@@delusional-lobo Okay, thank goodness. I immediately went here when you said you might delete the last video. Thankfully, someone beat me to it. Anyways, I agree. Keep the video. It may lack, but it's still good. 👍 Anyways, I'mma keep watching now. xD
OHH whats up😀, It's been a while😁. Yea I won't delete the video as some felt it's best to just leave a comment with a link to this video instead. So I'll do that😉👍🏼@@AngeloGene
@@delusional-lobo Alright then, cool! And yeah. Sorry. I don't necessarily comment on every video unless I have something to say. But I do watch your stuff. 👍
I swear the most beautiful thing in the tekken community is the teachers like you who help navigate this complicated/complex game thanks for your support
These are really helping me out. It's hard to apply all of these tips right away but I keep coming back and slowly pieces are starting to stick for me, especially all of these tips about what moves can be back-cancelled and what moves can be altered to go to NSS. Big help - thanks dude! My only suggestion is, even though aesthetically I like the clean look with less HUD, I do personally prefer to have the inputs visible just so I can confirm what you're doing at certain points better while reviewing your videos.
just a tip about meditation into backturn d1, you can do meditation stance cancel by quickly inputting df1 when in meditation, usually for me it works by doing forward, downforward 2, within 2 frames. It's a bit of a difficult input , but if you get it you can do backturn moves straight out of meditation which can be really useful, another example would be doing f3 in meditation to get backturn 3, kinda like [3,4] timing but a bit faster. It's hard to explain but try it in lab. the fun thing about it is, even if you are in NSS, you can do df1+2 to do the sword version of backturned d1 even with no sword, its kinda weird but it works lol. just something advanced to keep labbing, i learned it from a long time yoshi main. its just called meditation stance cancels if you wanna look it up.
thank you so much!, I've seen Eyemusician do it, but never understood how since Tekken 7. As of right now, I've managed to master it already no joke. It's easier than it looks. But then again I play on a pad😅
Yeah bro your guides are legit. I usually skip through guides but found myself watching the entirety of your first t8 yoshi guide. Looking forward to watching this one right now
the timing on the FF2 just frame on a hitbox clone (B1) is so hard, all these other ppl here saying its easy are you all on controller? i can get it like 60% of the time mashing buttons as hard as I can lol. Defo helps to break it into hitting the ff 2 then pressing the 2 afterwards and experiment with the timing. Don't know if i''ll ever get it to a point where I can reliably pull off those combos tho
😅 yea i've switched the intro in later videos, while being shorter, though I still kept the *laugh* into TOGETHAAAA! voice line at the end of the last second of the intro to pay homage to the old into 😂. And thanks for watching the vid😊
I don't want you to take the old vid down and re upload that won't be as good for you. But you could add annotations to the video without removing and re uploading I believe. That should make everyone happy I think
I'm not sure if I qualify for coaching someone with Yoshi😅. I appreciate the offer, but if you like I'll make a video on a topic you'd like help in, as most likely others would ask the same. A Super Thanks would be nice, but you don't have to go out of your way either 😊
This is the first video I've seen and I liked this so much I gotta watch the main guide. I'm a more expirenced player but the way you explain things I can somehow listen to this all day.. you don't really leave things out which I appreciate. I have zero idea about this character so the extra things you mention and thoughts are really helpful.
You can, but you may not get the attack to land if your too quick. So it's best to time it. What I can say to help is perform a rhythm like tap 2 pause tap 2 again, if you get it wrong increase the tempo or decrease depending if you're going to fast
18:36 HELPFUL TIP: instead of pressing 3+4 to get out of meditation stance to do the d1 sweep… Try This: From meditation stance, input b, db1 (you have to be quick) This allows you to do the back turn sweep straight from meditation. I don’t have a video example but it works!!
For the just frame attack, what helped me to figure out the input personally, was to split it into three parts: F into F+2 into F In other words, (on controller) I press once with my left thumb, once with both thumbs and finally once with right thumb, in quick succession. Hope this helps someone.
You can actually go immediately into BT d+1 from MED with f~df+1 and b~db+1. This input is easier to learn if we think of it as f+1~df or b+1~db. Also if in NSS, Yoshi will use his sword if you do f~df+1+2 or b~df+1+2 either in MED or BT.
Don't delete the old video. Just do a pinned comment. That's more than enough. Rather put your energy into other videos. A suggestion if I may: How about a video where you showcase various Yoshi buttons and how they interact with each other. That's what I'm currently struggling with. For example Azucenas F32 knocks down on hit. and from there you can follow up with a DB1+2 and once you've done that, you can run in with a while-running 32 while they are waking up. So that's a sequence of events you can do and it's up to them to find a solution like side rolling or waking up with attacks to stop you running in. And I'm curious what Yoshimitsus mini flowchart gameplans are which beginners can rely on in the heat of the fight.
