoshimitsu by MHamlin

    Updated: 01/22/03 | Search Guide | Bookmark Guide

    Tekken 4: Yoshimitsu FAQ
           By: Mike Hamlin cmhamlin@mchsi.com 1/8/02
    Table of Contents
    1. Copyright Info
    2. Version History
    3. Intro
    4. About Yoshimitsu
    5. Button Conventions
    6. Move List
    7. Strategy
    8. The Soul Stealer
    9. Combos
    10. Outro
    11. Credits
    1. Copyright Info
    This document copyright Mike Hamlin, 2003. There is no illegal use of this 
    FAQ. Period. This FAQ will be found at gamefaqs.com ONLY. Please notify if 
    this FAQ is found on another site.
    2. Version History
    1/20/02 - First version complete.
    1/22/02 - Fixed some errors.
    3. Intro
    Who's the man with the sword? Is it Yoshimitsu? It is! Yes, Yoshimitsu is 
    truly a Tekken favorite since the first game. Not only does he look 
    intimidating with his shiny armor and razor-sharp sword, but he can also 
    mess around with opponents (and amuse those watching) with his myriad of 
    weird moves and taunts. Yoshi isn't exactly the most popular character 
    around, but he can be a challenging opponent in the right hands.
    4. About Yoshimitsu
    Yoshi is the leader of the Manji clan, an organization dedicated to 
    helping the less fortunate. They are famous for being Robin Hood like 
    thieves who loot the rich and give it to the impoverished people of the 
    world. Lately, however, the organization has been experiencing a decline 
    because of the lack of funding and manpower. But when Yoshi heard rumors 
    about the King of the Iron Fist Tournament 4 and the grand prize being the 
    inheritance of the vast wealth of Mishima Zaibatsu, Yoshi figured it high 
    time to put the Manji clan back on track. Yoshi decides to enter the 
    5. Button Conventions
    The following are the numbers and symbols I use to refer to pad motions 
    and button presses:
    1- left punch
    2- right punch
    3- left kick
    4- right kick
    f- tap forward
    b- tap backward
    d- tap down
    u- tap up
    F- hold forward
    B- hold backward
    D- hold down
    U- hold up
    N- pad in neutral position
    /- press in between the arrows (d/b means down and back together)
    +- press buttons simultaneously
    ~- press buttons very quickly
    >- the next button press can be delayed
    =- Move is an "add-on" to the move above with lesser indent
    *- Hold down the button before the asterisk
    _- moves are interchangeable
    QCF- Quarter Circle Forward (d,d/f,f)
    QCB- Quarter Circle Backward (d,d/b,b)
    HCF- Half Circle Forward (b,d/b,d,d/f,f)
    HCB- Half Circle Backward (f,d/f,d,d/b,b)
    WR- while rising
    WC- while crouching
    SS- during sidestep
    SSR- during right sidestep
    SSL- during left sidestep
    iWS- instant while rising (d,d/b,N)
    CD- crouch dash (f,N,d,d/f)
    CH- counter hit
    CL- clean hit
    Hit ranges
    There are 5 hit ranges:
    h- High range attack. Block by standing. Avoid by ducking.
    m- Mid range attack. Block by standing. Will hit crouching opponent.
    l- Low range attack. Block by crouching.
    sm- Special mid range attack. Hits mid, but can be blocked when 
    !- unblockable.
    6. Move List
    This is a list of all of Yoshimitsu's  moves. I've included the name, how 
    to do it, the damage, and any special properties a move might have. If 
    there is an asterisk (*), look for the move name in the section below 
    for the move property.
