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    Yoshimitsu by PrimalGod

    Version: 1.0 | Updated: 01/11/06 | Search Guide | Bookmark Guide

    Secrets of the Manji: A Yoshimitsu Guide to Magnanimous Glory
    Soul Calibur 3 
    By PrimalGod v1.0
    1. Preliminary Info
    	1.1 Author Comments
    	1.2 FAQ Updates
    	1.3 Character Profile, History, and Random Facts
    	1.4 Abreviation Terminology
    2. Character Movelist
    	2.1 Basic Moves Worth Mentioning 
    	2.2 Stances and Stance Transitions
    		2.21 Pogo
    		2.22 Meditation
    		2.23 Dragonfly
    		2.24 Super Dragonfly
    	2.3 Advanced Moves
    		2.31 Manji Carve Fist
    		2.32 Yoshimitsu's Just Frame Moves			
    		2.33 Health Recovery
    		2.34 Seppuku and Other Self-Inflicting Damage Moves
    		2.35 Iron-Fist Possession Random Movelist and Soul Charging
    	2.4 Throws
    3. Yoshimitsu Strategies
    	3.1 Basic Strategies
    		3.11 Defense
    		3.12 Offense
    		3.13 Other
    	3.2 Combos 
    	3.3 Other
    4 Yoshimitsu's Path to Night Terror
    1 Preliminary Info
    1.1 Authors Comments
    	Well, I made this FAQ for everyone who wants to master Yoshimitsu, 
    as he is a character of true style; when you play him, you either get 
    yourself killed being a fool, or kick serious ass with a sense of near 
    zen-like perfection. Yoshimitsu is not an easy character to play, and even 
    harder to master, but if you stick with it, he is by far one of the most
    rewarding character. When your killing blow is delivered by commiting 
    honorable seppiku while sitting on the ground and you still win with a 
    Perfect, you'll see what I mean. ;)
    1.2 Updates
    	-Version 1.0, no updates
    	-will add more detail/info for attacks (damage, hit location, etc.)
    1.3 Profile, History, and Random Facts
    (Random Facts and Profile used from Roto13's Story Guide)
    Full Name: Yoshimitsu
    Nicknames: Robot Space Ninja
    Weapon: Katana
    Weapon Name: Yoshimitsu
    Fighting Style: Manji Ninjitsu
    Age: Unknown
    Birth Date: Unknown
    Family: Unknown
            Entire clan was massacred
            Now belongs to a band of chivalrous thieves - Manjitou
    Birthplace: Base of Mount Fuji, Japan
    Height: 5'7"
    Weight: 126 lbs.
    Hair Colour: Unknown
    Eye Colour: Unknown
    Blood Type: O
    Random Quote: "A raging fire becomes dying embers."
    Favoured By: Those of Magnanimous Glory
    Day Job: Leader of the Manji Clan
    Destined Battle: Nightmare, Voldo, Tira
    Strangest Move: They are all strange, thats the best part!
    Joke Weapon: Shepherd's Crock and Crab Flag
    =Random Facts=
    	Lord Ode Nobunaga invited the leader of the Manji clan to his castle.
    The leader, however, was very old, so he sent the strongest warrior,
    Yoshimitsu in his place. As expected, the lord was requesting the assistance
    of the Manji clan. The clan, however, preferred to remain hidden during these
    troubling times, so Yoshimitsu stayed at the castle for a few days, and
    left. When Yoshimitsu returned, however, he found that his clan had been
    massacred. It seems that the lord had an army ready to attack if the clan
    leader refused to help him. The reason that the lord insisted that
    Yoshimitsu stay at the castle was to buy time for the ambush. He figured
    that if the clan was not going to help him, they needed to be destroyed. He
    ordered his men to kill Yoshi as well, even though the was the strongest
    warrior, he was alone. As he fended off the men, Yoshimitsu tried to devise
    a plan to take revenge for his clansmen. His plan failed, and in Nobunaga's
    brutal counter attack, Yoshimitsu lost his right arm. He managed to escape
    into an underground river that only his clan knew about. While drifting
    around underground, he remembered a tale of a weapon that could destroy
    anyone. He decided that he would use the weapon to exact his revenge. He
    left for the west.
    	Yoshimitsu is actually a Tekken character. He has many of the same
    moves, but Yoshimitsu in Tekken is much more futuristic. I'm not sure what
    his history is in Tekken, but I really doubt that he is the same Yoshimitsu.
    Tekken Yoshimitsu is also from the Manji clan, though.
    	Mega Lan writes:
    	"It's actually very simple. The Yoshimitsu from Tekken
    	is the heir to the Yoshimitsu of SC. The Robin
    	Hood-esque band that SC Yoshimitsu puts together
    	passes its secrets along from generation to
    	generation, culminating with the current Yoshimitsu. A
    	sign that this is the case is that there's the Tekken
    	2 character Kunimitsu, who is related to Yoshimitsu in
    	some way. It's kinda like the comic book Phantom,
    	except there isn't going to be a movie starring Billy
    	Zane about Yoshimitsu."
    Let's all join hands and pray that there is never another movie that is on
    the same level of crap as "The Phantom."
    	"Yoshi" means "Good Luck", and "Mitsu" means "Light."
    	icancount2one offers this long-winded explanation about what "Namu"
    	"Regarding Yoshimitsu's use of "Namu"... you left that as the
    	English translation "Have mercy on your soul" and that's
    	somewhat inaccurate.
    	"Namu" is short for "Namu Amida Butsu" (In the name of the
    	Buddha Amida) which in the religion of Amida Buddhism is what
    	you must say "with perfect faith" to achieve salvation.  Amida
    	was a guy who forsook buddhahood unless he could save everybody
    	else and create a paradise for them to live in, and apparently
    	got his wish.  It's all rather similar to "faith alone"
    	protestant Christianity.
    	Why does Yoshimitsu say it?  Well Japanese Buddhism had a
    	tendency to blend sects and incorporate Shinto, so it was
    	customary for Japanese monks to say "Namu" for a dead person or
    	someone who was on death's door in lieu of them saying it for
    	themselves... Is Yoshimitsu a warrior-monk?  I don't know, it's
    	probably more like the Boondocks Saints or Samuel L. Jackson's
    	character from Pulp Fiction.  You know, making some cool
    	religious reference before you waste your foe."
    Well, there you go.
    	Although he is referred to as the first mechanized ninja, it is
    highly unlikely that he is really a robot. The nickname is probably
    referring to his right arm, which is mechanical. Even if 16th century
    technology was capable of creating robots, (it wasn't, D'uh.) Yoshimitsu
    has a blood type, and I doubt that 16th century technology surpassed 21st
    century technology. He's certainly made of wood in his SC1 2P costume,
    though. His elbows are joints and he has a hole in his neck. It's actually
    kind of creepy.
    	Nintendo Power said that Yoshimitsu was a ghost. Then again, they also
    spelled "Soul Calibur," "Caliber." They're probably not the best source for
    accurate storyline information.
    	Yoshimitsu's Japanese voice is done by the same guy who did the
    Japanese voices for Nightmare/Siegfried and Adult Link in Ocarina of Time and
    in Soul Calibur 2.
    	Ode Nobunaga was an actual person who attempted to unify Japan under
    his rule.
    	The underground river mentioned above is Yoshimitsu's stage in SC1.
    It's pretty cool. You fight on a raft with the moss on the walls of the cave
    glowing in the background.
    	In real life, Yoshimitsu was a Shogun in Japanese history. He became
    one at eleven years old! There was also a different Yoshimitsu, who was a
    swordsmith. His full name was Yamashiro Wataguchi Yoshimitsu. Thanks
    1.4 Abreviation Terminology (from Superboogas 'Newbie Silencer' on 
    www.soulcalibur3.com forums)
    Numerical Conventions:
    7 8 9
    4 5 6
    1 2 3
    translates to:
    u/b u u/f
    b n f
    d/b d d/f
    Or written out fully:
    up-back, up, up-forward
    back, neutral, forward
    down-back, down, down-forward
    Hint: Look at your numberpad on your computer keyboard.
    Regardless of what side you play on (1p or 2p), 6 is always forward, and 4 
    is always back. Some more examples:
    236 = QCF (quarter circle forward)
    214 = QCB (quarter circle back)
    63214 = HCB (half circle back)
    A: A horizontal attack.
    B: A vertical attack.
    K: A kick attack.
    G: A guard.
    Any: Any button can be pressed.
    [any]: Hold down the button/direction.
    _: Or. (B_A, meaning you can press B or A)
    +: And. (B+G, meaning you have to press B and G together)
    ~/aB/bK/kB/bA/kA/aK: Slide input or input button immediately after. Input 
    the buttons faster and in smooth conjunction. There are different timings 
    for different slide inputs.
