yoshimitsu

yoshimitsu

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Quick overview

SSR
Against DGF at -7 (WR3 / 3,1): Dickjab not a terrible option, you
still punish DGF 2_f1+2_3+4. SSR > DGF4 / DGF1, SSL > DGF3

HEAT

Heat powers: NSS sword moves now available in normal stance.
(ub1+2, f1+2, 1+4 have increased range, dmg, chip, and heals)
Two moves in DGF powered up;
DGF1: -2 KND -> +2 pushback launcher. Heals on hit.
DGF f1+2: -2 KND -> +4 oB. Heals on hit.
Heat engagers: 3,1 | f1+2 | b2,2 | KIN f2 | DGF4
Heat smash: i18 mid(+4 / +10 DGF). Heals on hit.

Stances

Kincho (KIN). Transitions: 2,2(+15oH, -1oB) | ff3(+12oH, +3oB)
ss4 / KIN4(+3oB) | ws4(+5oH, -6oB) | b2(+2oH, -9oB) |
CD1 / b2,1(-6oB). Fastest move i12(m and h). i23 fastest low.
Manji Dragonfly (DGF). Transitions: 3,1(+7oB) | WR3(+7oB)
DGF_FLE f2(+7oB) | 3~4(+14oH, +5oB) | DGF2(+4) | ws2,1(-3oB)
Fastest move i16(high), i18 mid. i20 high UNB, i22 low.
Backturned (BT). Transitions: MED3(+7ob) | ws2(+7oH, -4oB)
ff4 (-6oB) | KIN1+2(-6oB) | ff1+2(+3oH, -8oB) | suicide cancel
NoSwordStance (NSS). Transitions: 2,2, ws4, d2,2(same frames)
Flea (FLE) and Indian (IND): meme stances, just float.

Standing block punishment

−15 pushbackCD1 / b2,1 (-17 / -6 KIN) |
−154,4,2,2(-11, -4, -23, -24) | Flash (-15~12) | ff3+4,1+2(-20, -31) | KIN2,1+2(-15) |
−14KIN2 | DGF2,4 |
−134~3 / ff3+4,1+2,3+4 / FLE3+4 / IND,3,3+4 | f4 | f3+4(-13~9) | CD2(-13~12) | d2,2,2(-13~11) | db1,2 | b2,2 | uf3 | ss2 |
−123,2 | f2,1 / BT2,1 | f1+2(pushback) | df1,2,1 | df1,4 | d2,2 | d2,2,d1(-12~11) | ws1,2,1 | KIN b2,1 | KIN f1*
-11 / -10NSS ws2,1,2(mixup punish, -11) | 2,3(-10) | opponent down u1(-13~11) |

While standing block punishment

String handling

KIN 1+2 and ff4 is -6 BT, so i12 mid OS for everything except spins (a punish if they hold b not f). On a spin read, you can f1+3 / f2+4
grab, resulting in a back or side grab.
2,1~b: -12 on cancel read.
df1,4 jails, you can always duck df1,2.
KIN2,1+2: Real string mixup. You can PC in between.
ub1+3 (unblockable long range sword stab): SSR seems inconsistent. Either walk or SSL. This also steps ub1+3~1+2.
ub1+2~1+2: You can actually react to yoshi turning his head for punishing both short and long version correctly.
DGF2: You can PC in between hits if they're really trying to mindgame with this, but loses to DGF3 / DGF3+4 / cancel -> block.

Other notes

Throw not a bad option agaisnt KIN. KIN3 will be airborne though.

Duckable highs

Plus on block

Low minus