    Name                      Command                   Damage             Property
    Flash Attack              2,3                       hh/12,21
    Flash Punch Low Kick      2~D+3                     hl/12,8           
    Oni Kick                  3                         h/25
     =Zig Zag                 4                         m/30
     =Oni Kick Combo          3                         l/16
     =Kangaroo Kick           d+3+4                     m/30
    Triple Roundhouse Combo   4,4,4                     hhh/14,12,21       *
    Basic Uppercut            d/f+2                     m/13
    Kangaroo Kick             4~3                       m/30
    Meditation                3+4                       -
    Bad Stomach               D/B+1+2                   -                  *
     =Poison Breath           1_2_3_4                   !/25               *
    Cyclone Lift              d+1+2                     !/12               *
    Avoiding the Puddle       u/f+4                     m/25
    Rising Knee               u/f+3                     m/15
    Manji Backfist 1          f+2                       h/12               *
    Manji Backfist 2          2                         h/15               *
    Backfist to Stone Fist    f+2,d/b+2,2,2             hmmm/12,10,8,6     *
    Door Knocker              d/f+1,1,1,1               mhhm/15,12,12,24
    Door Knocker Back Knuckle d/f+1,2                   mh/15,12           *
    Slap U Crazy              d/f+1,2,d/b+2,2,2         mhmmm/15,12,10,8,6 *
    Wood Cutter               d/f+3,1                   m!/20,18
    Inner Palm                SS,1                      m/21               *
    Shrine                    SS,2                      m/20
    Whirlwind                 SS,4                      h/21               *
    Indian Stance             d+3+4                     -                  *
    Flea                      1+2                       -                  *
    Poison Wind               u/f+3+4                   m/10
    Sword Smash               f,f+2                     m/18               *
    Fubuki                    f,f+4                     m/15
    Reverse Cartwheel         f,f+3+4                   m/30
    Solar Kick                f,f+1+2                   m/22
     =Soul Siphon             1+4                       h/22               *
     =Soul Possession         F+1+4                     h/26               *
    Solar Kick Shark Attack   f,f+3+4,1+2,3+4           mmm/30,30,30
    Slap U Silly              b+1,1,1,1,1,1,1           hhhhhh/10...       *
     =Side Spin               b+3+4                     -                  *
    Stone Fists               d/b+2,2,2,2,2,2           mmmmmm/10,10,8,8,8,6 *
    Manji Spin Low Kicks      D/B+3,3,3,3,3,3           llllll/12,7,7,7,5,5 *
     =Front Kick              4                         m/12               *
    Spinning Evade            B+3+4,3+4,3+4,3+4,3+4,3+4 -                  *
    Death Copter              U/F+1+2                   !/40
     =Death Copter Slice      D                         !/Varies           *
     =Death Copter Trick      ~B                        !/35
    Sword Stab                b,b+1                     !/90
     =Face Splitter           1+2                       !/15               *
     =Windmill                N,1                       !/22               *
    Soul Stealer              1+4                       !/0                *
    Harakiri                  d+1+4                     !/60               *
     =Manji Blood Dance       B+1,1,1,1,1               !!!!!/20,20,20,20,20 *
    Suicide                   f,f+1+4                   !/100
    Confusion                 f,f+1+4,N                 -
    Double Suicide            f,f+1+4,f,F               !/100,100
    Quick Slash               d+1                       !/10
    Death Slash               d+1~D/B                   !/Varies           *
    Moonsault Slayer          QCF+1                     !!/15,28
    Sweep Kick                WR,d/b+3                  l/12
    Knee Cap                  WC,d/f+3                  l/12
    Samurai Cutter            WC,D/F,1                  !/20
    Spirit Shield             1+2+3                     !/0                *
    Moves from Meditation
    Name            Command Damage Property
    Healing         1+2     !/10   *
    Back Handspring 3+4     m/15
    Harakiri        1+4     !/60
    Moves from Indian Stance
    Name                 Command          Damage   Property
    Indian Stance        d+3+4            -
    Healing              N                -        *
    Indian Stance Storm  1                !/15
    Stone Fists          2                m/10
    Kangaroo Kick        4                m/30
    Indian Stance Cannon 3,3+4            mm/30,30
    Vacuum Dance         b_f              -        *
    Levitation           3+4*             -
     =Move               D_U_B_F          -        *
     =Taunt 1            4*,1_2_1+2       -        *
     =Taunt 2            1_2_1+2,d_u_b_f -        *
    Moves from Flea
    Name           Command   Damage Property
    Flea           1+2       -
    Running Flea   f,f       !/12
    Jumping Flea   u_u/b_u/f !/21
    Flea Digger    d         -
    Flea Dance     3_4       -
    Skull Splitter 1+2       h/16
    Kangaroo Kick  3+4       m/30
    Indian Stance  d+3+4     -
    Moves from Poison Wind
    Name          Command Damage Property
    Poison Wind   u/f+3+4 m/10
    Bronze Fist   b+1     sm/2
     =Steal Fist  3+4     m/20
     =Silver Fist 4       sm/15
      =Gold Fist  D/B+1   !/10
    Flea          1+2     -
    Kangaroo Kick 3+4     m/30
    Indian Stance d+3+4   -
    Throws            Command Position Damage Escape Property
    Sword Face Smash  2+4     Front    30     2
    Oni Killer        f+2+4   Front    30     2
    Wheels of Hell    2+4     Left     40     1
    Neck Breaker      2+4     Right    40     2      *
    Tornado Drop      2+4     Back     70     None
    Rainbow Drop      QCB+1+2 Front    39     1+2
    Soul Siphon       QCF+2   Front    22     None
    Soul Possession   QCB,f+2 Front    26     None
    Position Change 1 1+3     Any      -      1
    Position Change 2 f+1+3   Any      -      1
    Position Change 3 d+1+3   Any      -      1
    Position Change 4 u+1+3   Any      -      1
    10-hit combos
    1,2,1,4,4,4,1,1,1,1- 93 damage
    1,2,1,4,4,4,1,3+4- 72 damage
    1,2,1,4,2,2,2,4,1,1- 82 damage
    4,4,2,2,1- 67 damage
    4,4,2,2,1~1- 59 damage
    4,4,2,2,4,4,1,1,1,1- 102 damage
    4,4,2,2,4,4,1,3+4- 81 damage
    Move Properties
    Triple Roundhouse Combo- If the last hit connects, it shows opponent's side.
