TEKKEN: How to Deal with Yoshimitsu's 10 string #2

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Ooh, actually this 10 string has even more weaknesses.

According to Karan Battu
"You can also just duck the third hit and punish. Of course the NSS version of 1,2,1 ends with a mid... stupid Yoshi"

According to 牙籤
5。 121→left side walk
6。 1214222→two side move
7。 12142224→15F launch combos(or faster than15F counter combos)

According to Josh Chen
Yoshi's 10-hit.

Yoshi has several... and there are two starters:

- 1,2,1,"4"
- 4,4,2,2

For 1,2,1,4 starter, as Karan pointed out, "4" is a high, so duck into ws launcher would work. The "1" before the 4 is high in 1SS (and has delay) and mid in NSS.

for the 4,4,2,2 one it's a bit tricky, as most of the player would like to duck the third hit because another strings of Yoshi's, 4,4,4, are h,h,h. If you duck the third hit of the string, you'll eat the 4th for free, and will make your defense against the subsequent attacks much harder. My suggestion is to block the third hit standing (regardless of it being 4 or 2 just to be on the safe side), and duck the 4th attack. That is, if you aren't fast enough to duck the first two hits into WS launcher.

Side note:
1. Yoshi players who use 1,2,"1" to fish for CH would NEVER finish the whole 10-hit.
2. Yoshi players would almost never finish the 10-hit on the 121422241 variation. They would, however, try to do 1214441111 one for BT catch/tech trap.
3. 4422 variations are far scarier than 1214 version as they are less used and are deadly if blocked wrongly.
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