    : : Just Frame input. (A:B - means B is input at the next frame)
    (any): Optional.
    ,: Followed by. (66K,B - means B will be pressed after 66K)
    <: Optional delayed input.
    *: Optional delayed input. (6*B, meaning after tapping 6, you can optionally
    input a B that is delayed)
    =: Next in sequence.
    {}: Grouping of options.
    66K = forward, forward+K
    66B+K = forward, foward+B+K
    General Notations
    h: High attack.
    m: Mid attack.
    l: Low attack.
    H: Hits high and grounded opponents.
    M: Hits mid and grounded opponents.
    L: Hits low and grounded opponents.
    UB-h: Unblockable high.
    UB-m: Unblockable mid.
    UB-M: Unblockable mid that hits grounded opponents.
    UB-l: Unblockable low.
    UB-L: Unblockable low that hits grounded opponents.
    SM: Special Mid attack.
    SL: Special Low attack.
    FC: Fully crouched.
    8WR: 8-Way Run.
    SS: Sidestep.
    GC/GB: Guard Crush/Guard Break.
    RC: Recover Crouch.
    iFC: Instant Full Crouch.
    SP: Special Movement.
    NC: Natural Combo.
    NCC: Natural Combo on Counter.
    BT: Back Turned.
    iBT: Instant Back Turned.
    lBT: Left Back Turn, opponent steps to the right.
    rBT: Right Back Turn, opponent steps to the left.
    WS: While Standing up
    iWS: Instant While Standing.
    JF: Just Frame.
    SC: Soul Charge.
    1FS: 1 Frame Shift.
    GI: Guard Impact.
    RCC: Recover Crouching Cancel.
    DMG: Take damage.
    FrC: Forced Crouch (opponent is forced into a crouch)
    SCC: Soul Charge Cancel.
    WL: While Landing from jump.
    KND: Knockdown.
    TC: Tech Crouch.
    TJ: Tech Jump.
    AC: Air Control.
    AG: Advancing Guard.
    RG: Retreating Guard.
    GC-l#: Guard Crush on Soul Charge level number # (1-3).
    Lever: Joystick movement possible.
    FUFA: Face Up and Feet Away.
    FUFT: Face Up and Feet Towards.
    FDFA: Face Down and Feet Away.
    FDFT: Face Down and Feet Towards
    VC: Variable Cancel
    Hit Properties
    BT: Your back is facing the opponent.
    OB: Forces your opponent’s back to face you.
    OS: Forces your opponent’s side to face you.
    OSB: Forces your opponent’s side to face you when blocked.
    JG: Juggle starter.
    RO: The move rings the opponent out.
    CH: Requires a counter hit.
    AT: Attack throw (blockable throw).
    FrC: Forced Crouch on block.
    FrCh: Forced crouch on hit.
    GI: Guard Impact is possible.
    GI-h: Guard Impact - horizontal attacks.
    GI-v: Guard Impact - vertical attacks.
    re-GI: reverse GI, GI opponent’s post-GI attack.
    c: Counter hit modifier (for example, BNc is a bounce juggler starter on 
    counter hit).
    co: Crouching opponent modifier (for example BNco).
    cco: Counter hit on crouching opponent modifier (for example FScco).
    BN: Bounce Stun.
    DOS: Double Over Stun. This can be broken with a 5-directional input. 
    Nightmare’s NSS K is broken with 8.
    FS: Fall back Stun.
    LS: Lift Stun.
    HS: Hunch Over Stun.
    CS: Crumple Stun.
    CFS: Crumple Fall Stun.
    STS: Sitting Stun.
    TS: Thrust Stun.
    QS: Quake Stun.
    SPS: Spin Stun.
    THS: Toe Hop Stun.
    BS: Block Stagger.
    GC/GB: Guard Crush/Guard Break.
    Guard Impacts
    GI = Guard Impact (6G, 4G, 1G or 3G)
    1G = Parry (mid/low)
    4G = Parry (mid/high)
    3G = Repel (mid/low)
    6G = Repel (mid/high)
    JI = Just Impact (otherwise known as perfect GI)
    Throw Breaks
    ETB = Early Throw Break
    NTB = Normal Throw Break
    LTB = Late Throw Break
    Techniques & Explanations
    Frame Rate
    SC3 runs on 60 FPS. FPS means frames per second. This means that in one 
    second, 60 frames are moving past your eyes to show you what is happening.
     Further advanced frame data will be based upon the execution time taken 
    for a move (ie. how many frames it takes for a move to become active),
     advantages and disadvantages regarding frames, etc. This is the very
     basic knowledge regarding anything technical (since frames are used 
    regularly in some areas).
    1 Frame Shift (1FS)
    1 frame shift is actually a 1-frame input of the next command. For example,
     agA (in this instance, the small letters a and g denote a slide input of 
    1FS technique) has its "g" button pressed on the next frame of input. This
     may sound pretty fast, and it is, but with practice you can do it 
    consistently. The key is not to allow the 1-frame denotation to get into 
    your way. The speed could also be different for different command inputs 
    and different characters. So, all 1FS really requires to pull off is 
    Just Frame (JF)
    A JF is something that is input at the next frame. It is something like 1FS
    (1FS actually falls under this category I believe). To denote a JF input, 
    for example, A JF B, the denotation is A:B. JFs are relatively like 1FS in
     the sense that not all of them have the same windows or timings.
    Recover Crouching Cancel (RCC)
    RCC is used as a technique to cancel your recovery into a neutral position.
    This merely means that certain moves that leave you in a crouch (Recover 
    Crouch or RC) can therefore end in a neutral position using RCC. All you
    have to do is tap 6 (normal way) near the end of a move (buffer).
    Soul Charge Cancel (SCC)
    SCC is merely canceling your soul charge at the earliest opportunity, doing
    A+B+K~G (note that there is no need for 1FS to execute this). In SC3 you may
    not move while you are doing a Soul Charge (SC), so you must cancel the 
    charge before you can move. SCC should do this just fine. The level 1 
    charge remains for a very small period of time.
    While Standing (WS)
    WS is done by going into a crouch (or from a move that RC's) and then
    releasing the joystick and hitting a button at the same time. Note that 
    any WS move does not have a direction associated with it.
    Full Crouch (FC)
    A FC is merely a crouch. To go into FC, press 2G. To remain in that mode
    without blocking, merely release G and hold 2. To block in FC, 1_2_3[G] is
    the way to go (this is not the same as the GI 1_3G).
    Buffering is to input the first directions for a move into the end of 
    another move. For example, you do a move that has a pretty long animation,
    and you want to do a move directly after it that requires an 8WR input (or 
    a double input of direction, for example, 22B or B; both are the same thing).
    To buffer the second move is to input the directional commands into the end
    of the first move, thereby eliminating any wastage of time spent in actually
    having to input the move's directions after the first move. You can also
    buffer attack buttons in this way.
    Note that certain moves do not allow buffers instantly after execution.
    Tech Crouch (TC)
    A move with TC properties indicates that it is in a crouching position by 
    default (or if you like, automatically crouches during a part or all of the
    move). Different TC moves may have different TC timings and frames, so 
    please take note of that. Also, certain moves may have what could be called
    super-TC (goes way below the normal TC).
    A TC can be beaten by a special high (see below). A FC cannot be beaten by a
    special high. That is the main difference between these two crouch types.
    Special Mid
    A SM can be blocked either standing up or in FC. Most of them can also be 
    jumped over.
    Special High
    Unlike true highs, special highs beat out TC's. A prime example is a throw.
    These do not connect on characters in FC, but they do (if they are faster) 
    score a CH on TC moves (super-TC moves are not included).
    Air Control (AC)
    AC allows you to maneuver yourself in the air after getting hit by the first
    hit after any launcher. This simply means that you can control your 
    character after they have been hit at least once in the air (following a 
    launcher). Remember that the launcher itself does not allow AC, but that 
    any hit after that does. To AC, use 2, 4, 6, or 8. The more hits you get 
    hit by in the air, the more you can AC.
    [G]22/Variable Cancel (VC)
    (By trag)
    Formerly known as "New & Improved 2G", Variable Cancel (or VC) is a 
    technique that allows you to cancel out of a variety of states/reactions 
    and immediately return you to a default state.
    The purpose of this thread is to show all of the known uses of VC, be it 
    specific recovery cancelling, stance canceling, escaping certain auto-GI's,
    and even cancelling certain moves outright. This is a work in progress, so 
    as players discover more uses, I will update this post to reflect the new 
    [ :: Input Method :: ]
    A VC is performed during a state that is normally uncancelable (or only 
    cancelable by a GI). So, all of the example commands below assume you are 
    in one of the states that are cancellable via the VC method.