    Bad Stomach- You must keep holding D/B.
    Poison Breath- Unblockable but can be ducked.
    Cyclone Lift- 18 damage and juggle on CL.
    Manji Backfist 1- Shows opponent's back.
    Manji Backfist 2- Execute while your back is turned.
    Backfist to Stone Fist- After last spin, Yoshi gets dizzy and falls over.
    Door Knocker to Back Knuckle- Shows opponent's back.
    Inner Palm- Juggle on CH.
    Whirlwind- Stuns on CH.
    Indian Stance- Hold down to stare at opponent. If you are lying on the ground, 
    face up, press 3+4 to go into Indian Stance.
    Flea- While neutral in Flea, enemies can still get hurt from coming into 
    contact with Yoshi's sword. This is Unblockable and causes 21 damage.
    Sword Smash- On CH, Yoshi will pass through enemy. For some reason, holding F+2 
    when this happens decreases the damage.
    Soul Siphon- Takes opponent's life and adds it to yours.
    Soul Possession- Takes life from you and adds it to opponent's.
    Slap U Silly- After last spin, Yoshi gets dizzy and falls over.
    Side Spin- Takes some of Yoshi's life. This cannot be used between any spin in 
    Slap U Silly.
    Stone Fists- After last spin, Yoshi gets dizzy and falls over.
    Manji Spin Low Kicks- After last spin, Yoshi gets dizzy and falls over.
    Front Kick- This cannot be used after the first kick.
    Spinning Evade- Each spin takes some of Yoshi's health. After last spin, Yoshi 
    gets dizzy and falls over.
    Death Copter Slice- The longer you let Yoshi fly, the more damage it does. It 
    goes from 25 to 30 to 40.
    Face Splitter- Unblockable but can be ducked.
    Windmill- b,B to cancel.
    Soul Stealer- Pushes opponent away. Allows Yoshi to copy an enemy's moves. See 
    the section below for details.
    Harakiri- Yoshi also takes damage.
    Manji Blood Dance- Each spin takes some of Yoshi's life. Does a lot more damage 
    to Yoshi than to opponent.
    Death Slash- Each time Yoshi bounces, the damage increases. When you see smoke, 
    let up on D/B+1 for full damage. The damage goes in this order: 
    10,15,23,27,43,65,107. After third bounce, the hit will knock the enemy over.
    Spirit Shield- Pushes opponent away.
    Healing- Yoshi recovers health and if your opponent is close enough, he will be 
    Healing from Indian Stance- Yoshi recovers health each time he brings his sword 
    Vacuum Dance- Yoshi spins behind enemy. If you are too far away, Yoshi will 
    stand up with his back turned.
    Move- While holding 3+4, you can move freely in any direction.
    Taunt 1- To use it, while holding 3+4, let up on 3, then press 1,2, or 1+2.
    Taunt 2- To use it, while you are holding 3+4, press 1,2, or 1+2, then tap any 
    direction to taunt.
    Neck Breaker- Yoshi's old right side throw was WAY better.
    7. Strategy
    First, let's look at Yoshi's strengths and weaknesses:
    -Yoshi can keep an enemy in the air for quite a long time. His juggles are not 
    really powerful, but you can frustrate an opponent once you get them in the 
    -Yoshi can HEAL himself!!! It isn't easy, but there are tactics that can let 
    you recover life bit by bit.
    -Yoshi is the undisputed king of unblockables. Some of them take way too long 
    to use, but it's always nice to throw in a quick unblockable.
    -Yoshi has this tendency to hurt himself. Although you can heal, Yoshi has some 
    moves that do TONS of damage to himself. Use these moves in moderation, if at 
    -Yoshi actually has one of the fastest jabs, but his kicks and some of his 
    other moves are quite slow. It takes skill to master Yoshi.
    -Yoshi is a complex character to learn. His many stances and moves can confuse 
    someone who isn't familiar with Yoshi. This can include the player.
    Yoshi has a lot of unblockable moves, but the first and foremost rule about 
    unblockables is: DON'T ABUSE THEM. Even if this one move seems to work every 
    time you use it, your enemy will learn to deal with it and render your 
    unblockables useless.
    Quick Slash- Nice and fast, perfect to throw at your opponent after a juggle or 
    against someone playing a turtle game. The Wood Cutter is also a good move in 
    Sword Stab- TOO SLOW. However, the Face Splitter works well if your enemy tries 
    to interrupt the attack. If this happens, they will likely back off next time 
    you try the move.
    Samurai Cutter- A nice unblockable but tricky to pull off. It is not exactly 
    D/F+1, but more like D/F for split second, then the 1. Your enemy is likely to 
    try and back off or interrupt if you duck and start edging towards them 
    (because of the D/F) but if you're fast you might connect. This is a difficult 
    move to avoid.
    Windmill- Is your opponent attacking and never letting up? Fend them off with 
    this move and make them think twice. And if he tries to side step around you, 
    hit b,B to cancel.