Instead of removing that video, you could create a cut down version with the absolute basics. Punishment, neutral, combos, set up. Then for further detail you could link the original video.
Just what I needed. My first tekken and I really wanted to learn yoshie. Just off first glance I can see he's kinda a gimmicky troll joke character but I really want to learn his moves well enough to play him optimally.
If you need to make changes to a previous video, you can just annotate over certain sections. Its not the best fix, but its better then taking down a whole video.
Ayo great video idea see a lot of just beginner guides or just combo guides but idea of teaching your mix ups is great for when you finally start playing people who block and use safe strings
Togethaaaaa!!! On a real note, since the videos are well received, break down the guide into more in depth videos on each section? Just a suggestion. Thanks for the guides
I have an extremely skilled way of doing ff2*2 perfectly each time... Just MASH LIKE THERE'S NO TOMORROW this 2. It's working wonders, not even kidding!
Thanks!! Been watching all your Yoshi videoes lately. Hope you keep on making more advanced tutorials on him as well. Unblockable setups, wall pressure, flash setups etc.
some notes i want to add: you can instant samurai cutter by doing FC b+1, no need to hold the df. after b1 or uf3+4,1 youre placed in the perfect range for a kara flash or NSS flash, iirc if the opponent is just neutral blocking they'll get hit by the flash. kara flash seems to still exist in tekken 8, input is 4:1 instead of 1+4. unfortunately unlike previous games, theres no indicator that you got it right or not. in previous games yoshimitsu would make a sound when you successfully kara flashed, but in tekken 8 he always makes a sound kara or not. a kara flash literally just makes your sword stance flash have NSS flash range, and gives your NSS flash extra range, useful in some combos. in previous games a kara flash would come out slower iirc, no sure how it works in tekken 8. maybe its a placebo? if anyone actually has solid proof of this claim and knows if im gaslighting myself or not, please let me know. poison mist is goated, legit feels so good in tekken 8, the range on it feels longer and the move feels faster somehow. being able to cancel the mist into a hop back with 3 or 4 is great, i found using df3 right after catches a lot of people. another thing I found works a lot is randomly using u1+2 and cancelling it every now and then, it makes the opponent look at it and go "wtf is he gonna do" or "i wanna punch him out of that stance for a free combo", if you use it well you can trick some players into pressing from afar giving you a free fly f1+2 or fly f2, or a normal whiff punish if you cancelled the stance, i feel like ff4 as a whiff punish here works the best as it adds to the next step of this mixup, you can also ff3 for the ch launch or just to get your kin mixup going etc. the thing is this motion or whatever just induces a reaction from the opponent, or lack there of. what i personally like doing is u1+2 d ff1+4 to end rounds after abusing this all match, a lot of people will SEE you doing a bunch of stuff and just freeze up, either they know you have a threat now after using the stance and cancelling it, or they DONT want to get hit by the ff4. another layer you can add is cancelling the fly into flea and basically using the same mixup you mentioned in this video. this videos sick, feel like i can add a few more tools to my bag, keep up the good work homie
I'm not sure how the Kara Flash works, I've tried implementing what you've said but the flash doesn't connect. It'll connect from NSS Flash on counter hit🤔. Yea I've use to do that a lot in Tekken 7 with manji trying to confuse the frek out of the opp, though I didn't use ff1+4 as the opp would already feel afraid to mash so I get launched a lot😂. Thank you for the advice though😄
Don't forget to add bad breathe to your list of mix ups. It's incredibly useful for throwing your opponents off guard and it's a guaranteed launcher if it lands.
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-wArp7koSj20.html here's a full guide that helps with notations as well, but just to help out now it's essentially F,D,D/F then press 2 or a dragon punch command like in street fighter.
I had a commenter point out a mistake on my Yoshimitsu guide and I just pinned the comment. That's way easier than uploading the video again. Plus your channel will take a massive hit and lose all those likes and views you've earned from that video. Keep up the solid work, Manji bro.
9:15 This is a weird rule in tekken and applies for all characters, where you input forwards to block instead of back when your back is towards the enemy. Which actually makes sense since you are facing the other direction
Though I'm late, I would concur not to take it down. Your guide is good but I'll admit I think there was too much info and it would've been great if it was organised better; I feel like I could've figured out portions of the video from just reading the move list+frame data in Practice. It sort of starts off great when you presented the neutral tools/key moves but then it kind of escalates quickly into a combo exhibition video; a beginner would probably have trouble remembering all of it and applying it properly. An honestly immaculate reference is Croft's "Ultimate Xiaoyu guide". As a Xiaoyu main, I love to review it every now and then to see what I'm forgetting in my kit(usually mix up options). Croft has also released smaller, separate supplementary videos.(e.g.HYP transition, wall combo, movement options)
That's why there's a full guide on different guides in a longer video with timestamps to go back when ever. I did it like this so others can go back to the video than just making another small guide.