    Performing a VC is as simple as quickly tapping any combination of up or 
    down twice (22, 88, 28, 82) tapping Guard with the last direction, and then
    returning to neutral.
    Example Command: 2.2+G.5 or 2.8+G.5 or 2.8+G.5 or 8.2+G.5
    While this method appears to be the absolute correct way to do it, there is 
    an "easier" way for some people. Simple hold Guard the entire time, tap 22, 
    88, 28, or 82, and then release to 5.
    Example Command: [G].2.2.5 or [G].8.8.5 or [G].2.8.5 or [G].8.2.5
    Note: In either case, you absolutely must return the stick to 5 (Neutral) or
    the cancel will not go into effect.
    2.1 Basic Moves Worth Mentioning
    	Ok, while I’m not going to get into a discussion about Yoshimitsu’s 
    basic movelist, as everyone has access to it, I will extrapolate on some 
    worthwhile moves that are easy and should be used like bread and butter. 
    I’m sure I’ll miss some, but here’s at least a partial list.
    A A, 6A and B B – These attacks are quick, and if A,A hits, so will B,B. 
    They are great for filler, and they will make you opponent wary. 
    These should be used a lot, even if only in single slashes.
    3K – This is a fast kick that can easily stop your opponent in their tracks,
    and you can hit them 4 times in a row or more with it, and it does decent 
    WC 3K – This is a wonderful sweep, use this a LOT! Make them suffer.
    11_77 A – This move is a great low attack to use, you can buffer the 11_77 
    during other moves too, keep this in mind.
    214 A – This is another great low attack, and can also be buffered.
    66K – Knee to the face style, this is a great RO move as it hits them quite 
    a distance back. It (well, the double tap) can be buffered.
    6K(followed by nothing, 2K, or K) – This is a great attack against airborne 
    opponents. Use the follow up extensions as you see fit, beware the 2nd K has
    a delay you are locked into and the initial 6K is powerful, but if it misses,
     you are at a disadvantage as you cannot move for it’s duration.
    3A, B – This is a good two-parter. The first attack stuns with a DoS and the
    2nd launches to set up some follow up moves.
    4K[B] – This is a great move, as if the kick hits, the UB is guaranteed if 
    you hold it for the minimum time for it to become a UB. Be aware that if 
    you miss the kick, it can put you in a poor spot for positioning. 
    A+B – The poison breath move. This thing is great! You can hold it as long 
    as you want (not cancelable) and it’s also a GB! This is great to use after 
    you rush a fallen opponent. You hold A+B as they get up, then release, break
    their guard, then a launcher (3B) and some heavy follow-up damage. (such as 
    4K[B] or 6K).	
    A+K – This is worth taking the time to master the timing. Yoshi holds his 
    sword vertically for a guard impact (purple flash). The timing is a bit less
    forgiving then SC2, but it’s worth getting down. It can also be used as a 
    point blank attack, if you rush, stop and then A+K, it stuns and floors them.
    If SC lvl 3 this point-blank attack is UB.
    6B+K, B, B, B – This move, the door knocker, is a good one to use and mix 
    up on. If the first one hits, and you don’t delay, I think all will hit, 
    though I haven’t given it enough testing to be sure. Regardless, this is an 
    excellent move to delay, switch up with other attacks/grabs.
    66B+K – This is a great move as it can jump over lows and slides. If you 
    hold B+K, you will land with your back to you opponent, if you only tap it, 
    you will face them. This is very handy, especially for closing distance 
    quickly with an offensive attack, and then landing a grab or something.
    a:B – This is a great attack throw if you can land it, though it only goes 
    off if you catch your opponent with a Counter Hit (they are stunned or in 
    mid attack).
    9B+K, K4 – This attack can me shortened, and is in fact more useful short, 
    as your opponent gets used to it that way. It’s also good for hoping over 
    low sweeps, hitting downed opponents, or simple ground movement/evasion.
    44A – This is a good attack for catching someone in a 8WR. Yoshi spins 
    around and slashes horizontally.
    44B… - This move has several variations. If you do the initial move, 44B, 
    Yoshi will do a long UB, rarely does it land, but when it does…
     B – a 2nd B cancels the UB and jumps Yoshi forward with a stunning high.
     A – cancels the UB and spins the blade infront of him, very nice for in-your
     -face characters like Taki, Talim, X, etc… Can also RO with this. Can press
     G to shorten the length of time Yoshi spins his sword.
     G – Cancels the move entirely.
    8WR  A+B – This move is invaluable as it can be used during any movement. 
    Yoshi swings his sword over his head and attacks. There are several 
    variations and they should all be used. This move become UB when SC lvl 3.
     2B – Instead of attacking mid, you poke em in the foot! This is 
     great for getting that last little bit of damage.
     B+K – Enter Pogo.
     2B+K – Enter Meditation
     G – Cancel attack.
    8WR B+K – This is a good one for closing distance and avoiding highs at the 
    same time. Yoshi rolls forward and then attacks with a poke straight out. 
    There are a few variations…
    	B+K – Enter Pogo.
    	2B+K – Enter Meditation.
    2.2 Stances and Stance Transitions
    Ok, so as we all know, Yoshimitsu is a weirdo, and has some crazy stances. 
    But these stances can be very advantageous, and they all have fluid 
    transitions between them so you can keep your opponent guessing, make them 
    pay if they guess wrong, or even if they guess right ;) The stances are: 
    Pogo (denoted PG), Meditation (MD), Dragonfly (DGF), and Super Dragonfly 
    (SDGF). * means that this transition is in the form of an attack and does 
    Pogo (Flea)
    	The Pogo stance has a long and noble history in the Yoshimitsu move 
    set, both in the Soul Calibur series as well as Tekken. It is entered by:
    B+K (from Standing, MD, DGF, and SDFG*)
    8WR A+B~B+K
    8WR B+K~B+K
    While in this stance, you are somewhat limited in your movement, you can 
    only go 3 directions; up, forward, or backwards. By holding A+B and pressing
    a direction, you can jump very high, often high enough to evade a nasty hit. 
    Attacks While in or Exiting Pogo:
    PG 9 - Goes Forward (GC if SC)
    PG 8 - Goes Up (GC if SC)
    PG 7 - Goes Backwards (GC if SC)
    PG A+B - Does a low stun (UB if Soul Charged). Useful if they block the hit 
    from a hop since it hits low. Use this often!
    PG [A+B]7_8_9 - Jumps High in the direction. (GC if SC)
    PG 8B+K - Exits Pogo, Enters Dragonfly (dodges Low)
    PG 2B+K - Exits Pogo, Enters MD (dodges High)
    PG K - Exits Pogo with 1K launcher kick.
    PG A - Exits Pogo with sweep strike (low). Can ring out.
    PG B - Exits Pogo with a head butt launcher. Can be delayed.
    PG K~B - Exits Pogo. Yoshi slides off the Pogo and onto his stomach (low). 
    This move is useful!!
    PG 66 - Exits Pogo. Yoshi scoots the blade tip on the ground in a run (low). 
    This is short ranged.
    PG 6[6] - Exits Pogo. Same as above except it's more of a dash, longer range.
    PG G - Exits Pogo.
    PG G~A+G Exits Pogo, executes throw Oni Killer
    PG G~B+G Exits Pogo, executes throw Nimbus
    +Can dodge many attacks. 
    +Difficult to defend against because of approaching angle (especially A+B).
    +Very versatile for exits and entry into stance.
    +Useful for speedy retreat (PG 6[6]).
    +Immune to Lows
    -Movement is limited.
    -Cannot side step so vertical attacks are your bane.
    -Cannot Guard.
    	The Meditation (MD) stance is quite useful, both as a trap, and for 
    health recovery. The stance has been in Yoshimitu's movesets for as long as 
    Pogo (flea). You can enter MD by:
    2B+K (from Standing/Ground, DGF, PG, SDGF*)
    8WR A+B 2B+K
    8WR B+K 2B+K
    Attacks while in or exiting MD:
    NOTE: Everytime you exit this stance (short of canceling out of it or 
    switching stance) Yoshi prefaces the move with a spinning teleport before 
    execution. This is very useful for switching up moves as it’s hard to tell 
    what Yoshi will do until after he stops spinning.
    MD A - Sweep Strike (Low). Can Ring Out, has a delay before execution due to
    MD B – Spinning Jump Strike (UB). Has a delay (teleport) and a Tech Jump.
    MD K – 1K launcher (Kick). Has a delay (teleport)
    MD K~B – Yoshi slides forward on his stomach, hitting opponent with his head.