    Death Copter- This is more of a way to flaunt your sword, because your enemy 
    can simply side step while you're flying. Combat this by using the Death Copter 
    Trick. It will spin you around to face the enemy if he tries side stepping.
    Yoshi can heal. He has three ways of doing his:
    Meditation healing- You get some life and damage a close enemy. However, your 
    enemy can rush you right after you recovery.
    Indian Stance- Yoshi recovers life constantly here. Usually, your enemy will 
    run up and try to hit you while sit there. But if you press up you can just 
    stand right up and be back on guard. Now, back off and sit down again. Repeat 
    this over and over to fool your enemy and piss them off.
    Soul Siphon- You take life from the enemy and redistribute it; to yourself. 
    It's tricky to pull off but it can't be escaped. Also, what's the point of Soul 
    Possession? Well, if you are WAY ahead, you can give some life to your enemy to 
    make them mad. Try giving them life right at the beginning for some funny 
    results. Yoshi can be a lot of laughs if you use his moves right.
    Hurting yourself
    Yoshi can also hurt himself quite a bit. While the damage you do to yourself is 
    not worth the damage your enemy takes, keep in mind that playing mind games and 
    doing very weird things can mess with your opponent's game:
    Spinning Evade- This will get you away from your enemy in a hurry, but you'll 
    wind up taking some damage and falling over if you spin too much.
    Harakiri- Yep, Yoshi stabs himself. If your back is turned, your enemy will get 
    stabbed also. Perfect for those times when you want a double KO. You could try 
    the Manji Blood Dance, and although your opponent will probably get hit once or 
    twice, you will take a lot more damage.
    Suicide- This move makes for a great finish. If you are winning, turn your back 
    and kill your opponent by stabbing him. Confusion is another move to scare your 
    enemy. Turn your back and do nothing. Just let your enemy the move you COULD 
    have done would have killed him. And, of course, Double Suicide is for those 
    with a death wish.
    Flea is a great stance for hitting your opponent in a strange way. Just 
    standing there means your enemy can have a hard time hitting you. Try chasing 
    him by jumping or use the Skull Splitter for quick surprise. Use the Flea Dance 
    or Flea Digger to dodge an attack then jump and land on your opponent. Be 
    careful, though, because a simple side step gets your enemy out of harm's way. 
    Know when to cancel it because a simple jab can start a juggle on you.
    As with most characters, use a balanced mixture of low and mid attacks is a key 
    to winning. Yoshi doesn't have a great variety of low attacks, but his 
    unblockables add another thing for an opponent to watch out for. Try his Knee 
    Cap and Manji Spin Low Kicks for quick low attacks, then switch up to the mid 
    hitting Rising Knee or Basic Uppercut for a juggle. Once the enemy is in the 
    air, keep them that with some quick jabs or the Slap U Silly. If you stutter 
    this move (spinning but stopping before Yoshi gets dizzy) you can rack up a 
    bunch of hits. After that, throw out his regular 3 kick or the Wood Cutter for 
    the final blow in the juggle. The juggle doesn't cause tremendous damage, but 
    it gets the job done and it lasts long, too. Also notice that when you hit the 
    enemy with either Manji Backfist, they spin around, giving you time to pop them 
    in the air with the Basic Uppercut. You can also try his Rainbow Drop. It has 
    fast execution, so some enemies may not even see it coming. Mix up your lows, 
    mids, and unblockables as much as you can. Once you become predictable, you 
    have already been defeated.
    8. The Soul Stealer
    1+4 activates Yoshi's Soul Stealer. Aside from just pushing an enemy back, it 
    can allow you to copy an enemy's move (I don't know why some people call it 
    stealing but there's nothing wrong with that, I suppose). When you hit 1+4 
    during the enemy's move, Yoshi's sword becomes red. Yoshi can copy moves from 
    any distance and during any part of the move; he can even copy certain strings 
    and he just has to use the 1+4 some time during the string. Yoshi can even get 
    hit but still copy the move. Once he has the move, you can use it by pressing 
    1+4. The move will be carried over to the next round as well. However, Yoshi 
    cannot copy every move and some moves make him do different things. The 
    following is a list of what Yoshi can copy from each character in the game. 