4:50 How is "unless they jab" a mix-up? That's just unsafe. If they know about Yoshi they will jab every time they see you go into Helicopter, and since you're airborne they usually get a decent combo out of it.
That's if you've used one of the 3 plus frame moves in Yoshi's kit to check on the opponent to see if they'll go for a jab. 3,1 - flea f2 and manji f2 are +7 on block so if you've managed to use either move and they've blocked it. you can confirm whether they'll use a jab to take you out of Manji by using Manji 2/Manji f1+2 or Manji 4. It's not unsafe as I've pulled this out myself and others as well. Once you know about frame data you'll understand why this is a mix-up, in fact, it's more of a frame trap mix.
I'm glad your knowledgeable i usually do the mix-up of sidestep right 1 and sidestep into crouch down forward 4 as they look very similar in animation if done properly. also at the wall kincho forward 2 then backdash into up back 1 plus 2 is a good wall pressure tool to use to catch them.
Yup, I've used that a lot in Tekken 7👍🏼, Though I feel U/B 1+2*1 has been slightly nerfed😅. The move comes out slower than in Tekken 7🤔, But it's still a good answer to that setup🙂.
Yea I've know about that move😉. I like to do FF4 once the opp is wall splatted, and do d1+4 for the seppuku, as long as they don't tech away, gives you big damage at the cost of your own😅@@detra5861
It used to give Yoshi a copy of a move from the character he grabbed. Now I think it's just there for legacy. Though, I'm not 100% sure if it does do something now.
Sure, though give me time to learn the matches and frame data of the characters as your request is quite large for the amount characters that are in game👍🏼
I would suggest that you make this series only popular character wise that you find online in most matchup such as reina , azucena , jun and I have also seen a lot DJ as well.
There's a full guide on my channel that explains Notations, but to keep it short CD is an abbreviation of DP or dragon punch like in Street Fighter. The command inputs are F,D,D/F or ➡⬇↘
9:00 d3 (or d4?) works too as a quick escape out of BT It's probably safer than db i don't have time to look up the frame data rn (i'm making a spreadsheet lol) I've been playing Yoshi since Tekken 3 Anyway WR 1,1 transitions into spinning evade with b3(3) or b4(4) you can use this to get out of door knocker which is probably really useful. I haven't tried it out yet, been busy recording / uploading replays (what a chore lol)
Also something for the Yoshimitsu community you guys should really learn the names of the moves to evolve the meta saying ''b1,1,1,1 into b3,3'' is all cool and technical and all that but it's easier to conceptualize a ''slap u silly into spinning evade'' Think of the moves like cards in a card game With the special properties as the card description and frame data as the ''attk / def'' stats
Honestly about the beginning part when you said you would redo that certain part. My feedback is that you should put down the other video and put in the justframe part. Specifically for new people at a later time, it could help with all the info instead of putting on this video and learning about that. Def helps a lot when labbing tbh the whole guide would be complete. Either way good videos man glad you make these i went from brawler to warrior in about 30min because of your help. Yoshi is so fun
Can you make video about hit priority. I dont really understand why some moves win out. I understand that id the move i use is still on startup they interrupt me but if both moves are active what decides the outcome.
I'm new to Tekken, but barring an actual move priority system I don't know about, it's all frame data. If two 10f jabs come out at *almost* the same time the faster one will win because the active frames started a frame or two sooner. That's not really perceptible to the human eye, especially when different moves are trading, so it might look like one move just wins because. This is how frame traps work: two moves with a gap that's *just* shorter than your opponent's fastest move. Your opponent thinks they can interrupt, but if they press the second move is active sooner and they get got. If both moves are active when the hitboxes collide it'd be a clash, right? (screen flashes black and white, idk the terminology)? I've had it happen where one of us will flinch and the other will get launched - I assume that's because both moves happen, and one of the moves launches on counterhit. If I clash their one jab with dragonfly 2, they'll go into hitstun, but I still get launched, because dragonfly is airborne. Dragonfly 2's plus frames on hit is less than the frames of me recovering, so the opponent can get a combo if they're quick. The other thing that could cause some moves to just win outright is hitboxes. Active frames are when hitboxes are out, but a move only hits if hitbox hits hurtbox. It's why big bodies are easier to hit. Hitbox shape could cause one move to hit first in certain situations, even if it's slower. Unless there's yet another Tekken Legacy System I'm not aware of, anyways...