    Great surprise! (This is the fastest exit from this stance, short of G)
    MD 2B+K – Healing Pulse. Heals Yoshi slowly at first, but speed up with time.
    MD A+B – Teleport to standing (Hold to change facing direction)
    MD 6A+B – Teleport forward to standing. This can put you behind your opponent.
    Hold to change facing direction.
    MD 4A+B – Teleport backwards to standing. Hold to change facing direction.
    MD B+K – Enter Pogo Stance.
    MD 8B+K – Enter Dragon Fly Stance.
    MD A+K – No Fear (UB). Yoshi stabs himself in the chest. Difficult to use 
    properly, but deals a LOT of damage (125, 90 in first stab, 35 from twist
    if you hold A+K instead of tap it) if it lands and is the ONLY self-inflicting
    damage move that deals damage to your opponent first, allowing you to retain 
    a Perfect J. Useful with 66A+K~B [A+K]. Do not over use! More on this later. 
    MD G – Cancel Stance to Standing.
    +Can heal back damage.
    +Can teleport and mix up the teleport for some great mind games.
    +No Fear kicks ass!
    +Immune to Highs.
    -Zero instant movement (aside from 8B+K or G), you are stuck in place for a 
    moment, especially if you Heal.
    -Lows are your bane.
    -Cannot Block.
    Dragon Fly
    	The Dragon Fly(DGF) stance is new to Soul Calibur 3, but not entirely
    new to Yoshimitsu, as he has it in Tekken 5. This stance puts you in a 
    hovering position and can open up some interesting possibilities for Yoshi. 
    You can enter this stance by:
    8B+K (Standing, MD, PG, SDGF)
    Moves while in Dragon Fly:
    DGF A – Yoshi spins around and whaps opponent with his flag. Good reach with 
    DGF B – Yoshi stops flying and vertically chops.
    DGF K – Yoshi stops flying and low kicks (sweep). This is a great one! Tech 
    DGF 8B+K – Enter Super Dragon Fly (SDGF) Stance. Tech Jump
    DGF G – Cancels stance to standing.
    DGF 8WR A+B – Yoshi propels himself with is flag, costs life but moves quickly.
    DGF 2B+K – Enters MD Stance.
    DGF B+K – Enters PG Stance
    DGF G~A+G – Cancels out of stance and executes the throw Oni Killer.
    DGF G~B+G – Cancels out of stance and executes the throw Nimbus.
    +Immune to Lows
    +Some simple but effective mixup potential.
    -Costs HP to move quickly.
    -Cannot Guard.
    -Few actual attacks, more of a mind game stance, kinda like MD.
    Super Dragon Fly (SDGF)
    	The Super Dragon Fly is also new, and unique, to Soul Calibur 3. It 
    gives great height and power to Yoshi for the cost of HP. I believe you can 
    last about 13 seconds or so with 100 percent health, so use it for only short
    periods if possible. Note: If you enter then stance and exit via Acrobatic 
    Bliss You can enter this stance by:
    8A+K – “What about this?!” Yoshi spins in a spiraled ascension. If you catch 
    them on the side or back you can take your opponent up with you from the 
    successive attacks.
    DGF 8B+K
    Moves while in Super Dragon Fly:
    SDGF A – Yoshi does a reverse version of 8A+K
    SDGF B – UB vertical VERY FAST. Use this a lot. Tap 6 to realign with 
    SDGF K:K – Yoshi does a backflip with a area stun as he lands. Hit K the 
    MOMENT the ground flashes to land properly with an aGI (all except UB) and 
    60 point heal. Master this.
    SDGF A+K – Arial Suicide attack. A little slow, but does 160 damage to 
    opponent and 90 to Yoshi. The hit box is Yoshi’s entire body as he falls, 
    so you have some room for error.
    SDGF B+K – UB attack straight down into Pogo stance. Looks like SDGF A+K at 
    first, so you can play mind games with this.
    SDGF 2B+K – Not a true UB, but might as well be. I call this the Buddha drop
    (it’s actually called Dharma Drop I think) and Yoshi drops straight down 
    into MD stance. The first hit is a GC and the 2nd hits them cuz of the 
    first. You can RO with this accidentally off the 2nd bounce, so careful 
    near an edge.
    SDGF 8B+K – Drop down into DGF.
    SDGF G – Cancels stance.
    SDGF G~A+G – Cancels stance and executes Oni Killer throw.
    SDGF G~B+G – Cancels stance and executes Nimbus throw.
    SDGF 8WR A+B – Consumes health at a faster rate to move very fast. 
    Useful in bursts.
    +Very high up, out of range of most attacks.
    +Very powerful exits from this stance, lots of fast UB’s .
    +Versitile stance, you can threaten most of the arena.
    -Consumes health to use.
    -Cannot guard.
    Closing Notes on Stances
    	Learn to use these fluidly, they are a huge asset to Yoshimitsu and 
    they will only get you dead if you use them improperly. Start by working on 
    transitioning between stances. Then start with very simple combos, i.e. go 
    to Pogo and hit B. Start with simple attacks and build from there. It’s very 
    important to work on the 8WR A+B/B+K transition, as this is a great cover 
    for your movements. Lastly, practice practice practice. 
    2.3 Advanced Moves
    2.31 Manji Carve Fist
    (MCF combos compiled by Aris)
    	This move is THE move. You must master it. Period. This is without a
    doubt one of Yoshi’s most intimidating moves, and arguably the fastest move 
    in the game. But this power comes at a price, and that price is the difficulty
    of execution. When used, Yoshi does a tech duck and punches mid with a DOS 
    stun VERY fast. This will interrupt most moves, or simply get there before 
    your opponent can complete their attack. To use this, you must do a slide 
    input 2b:A. Easy? No, because it’s a Just Input slide, you have to press 
    the A 1/60th of a second after pressing 2b, and if you are standing, you 
    cannot still be pressing the b when you press the A else it won’t work (if 
    you are crouching, the game doesn’t care if b is still pressed). The trick 
    I have found to executing this move 100% of the time is to press 2 and then 
    flick your thumb tip from b to a very fast, you don’t need to press the 
    buttons down all the way, just flick them across the surface. Practice this 
    and you will be throwing the Manji Carve Fist every time. There is a short 
    range on this move, so you have to be close, but it’s well worth it, the DOS
    opens up a slew of combos. Also, if you do 2 MCF in a row, you don’t need to 
    tap 2 again, simply hold it, i.e. 2b:A b:A
    This move is Fundamental. This is the joint, the bridge between Yoshi's 
    combos. Once you understand this, you will have mastered the most important 
    aspect, fluidity between moves.
    A, 2b:A
    6A, 2b:A (trades with Xs 2A)
    4B, 2b:A (trades with Xs 2A)
    1B+K, 2b:A
    WS B, 2b:A (trades with Xs 2A)
    DF A~[G], 2b:A (This one is nearly impossible to time perfectly)
    2b:A, 2b:A (two in a row on block is mustard)
    ON HIT 
    1A, 2b:A
    1AAA, 2b:A (trades with Xs 2A)
    1B, 2b:A
    2K, 2b:A (this is a good one)
    66A+B2b, 2b:A
    2.32 Just Input Moves
    (Most listed originally compiled by Aris)
    2b:A- FC 2b:A from standing. The trick is to let go of B before you hit A.
    1A:A:A:A:A- 1A:A is not safe on block. All this does is make the last hit a 
    GC which doesn’t help you much because they recover from the GC fast enough 
    to still launch you if they are fast. On CH the final hit knocks down but 
    they can tech roll and you cant. Useful when mixed up (e.g. 1A:A:A:A, 
    1A:A~B+G, 1A:A:A 2b:A, etc.)
    4:A:A:A:A:A- Not as hard as the 1A:As but just as useless if not more. Your 
    stun on the last hit is longer when you fall for this one.
    FC 1K:K:K:K:K- THIS ONES TIGHT! Last hits a GC and makes the whole string 
    safe. Still only a NCC but on CH last hit knocks down and on top of all 
    For all the spin JFs you have to hit ALL the JFs to get the GCs at the end. 
    You cant miss the first one and hit the next.
    SDF K:K- First of all, If you hit K out of SDF fast enough you don’t lose 
    any life for it. Now there are 2 versions of this just frame. The first is 
    the easy version that prevents you from falling, causes a earthquake stun 
    and gains you about ten points of life back.
    The second and harder version gives a auto GI when you land. This GIs 
    everything but UBs(unless it's a Just Impact). And I do mean everything 
    (high,mid,low A,B,Ks and throws). Now here comes the good part. Doing this 
    JF gains you back about 60 POINTS OF HEALTH!!!! 