    Since most people don't refer to moves by name, I will simply list the command 
    for the move that can be copied. Result column shows exactly what Yoshi will 
    copy (because when he copies a move he may simply use a variation). The 
    property column will show if Yoshi uses the move differently or if there is 
    something else special about the move when he copies it. Here goes:
    Command       Result        Property
    d/f+1,1,1,1   d/f+1,1,1,1,2
    d/f+1,2       d/f+2
    d/f+1,1,1,1,2 d/f+2
    1+2           1+2
    1,2,1,2       3,2,1,4
    1,2,1,4       3,2,1,4
    1,4,2,1       b+2,1,2
    1,4,2,1,2     b+2,1,2
    1,4,2,f+1,2   b+2,1,2
    b,b+1         b,b+1
    QCF+1         QCF+1
    QCF+2         QCF+2,b+2
    f+2,1,4       f+2,1,4
    f,f+2         f,f+2
    b+2,1,2       b+2,1,2
    b+2,f+1,2     b+2,1,2
    QCB,N+2       QCB,N+2
    d+2           d+2
    f,f+3         f,f+3
    f,f+3*        f,f+3*
    f+3           f+3
    3,2,1,4       3,2,1,4
    3,2,1,2       3,2,1,4
    b+4           b+4
    f,f+4         f,f+4
    b,b+4         b,b+4
    1+3+4         1+3+4
    f+1+4         f+1+4
    b+1+4         b+1+4
    Command   Result                  Property
    1+2       1+2
    u/f+1+2   u/f+1+2
    f,f+3     f,f+3
               =~D (relaxed position)
               =1_2 (low bad breath   Unblockable
               =3_4 (relaxed 3+4)     Goes back to relaxed
               =N (relaxed ends)
    b+3       b+3
    u/f+3+4   u/f+3+4
               =~D (relaxed position) Yoshi floats, cannot act in relaxed
    3+4       3+4
    f,f+3+4   f,f+3+4
    d/f+3+4   d/f+3+4                 Cannot hold D
    FC_WR+3+4 FC_WR+3+4
               =~D (relaxed position)
               =1_2 (low bad breath)  Unblockable
               =3_4 (flare)           Goes back to relaxed
               =N (relaxed position)
    3~4       3~4                     Ends in relaxed
               =1_2 (low bad breath)  Unblockable
               =3_4 (relaxed 3~4      Goes back to relaxed
               =N (relaxed ends)
    d/b+3+4   d/b+3+4
               =b,b (cancel)
    WR+4      WR+4
    d/b+4...  d/b+4
    u/f+4     u/f+4
    FC,d/b+4  FC,d/b+4
    Combot randomly takes on the fighting of a different character. Yoshi can still 
    copy moves from Combot; they will be the moves of whoever he is mimicking.
    Command               Result                          Property
    b+1                   b+1
    Ready Position 1+2    Ready Position 1+2 (bad breath) Inescapable
    d/f+1+2               d/f+1+2
    f+1+2                 f+1+2
    d+1+2                 d+1+2
    d/b+1+2               d/b+1+2
    WS+2_Ready Position 2 WS+2
    2                     2,d+1+2
    b+2                   b+2
    d+2,4                 b+2,4
    f,f+2                 f,f+2
    f+2,1,2,1             f+2,1,2,1
    SS+2                  SS+2
    b+2+3                 b+2+3                           Cannot be canceled
    d/f+3                 d/f+3,1+2
    d/b+3+4               d/b+3+4
    f+3+4                 f+3+4
    b+4                   b+4
    FC,d/f+4              FC,d/f+4
    Command               Result                Property
    b+1                   b+1
    f+1,b+2               f+1,b+2
    f+1,b+2,1             f+1,b+2,1
    f+1,b+2,4             f+1,b+2,4
    d/f+1,2               d/f+1,2
    f,N,d,d/f+1           f,N,d,d/f+1           Cannot copy variations
    b+1+2                 b+1+2                 Hold 1+4 to delay
    b+1+2*                b+1+2                 Hold 1+4 to delay
    1+2                   1+2
    f+2,1+2               1+2
    1,2,1+2               1+2
    b+2                   b+2
    f,f+2                 f,f+2
    f,N,d,d/f+2           f,N,d,d/f+2
    f,N,d,D/F+2           f,N,d,D/F+2
    f,N,d,d/f+2*          f,N,d,d/f+2
    f,N,d,d/f+3           f,N,d,d/f+3
    f,N,d,D/F+3           f,N,d,D/F+3
    f,N,d,d/f+4           f,N,d,d/f+4,4,4,N+4,4
    f,N,d,d/f+4,4,4,N+4,4 f,N,d,d/f+4,4,4,N+4,4
    f,N,d,d/f+4,4,4,N+1   f,N,d,d/f+4,4,4,N+1
    b,b,N+3+4             Bad Breath
    b+2+4                 Bad Breath
    d+1+4                 d+1+4
    Command     Result             Property
    u/f+3       u/f+3,4,3
    f,N,d,d/f+4 f,N,d,d/f+4
    d+4,4       d+4,4
    u/f+4       u/f+4
                 =b,b (cancel)     Cannot use LFS attacks
    LFF 1,2,f+4 LFF 1,2,f+4
    LFF f+1+2   LFF f+1+2
    LFF 2,f+4   LFF 1,2,f+4
    LFF 1,1,3,3 LFF 1,1,3,3
    LFF f+3_LFS LFS
                 =1,2 (bad breath)
                 =3 (LFS f+3)
                 =4 (LFSb+4
                 =f_u_d_b (move)
    LFF b+3     LFF b+3
    LFF 3~4     LFF 3~4
    LFF f,f+4   LFF f,f+4
    RFF 2,4,4   RFF 4,4
    RFF 2,4,3   RFF 4,3
    RFF 2,b+4   RFF b+4
    RFF 3,3     RFF 3,3
    RFF 3~4     RFF 3~4
    RFF b+4     RFF b+4
    RFF 4       RFF 4,4
    RFF 4,4     RFF 4,4
    RFF 4,3     RFF 4,3
    RFF f+4     RFF f+4~4          Hit 1+4 earlier. Cannot copy RFS
    RFF f+4~4   RFF f+4~4
    Command         Result          Property
    1,2,3           1,2,3
    1,2,4           1,2,4
    1,3~3           f+3~3
    1,3~3,3         f+3~3,3
    f,N,d,d/f+1     f,N,d,d/f+1
    1+2             1+2
    u/b+1+2         u/b+1+2
                     =b,b (cancel
    WR+2            WR+2
    f,N,d,d/f+2     f,N,d,d/f+2
    f,N,d~d/f+2     f,N,d~d/f+2
    b+2,3           b+2,3
    f,f+2           f,f+2
    f,f+3           f,f+3
    f,f+3,1,3~3,3   f+3~3,3
    b+3,4           b+3,4
    f+3~3,3         f+3~3,3
    d+3+4           d+3+4
    f+4             f+4
    b+4             b+4
    d/f+4           d/f+4
    f,f+4           f,f+4
    f,N,d,d/f+4     f,N,d,d/f+4
    f,N,d,d/f+4,3+4 f,N,d,d/f+4,3+4
    d+4             d+4
    1+3+4           1+3+4
    Command       Result       Property
    d/f+1+2       d/f+1+2      This is a throw
    f+1           f+1
    d,d/f+1,2     d,d/f+1,2
    1~1,1         1~1,1
    f+1~2         f+1~2
    f,f+1,4       f,f+1,4      Hold 1+4 for infinite elbows
    1+2           1+2
    b+1+2         b+1+2
    f+1+2         f+1+2
    d/f+2,1       d/f+2,1
    f,f+2         f,f+2
    b+2           b+2
    b+3,4         b+3,4
    SS+3~4        SS+3~4
    u/f+3+4       u/f+3+4
    4,4,4         4,4,4
    4,4,d+4       4,4,d+4
    4,4,1         4,4,1
    d/f+4,2,b,f+2 d/f+4,2,b,f+1
    WR+4          WR+4
    FC,d/f+4,3    FC,d/f+4,3
    f+1+4         f+1+4
    Command       Result       Property
    1,1,2         1,1,2
    1,2,2         1,2,2
    1,2,4         1,2,4
    WR+1,2        WR+1,2
    d/f+1,f+2     d/f+1,f+2
    f,N,d,d/f+1   f,N,d,d/f+1
    f+1+2,f+2     f+1+2,f+2
    WR+2          WR+2
    d/f+2         d/f+2
    f+2           f+2
    f,N,d,d/f+2   f,N,d,d/f+2
    f,N,d~d/f+2   f,N,d~d/f+2
    f,f+3         f,f+3
    f+4           f+4
    d/f+4,4       d/f+4,4
    WR+4,4        WR+4,4
    f,N,d,d/f+4,4 f,N,d,d/f+4,4
    u/f+4,4,4,4   u/f+4,4,4,4
    4~3           4~3
    b+1+4         b+1+4
    B+1+4         B+1+4
    Command              Result            Property
    f,HCF+1              f,HCF+1
    d/f+1,2              d/f+1,2
    FC,d/f+1             FC,d/f+1
    f+1+2                f+1+2
    1+2,1                1+2,1
    f,N,d,d/f,1+2        u/f+1+2
    u/f+1+2              u/f+1+2
    f,f+2                f,f+2
    f,f,N+2              f,f,N+2
                          =1+2             Only when f,f,N+2 is CH
                          =1+2,u,d,3+4     Only when f,f,N+2 is CH
    f+2+3                f+2+3
    f,f+2+3              f,f+2+3
    3+4                  3+4
    f+3+4                f+3+4
    f,f,f+3+4            f,f,f+3+4
    d+3+4,4,4            d+3+4,4,4         On CH, Yoshi does d+3+4,4,2
    d+3+4,2              d+3+4,2
    d/f+3+4              d/f+3+4
    f,f+4                f,f+4             Yoshi throws on CH
    f+4                  f+4
    F+1+2                F+1+2
    (back turned) 1+2    (back turned) 1+2
    u/f+1+2 (hold)       u/f+1+2
    f,N,d,d/f+1+2 (hold) u/f+1+2
    Command                   Result                     Property
    1+2,1+2                   1+2,1+2
    WR+1+2,1+2                WR+1+2,1+2
    f+1+2                     f+1+2