    Now there’s one thing I haven’t figured out about this yet. When I was 
    playing, I landed the auto GI and instantly did 1As out of it. It looked 
    like it was part of the auto GI, but now when I try to duplicate it in 
    P-mode, I cant. Little help?
    A+K AAA, A:A – This move, the Manji Blood Petals, is something special. 
    It’s a bitch to get to land right, at least the Just part of the move, but 
    if you get it, Yoshi does an aGI that works on everything but Unblockables 
    (even that is nullified with a Just aGI) AND he gains back 120 health!! The 
    timing if you want to hit the A right after his knees start to bend but 
    before they buckle. Takes practice, and even then it will prolly never be 
    100%, I’m at about 1:2 myself. The trick I found that seems to work pretty 
    well is to hit A the MOMENT Yoshi stops spinning from the previous spin and 
    then hit A again after his knees bend. You tap it like you are counting; one,
    two. Just keep trying as long as you are willing to risk another health 
    damaging spin. The key is to hit the first A the moment his is standing 
    still. I’ve also found that if you use the initial spinning burst, AAA, 
    after the suicide, this trick seems to have an even higher success rate, 
    as if it were more forgiving, perhaps because of a slight graphics lag? 
    Anyways, good luck!
    2.33 Health Recovery
    	Health recovery can be a bit of a trick with Yoshimitsu. Sure, he’s 
    the only one in the game that gets this ability (not counting special sword 
    abilities), but it can be difficult to use. The moves that give health to 
    Yoshi are:
    Meditation – MD 2[B+K]
    	This heals back slowly at first, but increases it’s speed as time 
    goes on. If an opponent is locked into a move set, this is great! It is 
    difficult to find a proper time to use this. It’s mostly useful for drawing 
    your opponent to you and then teleporting behind them or something similar. 
    Beware that if you use the healing pulse, you are locked into that state 
    for about a second, plus exiting the state (unless it’s a G-cancel or Stance 
    transition) takes another .5 seconds or so. Yoshi is locked for alternating 
    pulses, one pulse the first moment, 2 the next, then 1 again, 2, etc…Plan 
    for this.
    Health Gained: Variable
    Soul Siphon/Harvest – 6A+G~4/6A+G, 6A+B~4/6A+B (SS/SH respectively)
    	This move is a grab that is unbreakable, though reversible if you 
    opponent presses B. If your opponent presses nothing, Sour Siphon will drain 
    them of 30 HP and give it to Yoshi, but Soul Harvest will give THEM 30 HP of 
    Yoshi’s. If they do press B on Soul Siphon, Yoshi gives them 30 but on Soul 
    Harvest, Yoshi steals 30. Use this often, it’s great at the end of a running 
    charge! To an opponent who knows Yoshi’s move set, this is a great thing to 
    mix up because it becomes a great mind game. Health Gained: +30/-30
    Acrobatic Bliss - SDGF K:K
    	As mentioned earlier, this move requires perfect timing. If you hit 
    the 2nd K just as the ground flashes, Yoshi does an aGI and recovers 60 HP. 
    If you do it semi-correctly, Yoshi does a less impressive pose and recovers 
    10 HP. If you fail to land the 2nd K, Yoshi loses health(50). Health Gained:
    Manji Blood Petals – During 2A+K/66A+K AAA:A or A:A, or A, A, A…A:A.
    	As mentioned earlier, this move is very difficult to pull off. You 
    must hit the 2nd A right before Yoshi’s knees completely buckle. If you spin
    again, you were too early, if you fall, you are too late. If you land it, 
    Yoshi does an aGI pose that counters all except UnBlockables (unless it’s a 
    JI, in which case you are a badass). Health Gained: -20(per A)/+120
    2.34 Seppuku and Other Self-Inflicting Damage Moves
    A Word on Seppuku
    	Honorable Seppuku, practiced in medieval Japan, was a method of 
    ritualistic suicide one would use to retain one’s honor when in a 
    dishonorable position, such as failing your lord somehow, or other such 
    heavy infractions. Yoshimitsu has 4 seppuku moves and all of them are very 
    powerful, but risky. I highly encourage their use, especially if you have a 
    large health lead. A charge in that ends in a 90 damage unblockable instead 
    of a throw or sliding kick is a big nasty surprise, and it often wins. Just 
    make sure Yoshi has enough to survive the damage else it will be a draw or 
    they will win (except if you use the No Fear seppuku, this move does damage 
    to your opponent first, meaning even if you have 1 HP left, and your opponent 
    90, you can still win with it. In fact, you can use this and retain 
    a Perfect!) 
    Standing Suicide: 2[A+K] deals 90 dmg to front and 94 dmg to back to opponent
    and 99 to Yoshi.
    Good Lead-In Combos I have found:
    66[B+K], 2A+K
    MD 7_9[A+B] 2A+K
    1K, 2A+K
    PG 7_8_9~G 2A+K
    236B, 2A+K
    9B+K K, 2A+K
    9A+B~G, 2A+K
    Turn Standing Suicide: 66[A+K] 99 dmg to Yoshi, 110 dmg to Opponent.
    Good Lead-In Combos I have found:
    3B 6K 6[6] [A+K]
    3A 66[A+K]
    WC 2b:A 66[A+K]
    WC 3K 1KKK 66[A+K]
    Manji Blood Petals: From Turn/Standing Suicide A, or AAA, or A, A, ...A. On 
    JF from the spin you get an aGI with 120 heal (GIs all except UB (does not 
    include UBs aquired from a Soul Charge) Very tiny window for the JF(as has 
    been discussed in other threads. With practice I have gotten to about 1:3 
    trys. If you are interested a more indepth discussion, check http://www.
    soulcalibur.com/forums/s...mp;pagenumber=1 Thanks Di.) The best approach I 
    have found is to tap the button twice; once the MOMENT Yoshi stops spinning,
    the 2nd when his knees bend, so it’s like tapping A to make Yoshi bounce 
    kinda. 50 DMG from initial burst (AAA) if all of them hit. 20 DMG from 
    subsequent ones.
    Good Lead-In Combos I have found:
    Costly but can be worth the UBs - 1K 2A+K AAA, A, A...
    66B+K 2A+K AAA, A, A...
    Paradise Death: while in SDF A+K. This is nice because all of Yoshi's body 
    counts as a hit area AND it looks a lot like his B+K UB from this stance, 
    so you can throw off your opponent sometimes. This move does more damage to 
    the opponent then to Yoshi. ~90 dmg to Yoshi, 140 dmg to opponent.
    Good Lead-In Combos I have found:
    1K 8A+K 6A+B~A+K -This one is tricky, but awsome.
    You can also do this with Yoshi's random move where he kicks them way up 
    high(random move from 6A+K after SS or SH).
    No Fear (aka The Honorable Seppiku): While in MD, A+K. Does two seperate 
    attacks; the thrust, and the twist. 90 dmg on the initial hit, and 35 from 
    the twist(this doesn't hit as often as the first hit) for a total of 125 
    dmg. Looks like it does about 110~125 dmg to Yoshi as well, so be sure to 
    use it wisely. As an added bonus, if it's the killing blow to your opponent,
    it deals damage to them first, so you can use it and still retain a Perfect.
    Use this to spite your friends and enemies.
    Good Lead-In Combos I have found: 
    66A+K B, A+K
    3A B 6K 66A+K B, A+K
    9B+K K 2B+K A+K
    PG 9~G 2B+K A+K
    WC 2b:A 3B 6K 66A+K B, A+K
    66[B+K] 2B+K A+K
    SDGF 2B+K A+K
    Self-Inflicted Damage Moves
    A Word on Self-Inflicted Damge Moves
    	Most of these moves are difficult to use properly, but can be very 
    rewarding when they are. For example, the health trade off of a Spinning 
    Evade is more then worth it to dodge a vertical UnBlockable, but when used 
    against a dinky hit, it’s worse then worthless. It’s important to train with
    these moves. Go into Survival in Soul Arena and just screw around with them, 
    get used to the timings, movements, and health limitations.
    Dragon Fly (Fast Move): While in DF (which is 8B+K from standing) press A+B 
    and a direction to move quickly while spending life. (Unknown Health Cost)
    Super Dragon Fly: From DF, press 8B+K or, from standing, press 8A+K. From 
    Standing, press 8A+K. While in this stance you lose life at (unknown rate). 
    Super Dragon Fly(Fast Move): While in SDF press a direction and A+B to move 
    quickly, this costs even more health and is dangerous in large quantities of
    usage. It can be effective, however, to charge you opponent, or to get your 
    opponent to run away from you so you can catch them with Acrobatic Bliss. 
    This can also be used to dodge! Train train train!
    Acrobatic Bliss From SDF (K from SDF, K again just as he lands to pose 
    "How's This?!", if you hit K Just as the ground flashes, you get the same 
    aGI and pose from MBP [Manji Blood Petals] but heal back 60 and get an area 
    stun on near-by opponents. If you get it close, but not exact, you don’t get 
    the aGI, but you DO get a 10 HP heal. I included this because if you miss 
    the 2nd input you take damage (50 HP).
    Soul Syphon/Harvest (SS is 6[A+B]~4 or 6B+G~4 and SH is 6[A+B] or 6B+G) The 
    SS will steal 30 health from the opponent and give it to Yoshi UNLESS the 
    opponent hits B, which reverses the flow. SH will GIVE 30 health to the 
    opponent from Yoshi, UNLESS the opponent hits B (thinking its a SS) which 
    reverses the flow and gives Yoshi health instead. The point of the SH it to 
    play mind games with your opponent, or just to spite them by giving them 
    health and then kicking their butt 30 DMG/Health to/from Yoshi. 
    The Spinning Evade: 4B+K, B, B, B... You evade very fast, up to a maximum 
    of about 270 degrees (you get dizzy and fall over after this point), but 
    lose health while using this (anyone know how much per spin?). Very 
    effective in short bursts or chasing someone who is side stepping to 
    your right. This move can also be done out of the Drunken Master 
    auto-evasion in Yoshi’s Iron-Fist Possession move list. Damage done to 
    Yoshi is variable.
    Incomplete Somersault: The Incomplete Somersault is a random move from 
    Yoshi’s Iron-Fist Possession move list. To perform this, first you must be 
    either Soul Charged @ lvl 1 or have preformed a Soul Siphon/Harvest, doesn’t
    matter which. Then press 6A+K. If he does this move (it’s random) Yoshimitsu 
    will do a tech duck and yell “Ei Sa!”. During this, you must press 8A+K to 
    do a flip kick and then a follow up body slam. The attack does a total of 
    52 damage to your opponent and 10 damage to Yoshi from the face plant.
    2.35 Iron-Fist Possession Random Movelist and Quirks
    (Some notes taken from Skyrax’s Claiming Soul FAQ.)
    	This move set is unique to Yoshimitsu, and has some interesting 
    applications. The Iron-Fist Possession is a move that, when preformed 
    correctly, unleashes one of thirteen moves, all of which are powerful and 
    useful in application. To use this correctly, you must first get a 
    successful Soul Siphon/Harvest off on someone (doesn’t matter if it did 
    damage to them or Yoshi) OR you Soul Charge. Now, at any point during the 
    round (or until the SC fades, depending on your method of induction) you 
    can press 6A+K to unleash one of the moves. If you do not get a SS/SH or a 
    SC before pressing 6A+K, Yoshi will spin in place in a dud move (though you 
    can use this as a taunt of course). This dud move cannot be G-cancelled. 
    Some moves have continuations that can be executed by holding A+K, pressing 
    8A+K or A, therefore, it is most effective to press 8A+K rapidly after the 
    initial execution of a random move and the window for the follow-up is small
    and fleeting. 
    If it is unlocked via Soul Siphon/Harvest:
    -There are 10 possible moves Yoshi will do (in this state of IFP).
    -Most of these moves have potential for quick release. If used, you have a 
    9/10 chance of getting something that has an immediate benefit 
    (quick attack/aGI/evasion/Tech Jump/Tech Duck)
    -1 of the moves has a follow-up attack. When Yoshi does a Tech Duck and 
    yells "Ei sa!" press 8A+K for a flip attack (52 dmg).
    -2/5 chance IFP will be a UB; 1/5 a fast UB, 1/5 slow(er). 
    -3/5 chance (I think, gotta double check notes) you get get something that 
    can RO.
    4/5 chance the move will have something defensive (aGI, TJ, TD, auto-evasion)
    -Most attacks are Mid
    If it is unlocked via Soul Charge:
    -There are varying degrees, different attacks unlocked at different levels 
    of Soul Charge with some overlap (i.e. lvl 1 and 2 SC, but not 3, etc.)
    -At level 1 SC, you can get 1 of 4 moves:
    +The Flaming UB Taunt - Does 0 DMG, knocks opponent back. This is too fun. 
    Cancelable. Makes a 2nd UB sound when canceled. I would love to RO an 
    airborne opponent with this, lol. Sometimes you can follow-up with a 3B
    +Drunken Master auto-evasion
    +Quick Punch with follow up by pressing A during 1st. Can RO opponents.
    +The "Ei Sa!" tech duck with 8A+K followup flip body slam.
    -Levels 2 and 3 will be added later (consult the chart below for now).
    A Word About Soul Charging
    I have found that it is very effective to use SCing in your Yoshi game, 
    because it, like all things Yoshi, is a mind game. I have found it very 
    effective to A+B+K~G in battle because not only does it open up a partial 
    IFP movelist, but you begin to train your opponent to deal with level 1 
    soul charges, and when, not if, they become tolerant of this, level 2s and 
    3s are easier to slip in. Also, if they realize you are charging past level 
    1 and rush you, you don't have to press G to cancel (assuming you've made 
    it to lvl 2 SC). This means you can attack straight out of SC, even with 
    IFP! Once this understanding has evolved, the SC becomes a mind game similar
    to 1[B] or 4K[B]; how long will you SC? And will they be punished more if 
    they try to stop you?
    Personally, I have found it very effective to throw in an occasional 
    A+B+K~G~6A+K during an close up exchange, such as when they are guarding 
    expecting an attack because of a methodic exchange. It's fast to do, and I 
    have had no problem guarding if they attack (since I am already pressing G 
    by then). The lvl 1 SC IFP moves aren't the greatest, but they aren't bad. 
    The taunt is instantly cancelable, the punch has a follow-up that knocks 
    down (and does 55 dmg, very fast), the flip flop does 52 and has a TD and 
    a TJ, and the drunken master swagger has auto evasions which are continual 
    able (while Spinning Evade, B B B B to continue it) or reversible (while in 
    helicopter UB, 4 to flip around).
    While all of the level 1s are not totally brutal, SCing gets them used to 
    the flashing lights and you can, as I mentioned earlier, slip in a level 2 
    or 3. It does seem constant that the higher the soul charge level, the more 
    likely you are to get something with distance in the attack (the programmers 
    seemed to assume that if you SC to 3, you have some space between you and 
    the opponent, so the IFP moves @ lvl 3 are ones that have a longer reach).
    In conclusion, while it can be risky, the usage of IFP in general can be 
    highly beneficial as not only the chance of something useful is high, but 
    you can train your opponents to tolerate soul charging at varying degrees. 
    But it's important to remember that risk is what Yoshimitsu is about, else 
    how do you expect to reap such magnanimous glory ^_^.
    Below is a list of the 13 Iron-Fisted Possession Moves:
    (Updates will follow to fill in missing info)
    Flaming Taunt
    Yoshimitsu leans forward slightly and waves with his left hand in front of 
    his face and yells, "Thou dids't quite well!". This move is also performed 
    by Ling Xiaoyu from the Tekken series.
    Soul Charge lvl: 1
    Damage: 0
    Properties: UB M
    Can not be done when Yoshimitsu is in normal Iron-Fisted Possession. It can, 
    however, be performed at level 1 SC. Can be cancelled with G. Can't wait to 
    catch an airborne opponent with this on the ring's edge for a RO, hahaha. 
    Flop Spin
    Yoshimitsu clasps his hands and spins three times quickly as he does when 
    IFP is preformed without a SC or SS/SH. This is nothing but a distraction/
    Soul Charge lvl: 1?
    Damage: 0
    Property: None
    Not Cancelable. Only happens with a SC IFP (Pretty sure).
    Deadly Boomerang
    Yoshimitsu sidesteps slightly then performs a jumping spinning high kick. 
    This move is also performed by King from the Tekken series.
    Soul Charge lvl: 3
    Damage: 47
    Properties: H, TJ
    Knockdown on hit. Ends with Yoshimitsu on the ground.
    Double Slap
    Yoshimitsu steps forward and performs a slap with his left hand, then a 
    backhanded slap with his left hand. This technique is also performed by 
    Nina Williams of the Tekken series.
    Soul Charge lvl: 1
    Damage: 50 (I think)
    Property: H,H
    Press A for second hit. Second hit knocks opponent down. Can only be 
    preformed via Soul Charge lvl 1.
    Drunken Master
    Yoshimitsu stumbles about for a few seconds, in a seemingly drunk and 
    unfocused manner. This stance is also used by Lei Wulong of the Tekken 
    Soul Charge lvl: 1, 2
    Damage: ?