    u/f+1+2                   u/f+1+2
    f,f+2                     f,f+2
    b,d/b,d,D/F+2             b,d/b,d,D/F+2
    b,f+2+3                   b,f+2+3                    Hold 1+4 for unblockable
    u/f+3+4                   u/f+3+4
    b+1+2                     b+1+2
     =f,d/f,d,d/b,b,u/b,u,U/F  = f,d/f,d,d/b,b,u/b,u,U/F
    3+4                       3+4
                               =1_2 (Bad Breath)         Stays in Hunting Stance
                               =3_4 (Bear Tackle)        Cancels Hunting Stance
    3+4,3+4                   3+4                        Goes into Hunting Stance
                               =1_2 (Bad Breath)         Stays in Hunting Stance
                               =3_4 (Bear Tackle)        Cancels Hunting Stance
    Command        Result                Property
    b+1,1,2        b+1,N+1,2
    b+1,N+1,2      b+1,N+1,2
    b+3+4          Hitman                Can copy Hitman after moves
                    =1 (Freaker Jab)     Ends back in Hitman
                    =2 (Scatter Blow)
                    =3 (Scatter Kick)
                    =4 (Shin Slicer)
    SSR+3          SSR+#
    u/f+3          u/f+3
    FC,d/f,d,d/f+3 FC,d/f,d,d/f+3
    b+3,3          b+3~3
                    =4 (Mist Trap)
    u/f+3+4        u/f+3+4
    f,f,N+3+4      f,f,N+3+4
    FC,u/f+4       FC,u/f+4
    FC,U/F+3+4     FC,U/F+3+4
    u/f+4          u/f+4
    f+4            f+4
    b+4            b+4
    SSL+4          SSL+4
    4,4,4          4,4,4
    4,u/f+3        4,u/f+3
    d+4,4,4,4      d+4,4,4,4
    d+4,N,4,4,4    d+4,4,4,4
    d+3+4          d+3+4
    d/b+1+2        d/b+1+2 (Auto Cancel)
                    =u,u (Cancel)
    Command                   Result                    Property
    f,N+1,2,1,2,3             f,N+1,2,1,2,3
    f,N+1,2,1,2,4             f,N+1,2,1,2,3
    f+1+2                     f+1+2
    u/f+2                     u/f+2                     Cannot copy u/b+2
    3                         3,3 (exposes back)
    4~4,3,3                   4~4,3,3
    f,N+4,1,2,2,4,3,3         4~4,3,3
    d/b+4                     d/b+4
    d+1+2                     d+1+2
    d+3+4                     d+3+4
    PLD                       PLD
    KND                       PLD
    b+1+4                     b+1+4,4
    (back turned) 3+4,3+4,3+4 (back turned) 3+4,3+4,3+4
    (back turned) d+1+2       d+1+2
    (back turned) d+3+4       d+3+4
    SLD 4~3                   SLD 4~3
    PLD,3                     d/b+4
    PLD,3+4                   PLD,3+4
    CRA                       CRA,PAN,CRA,34,2,3
    TGR                       TGR,SNA,PAN,TGR,2
    Command     Result               Property
    1,2,1       1,2,1
    d/f+1       d/f+1 (back turned)
    D/F+1       d/f+1 (back turned)
    d/b+1       d/b+1
    d+1         d+1
                 =~D (AOP)
    D+1         d+1
                 =~D (AOP)
    AOP         AOP
                 =1_2 (Bad Breath)   Unblockable, ends AOP
                 =f_u_d_b (Ends AOP)
    u+1+2,2,1   u+1+2,2,1
    u+1+2,3+4   u+1+2,2,1
    f,f+1+2,1+2 f,f+1+2,1+2
    1+2         1+2
    f,f+2,1     u+1+2,2,1
    d/f+2,1     d/f+2,1
    f+3         f+3
    d/b+3       d/b+3
    f,f+3+4     f,f+3+4
    f,f+4       f,f+4
    d/b+4       d/b+4
    u/f+4       u/f+4
    b+4         b+4
    b+1+2,2     b+1+2,2
    1+3+4       1+3+4
    2+3+4       2+3+4
    RDS 4       RDS 4
    AOP 2,1     AOP 2,1
    Command           Result                       Property
    1,1,1,1,2,3       1,2,3                        Knocks down opponent
    1,1,1,1,2,u/f+3,4 U+3,4
    QCF+1,2,3         1,2,3                        Knocks down opponent
    QCF+1,2,u/f+3,4   U+3,4
    b+1,2,1           b+1,2,1
    d/b+2,4           d/b+2,4~D
    f+2~1             f+2~1
    b+2,3,4           b+2,3,4
    SS+2,1,2,1        SS+2,1,2,1
    f,f+3             f,f+3
    FC,d/f,d,d/f+3    FC,d/f,d,d/f+3
    SS+3+4            SS+3+4
    U/B_U_U/F+3,4     U+3,4
    FC,U/B_U_U/F+4    FC,U+4
    FC,U/B_U_U/F+3+4  FC,U+3+4
    U/B_U_U/F+4       U+4
    d/b+4             d/b+4                        No block stun