    Property: auto-Evasion
    Cannot be G-cancelled. Performs Spinning Evade to evade vertical attacks, 
    Deathcopter to evade horizontal attacks. Can contunie Spinning Evade with 
    successive Bs and reverse deathcopter with ~4.
    Yoshimitsu takes a step forward and spreads his feet slightly apart, then 
    spreads his forearms in a defensive position. This is also used by Jin 
    Kazama of the Tekken series.
    Soul Charge lvl: 2
    Damage: 30
    Properties: L, UB, aGI
    Will guard impact all attacks except unblockables . Will hit low 
    if Yoshimitsu is (unless you get some freaky badass JI) standing on or 
    close to opponent.
    Heaven Divide
    Yoshimitsu spins round once and then vanishes. Almost instantly he appears 
    above and comes crashing down with a sword slice. This move is also performed
    by Kunimitsu from the Tekken series.
    Soul Charge lvl: ?
    Damage: 38
    Properties: UB, TJ, TD?
    Incomplete Somersault
    Yoshimitsu crouches and throws his arms up in impatience. Then he flips up 
    and performs a somersault...well almost one because he lands on his face, 
    saying "What about this?!" This is also performed by Paul Phoenix of the 
    Tekken series. Yoshi takes 10 damage when he lands.
    Damage: 52 DMG
    Properties: M, TD, TJ
    Press 8B+K to perform flip after taunt.
    Shadow Step
    Yoshimitsu takes a few steps back and to the right very quickly. This is a 
    move that is also performed by Heihachi Mishima from the Tekken series.
    Soul Charge lvl: ?
    Damage: N/A
    Property: Evasion
    Cannot be cancelled.
    Burning Knuckle
    Yoshimitsu jumps up REALLY high, clasps his fists together and comes 
    crashing down on his opponent's head This move can also be performed by 
    Armor King, Ogre and True Ogre from the Tekken series.
    Soul Charge lvl: 3
    Damage: 45
    Properties: UB M, TJ?
    Cannot be cancelled. Does not track if Yoshimitsu jumps over 
    Blazing Kick
    Moving forward while low to the ground for a second, Yoshimitsu kicks 
    straight up with his right leg, sending the opponent straight up into the 
    air. This move is also performed by Lee Chaolan, Ogre and True Ogre from 
    the Tekken series. This variation is the Lee version: the Ogre/True Ogre 
    version sends the opponent rolling away as opposed to straight up.
    8A+K is a good follow-up for this.
    Soul Charge lvl: 3
    Damage: 22
    Properties: M, TD?
    Lightning Uppercut
    Yoshimitsu crouches low to the ground and starts spinning, then 
    releases a mighty uppercut that knocks the opponent clear off the ground. 
    Holding A+K does a longer version of this move with more damage. This move 
    is also performed by Kazuya Mishima and pre-Tekken 4 Jin Kazama of the 
    Tekken series.
    Soul Charge lvl: ?
    Damage: 45 , 55
    Properties: TD, UB M, Variable length? 
    Stone Breaker
    Yoshimitsu crouches low and slides forward, then uppercuts with his right 
    hand, sending the opponent flipping head over heels. This move is also 
    performed by Paul Phoenix of the Tekken series.
    4AAAAA is a good follow up for this.
    Soul Charge lvl: ?
    Damage: 22
    Properties: TD, M
    Probability Table for Iron-Fisted Possession
    *Probabilities* SC lvl 1 | SC lvl 2 | SC lvl 3 | SS/SH | SS/SH w/SC 1|
    Flaming Taunt.......25%.......0...........0........0.........8.3%
    Flop Spin............0........0...........0........0.........8.3%
    Deadly Boomerang.....0........0..........20%......10%........8.3%     
    Double Slap.........25%......16.7%........0........0.........8.3%
    Drunken Master......25%.......0...........0.......10%........8.3%
    Heaven Divide........0.......16.7%.......20%......10%........8.3%
    Incomplete Somersault.25%....16.7%........0.......10%........8.3%
    Shadow Step..........0........0...........0.......10%........8.3%
    Burning Knuckle......0........0..........20%......10%........8.3%
    Blazing Kick.........0.......16.7%.......20%......10%........8.3%
    Lightning Uppercut...0........0...........0.......10%........8.3% 
    Stone Breaker........0.......16.7%.......20%......10%........8.3%
    Ring Out............25%......50%.........60%......40%.......41.5%
    Tech Duck...........25%......50%.........40%......40%.......33.2%    
    Tech Jump...........25%......33.3%.......60%......40%.......33.2%   
    2.4 Throws
    (Compiled by Aris)
    Command = A+G
    Damage = 55 points
    Break = A
    Wake ups = 3B will connect if they do anything (side roll, back roll, play 
    dead) other then getting up and blocking. If they get up straight dash in a 
    bit, then B+K~PG A+B into a combo.
    Command = B+G
    Damage = 50 points
    Break = B
    Wake ups = 3B will connect if they do anything (side roll, back roll, play 
    dead) other then getting up and blocking. If they get up straight dash in a 
    bit, then B+K~PG A+B into a combo.
    Command = Left side throw
    Damage = 68 points
    Break = System
    Wake ups = poor
    Command = Right side throw
    Damage = 60 points
    Break = System
    Wake ups = 3B will hit side rollers, The opponent recovers much faster off 
    this throw then most other throws. For back rollers i suggest running in 
    for mix ups. Also, There is a buggy BT just frame off this throw, Very hard 
    to consistantly duplicate.
    Command = Back throw
    Damage = 70 points
    Break = System
    Wake ups = Leaves you in back turned. BT 2K will catch side side roll, back 
    roll and sweeps if they get up. BT 2B for mix up into advantage.
    Command = 214A+G
    Damage = 68 points
    Break = A
    Wake ups = You have quite a bit of frame advantage after this throw. 3B will 
    hit side roll and back roll. Mix up with a small dash into aother throw.
    Command = B+G~4
    Damage = 30 points, Yoshi gets back 30 points.
    Break = B (This throw has a unconventional break type. When it is broken, it
    will automatically turn into the "Soul Harvest" throw which will damage 
    yoshi and give your opponent 30 points of life.)
    Wake ups = Opponent is left standing and can move much earlier then they can
    block. For example, a standing K or A are unblockable after this throw but 
    they can be SSed. To beat SS use 6A.
    Notes = You get 3 tekken moves stored for the rest of the round even if 
    this throw is broken. Use them with 6A+K. The do not add up, only max out @3.
    Command = B+G~6
    Damage = Yoshi gives 30 points to the opponent from his life bar.
    Break = B (This is where the Soul Siphon mix up lies. If the opponent breaks
    the "Soul Harvest" throw, It will end up giveing YOU the 30 points.)
    Wake ups = Opponent is left standing and can move much earlier then they can
    block. For example, a standing K or A are unblockable after this throw but 
    they can be SSed. To beat SS use 6A.
    Notes = You get 3 tekken moves stored for the rest of the round even if 
    this throw is broken. Use them with 6A+K. Max 3.
    Command = B+G~4 on opponents back
    Damage = 30 points, Yoshi gets back 30 points.
    Break = Unfortunatly, This can be broken the same way as the normal Soul 
    Siphon throw. 
    Wake ups = This throw leave your opponent standing with his back turned to 
    you. You get a 100% guaranteed AA after this throw which brings the damage 
    up to 63 points into frame advantage off the AA.
    Notes = You get 3 tekken moves stored for the rest of the round even if 
    this throw is broken. Use them with 6A+K.
    Command = Any stance, G, A+G
    Damage = 55 points
    Break = A
    Wake ups = 3B will connect if they do anything (side roll, back roll, play 
    dead) other then getting up and blocking. If they get up straight dash in a 
    bit, then B+K~PG A+B into a combo.
    Command = Any stance, G, B+G
    Damage = 55 points
    Break = B
    Wake ups = 3B will connect if they do anything (side roll, back roll, play 
    dead) other then getting up and blocking. If they get up straight dash in a 
    bit, then B+K~PG A+B into a combo.
    Command = CH Ba
    Damage = 69 points
    Break = Atack throw, No break
    Wake ups = Very poor. The opponent can get up way before you can move.
    Command = CH 6A+B~4
    Damage = 52 points
    Break = Same as soul siphon back throw.
    Wake ups = Same as soul siphon back throw. Total damage with guaranteed AA 
    is 85 points.
    Command = BT A+[G]~22
    Damage = The actual throw does no damage but the VC lets you do several 
    different high damage combos.
    Break = If done fast enough this throw cancel is unbreakable. Also makes it 
    safe on whiff.
    Combos = The best combo ive found off this throw VC is...
    BT A+G~VC, [8]B+K~B+K, SDF B, 1B+K, 3B+K, 6K
    3.0 Yoshimitsu Strategies
    	The Tao of Yoshimitsu is a strange and rewarding path. You really 
    need to have a well mapped understanding of the evolution of Yoshi’s move 
    sets for him to be of use, or else you will most likely get yourself 
    quickly killed, either by your opponent or yourself!  The MOST IMPORTANT 
    thing about Yoshimitsu is to KEEP THEM GUESSING, but not yourself. Voldo 
    may be the Prince of mixup, but Yoshi is King, Hail to the King baby. To 
    keep them guessing, you have to know what you’re doing, which means move 
    set familiarity. Practice stance transitions, combos, and timing timing 
    	One thing about Yoshi that helps me play him at his best is to use 
    health like a resource.  Sometimes, you have to be willing to spend it to 
    get it back or inflict damage. Using moves like Acrobatic Bliss to get 60 HP
    or Soul Siphon for 30 are both excellent strategies for getting health back.
    Meditating can be good, but an active opponent can make it hard to get 
    anything worthwhile in, though using it for single pulses is good because 
    it can get your opponent used to it, just be careful as you can get locked 
    into it.
    3.11 Offensive Strategies
    	“To secure ourselves against defeat lies in our
        own hands, but the opportunity of defeating the enemy
        is provided by the enemy himself.” – Sun Tzu
    	And the enemy presents a perfect opportunity to be defeated every 
    time s/he blocks. The time when an opponent expects an attack is perfect 
    for a killing blow, but I’ll get to that in a moment. Yoshi is a good 
    in-your-face character. Many of his sequential attacks are close up, quick, 
    and mean. For example, quick-short bursts of 4AA, or 4A are good to close 
    distance, and if you are point blank, 2a:B is invaluable (read the Manji 
    Carve Fist section). During an attack-block exchange, you opponent pauses 
    to block since he knows you will be attacking. This is when you bust out 
    the Yoshi moves, like switching to Pogo or (Super)Dragonfly. If your 
    opponent is @ ½ health, 66[A+K] when they are blocking is perfect to finish 
    them, remember this. Also, the Soul Siphon is a great grab to use if Yoshi 
    is damaged (else it’s kinda pointless as it does less damage then a normal 
    grab) as it is uninterruptible, only reversible. 
    	While on the offensive, you can keep the offensive with moves like 
    AA or BB or 6A. These are quick and biting, and will add up if your opponent
    is not careful. Utilize your skills at transitioning quickly to keep your 
    opponent guessing. A favorite of mine is to enter Pogo, and then K~B to 
    stomach-slide forward and hit low. This always gets me the extra damage 
    when I need it.
    	Super Dragonfly has some potent attacks, such as A, which is a very 
    fast UB, and 2B+K, a 2-part GC to Meditation attack, to name a few. And 
    Pogo can be hard to defend against.
    	The biggest advice I can offer is to keep things mixed up, use 
    plenty of low attacks, and Yoshimitsu has the most UBs for a reason, use 
    them, especially his turning suicide. The No Fear UB is a good one too, 
    especially if you want to win with style and a Perfect, but don’t over use 
    this one. His 236 A UB is great against bigger characters. One last UB that 
    I want to mention is the Deathcopter, 8_7A+B, is awesome when used in short 
    bursts (8_7A+B~G or 8_7A+B4). It’s also a good evasion tactic.
    This Section will be expanded and organized better in later editions.
    3.12 Defensive Strategies
    	Yoshi played defensively really well. He has a few good attacks that
    also include a tech duck or jump, and I encourage their use, as it will 
    dodge a high or low (respectively). Some of his attacks also go under mid, 
    like PG K~B. Evasion is your friend, so it’s best to master what makes Yoshi
    move quickly. The spinning evasion, 4B+K, B, B…, is especially efficient at 
    dodging vertical attacks or grabs, and even some horizontal! Use it in short 
    bursts for maximum efficiency unless you see a need to prolong the spin. 
    This move can quickly get you behind you opponent.
    	Being in the Pogo stance is a big asset as you can quickly switch to
    Meditation or Dragonfly, or attack as necessary. You can jump very high as 
    needed, charge, or sneak in a meditation pulse for a quick small heal. 
    	Yoshi has several quick escapes to keep in mind. The spinning evade 
    (as previously mentioned), 8A+K to SDGF is a good one as it includes a tech 
    duck. While in MD, 4_5_6A+B to teleport is a good one, but be careful as it 
    take a split second before your actually teleport. Also, 66B+K is a nice 
    diving escape. The spinning attack moves like 1AAAAA can sometimes be good 
    to complete and become dizzy and Yoshi becomes dizzy, and often escapes a 
    grab because of it.
    	As I briefly mentioned earlier, A+K is a good defensive maneuver to 
    master as it’s a GI against mids and highs and can save your ass. I think 
    that it gives a frame advantage, but I’m not positive.
    	The biggest thing I have to say is to play all the characters you 
    can against the CPU on the hardest setting you can handle. This not only 
    gets your used to how those characters moves and combos can evolve (thus 
    you will know when to block low or high, etc.) but it gets you to learn how 
    to use Guard Impacts, which are a must with Yoshi in my opinion.  
    This section will be expanded upon and organized better in future editions.
    3.13 Other Strategies
    	A last word on strategies; Yoshi has a lot of moves that can vary 
    in magnitude and successive attacks. It’s best to use these and use them in 
    inconsistent amounts, so your opponent will never know what’s next. 
    	If you are hurting for health during combat, and if you have gotten 
    the timing for Acrobatic Bliss down, I highly recommend it’s use to get 60 
    HP. I use this all the time and it has saved me countless times, and as 
    long as your time it right, there is usually little your opponent can do. 
    If they run and attack, they may be stunned or hit you while Yoshi is in 
    his aGI pose. 
    	Make your opponent fear the Soul Siphon grab. I often will catch my 
    opponent two or three times in row with it, or I will use it once and then 
    throw in a good stunning mid to punish their duck.
    	Vary everything you can about Yoshi, as that is where his power lies.
    And especially vary, and use, soul charging. A soul charge, canceled at 
    level 1, is invauluable as it unlocks the first level of Iron-Fisted 
    Possession. Consult the probability table for a better understanding of 
    how this works. The best time to use a A+B+K~G 6A+K is during a attack/block
    exchange when your opponent expects an attack. They see the SC, start to 
    attack right when the Iron Fisted Possession goes off (don’t forget to 
    press 8A+K).
    The Zen of Yoshimistsu is to vary his moves so much that your rarely use 
    the same move twice, or at least the same varient. It is good to follow 
    your instincts once you have a good understanding of Yoshi's transitions 
    and combo bridges.
    3.2 Combos
    (Combos compiled by SLA)
    Definition of a Combo :
    A combo is a series of 2 or more moves in which ALL of the hits are 
    guaranteed after the first. In other words... If the opponent gets hit 
    by the first hit of the combo, the rest of the following attacks will hit 
    regardless of what the opponent does. The opponent CANNOT block or avoid 
    the followup hits.
    Natural Combos
    4K,B_4K,B hold
    FC 1KKK
    Natural Combos on Counter Hit
    Juggle Combos
    -6K {62}
    A+B (Bad Breath)
    -3B, 6K {74}
    DGF B
    -3B, 6K {88}
    DGF K
    -RCC 3B {38}
    -3B {54}
    PG 9
    -PG B, 6K {94}
    -BB {46}
    -2A, FC 3K {42}
    -3B {60}
    FC 3K
    -RCC 3B {40}
    FC 3B
    -3B {48}
    -3B {62}
    CH 33_99K
    -6K {58}
    CH 33B
    -6K {67}
    -~B+K {50}
    CH 3A,B 
    -6K {73}
    CH 6B+K,B,B,B
    -11A {73}
    CH PG B_PG [B] 
    -6K {60}
    SDF B
    -66A+B {74}
    -3B {47}
    Stun Combos
    CH 1B+K
    -6B+K,B,B,B, 2A+B_3B (close to wall)
    -3A,B, 6K {81}
    -3B+K, 6K {94}
    CH 44B~B
    -6B+K,B,B,B, 2A+B_3B (close to wall)
    -3A,B, 6K {89}
    -33K, 6K {78}
    -3B, 6K {86}
    -3B+K, 6K
    -bA {88}
    Wall Combos
    66K (wall smash)
    -3B, 6K
    -4K, B hold
    -8A+K, SDGF A_B
    Guaranteed Post-GC
    A+B (blocked)
    ‘Recovery’ Links (Shakeable)
    CH 22_88B
    -1B+K, 6B+K,B,B,B, 2A+B (angle dependent)
    -1B+K, 3B, 6K
    -1B+K, 3B+K, 6K

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