    b+1+2,1,f+1       DSS,1,f+1                    Whiffed Punch Parry
    b+1+2,2,1,2,1     SS+2,1,2,1                   Whiffed Punch Parry
    b+1+2,3           f,f+3                        Whiffed Punch Parry
    DSS               DSS (Bad Breath)
    d/b+1+2           d/b+1+2 (Auto Cancel to DSS) Hold 1+4 to avoid cancel
                       =u,u (Cancel)
    Command                     Result                Property
    d/f+1,2,1,2                 2,1,2,f+1+2
    d/f+1,2,1,2,f+1+2           f+1+2
    1,2,1,2                     2,1,2,f+1+2
    1,2,1,2,f+1+2               f+1+2
    (back turned) 2,2,1,2       2,1,2,f+1+2
    (back turned) 2,2,1,2,f+1+2 f+1+2
    b+1                         b+1
    SS+1~f,3                    f,f+3
    SS+1~f,4                    f,f+4
    SS+1~f,d/b,d/b+2+3          CD, Bad Breath
    SS+1~b                      CD, Bad Breath
    d/f+1+2                     d/f+1+2
    WR_f,f_f+1+2                f+1+2
    b+2,2                       b+2,2                 Nina can counter with 2,2
    f,f+3                       f,f+3
    d/f+3,1,2,f+1+2             f+1+2
    d/b+3+4                     d/b+3+4
    d/b+4,3                     d/b+4,3
    d,d/f+4                     d,d/f+4
    QCF                         CD, Bad Breath
    QCF,D/B+2+3                 QCF,D/B+2+3           Causes 35 damage
    d/b+1+2                     d/b+1+2 (Auto Cancel) Hold 1+4 to avoid cancel
                                 =u,u (Cnacel
    Command       Result        Property
    f+1+2         f+1+2
    f+1+4         f+1+4
    QCF+1         QCF+1
    d+1,2,4       d+1,2,4
    SS+1          SS+1
    b,f+1         b,f+1
    f,f+2,1       f,f+2,1       Cannot copy JF
    QCF+2         QCF+2
    WR+2          WR+2
    FC,d/f+2,1    FC,d/f+2,1    Yoshi delays
    FC,d/f+2,2    FC,d/f+2,2    Yoshi delays
    QCB+3,2,1     QCB+3,2,1
    QCB+3,2,2     QCB+3,2,2
    QCB+1         QCB+1
    QCB+2         QCB+2
    SS+3          SS+3
    u/f+3,4       u/f+3,4
    f,f+3,4,4     f,f+3,4,4
    f,f+3,4,d/f+4 f,f+3,4,d/f+4
    f,f+3,4,d+4   f,f+3,4,d+4
    d+4,2         d+4,2
    FC,u+2+3+4    FC,u+2+3+4
    b+1+2         b+1+2
    Command     Result      Property
    2,1,2       1,2,1,2
    2,1~B       2,2
    1,2,1,2     1,2,1,2
    2,2         2,2
    d/f+1,2     d/f+1,2
    d/f+1+2     d/f+1+2
    d+2~2,1     WR+1,2
    d/b+2       d/b+2
    d/b+3       d/b+3
    f,f+1       f,f+1
    f,f+2       f,f+2
    f+1+2       f+1+2
    FLK 2       FLK 2
    FLK b+2     FLK b+2
    FLK 1,1,1,2 FLK 1,1,1,2
    3,1,1       3,1,1
    4,2         4,2
    f+3+4,1     f+3+4,1
    f+3+4,f+2   f+3+4,f+2
    b+3+4,1     b+3+4,1
    b+3+4,2     b+3+4,2
    WR+1,2      WR+1,2
    QCB,f+2     QCB,f+2
    9. Combos
    The following are some nice juggles for Yoshi. The first five are the 
    sample combos available in Practice mode. The rest are my own and some 
    others that I've seen.
    d/f+2 d/f+2 d/f+3,1
    3+4 3+4 d+1+4
    D/B+1+2 1_2_3_4 1+2 1+2 f,f+4
    3~4 SSR 4,4,4
    f+2 d/f+2 b+1,1,1 b+1,1,1,1,1 3
    1+2 3+4 1+2 (wait for enemy to fall on your sword) 3+4
    d/f+2 d/f+2 d/f+2
    d/f+2 f,f 1 b+1,1 d/f+3,1
    d/f+2 f,f 1 b+1 f,f 1 d/f+1,2
    10. Outro
    Yoshi is a VERY fun character to play or watch. He takes some getting used to, 
    but Yoshi can be a dangerous contender in the right hands. He's great for mind 
    games and long juggles so a good player will take advantage of those. He may 
    seem goofy but underneath that exterior lies some serious power.
    11. Credits
    If you contributed anything to this FAQ, then your name will be here. Oh, and 
    PLEASE tell me if you find something wrong in this FAQ!! The following are some 
    people I'd like to thank for their support:
    gamefaqs.com- for giving me a reason to write this FAQ.
    Gray Fox_15- Had some very useful input (being a good Yoshi player) and helped 
    me out with some of the combos and strategies.
    Until we meet again...

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