Anti Yoshimitsu Punishment Guide In Tekken 8

Anti Yoshimitsu Punishment Guide In Tekken 8
Anti Yoshimitsu Punishment Guide In Tekken 8

Weak Side:

  • SSR.

Yoshimitsu Tekken 8 Frame Data

Heat:

  • Heat powers: NSS sword moves now available in normal stance.
  • (ub1+2, f1+2, 1+4 have increased range, dmg, chip, and heals)
  • 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:

  • -15Frames pushback CD1 / b2,1 (-17 / -6 KIN)
  • -15Frames: 4,4,2,2(-11, -4, -23, -24) | Flash (-15~12) | ff3+4,1+2(-20, -31) | KIN2,1+2(-15)
  • -14Frames: KIN2 | DGF2,4
  • -13Frames: 4~3 / 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
  • -12Frames: 3,2 | 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 / -10Frames NSS ws2,1,2(mixup punish, -11) | 2,3(-10) | opponent down u1(-13~11)

While Standing Block Punishment:

  • -15Frames uf2(-16~15, i35) | FC df4 / IND4(-26) | KIN3(-16~9) | NSS FC df1(-16~15) | NSS FC df3(-26)
  • -14Frames: 3,2,1+2 | NSS df1,2
  • -13Frames: db3,3(all hits launch, but 13f gap before ws4) | BT d1(-13~12) | KIN d1(-13~12) | DGF3
  • -12Frames: 2,d3 | db4 | ws3,2
  • -11 / -10Frames: db1(-11, i26)

Highs You Can Duck:

  • 2,2(mix)
  • 2,3
  • 3,1(mix)
  • 4,4
  • 4,4,2,2
  • 4,4,4(mix, 6f fuzzy, high first)
  • df1,2(tight before followup)
  • d2,2,1(mix, 6f fuzzy undelayed, high first)
  • b2,2(mix, just block and punish -13)
  • uf3+4,1(mix,9f fuzzy)
  • ws1,1
  • ws1,2
  • NSS 2,1_2 (no mixup)

Plus On Block Moves:

  • KIN f2(-1, +11 WC)
  • WR3(+5 / +7 DGF)
  • 3,1(+7 DGF)
  • MED 3(+7 BT)
  • DGF f2 / FLE f2(+7 DGF)
  • 3~4 / IND 3+4(+5 DGF)
  • DGF2(+4 DGF)
  • KIN2,1+2*(+2 full hold)
  • KIN4(+0 / +3 KIN)
  • b1,1,1…(+1, +4, +4, …)
  • u3+4(+1c)
  • QCF1(+0)
  • ws1,1,1,1(+0c)

Low Minus Moves:

  • DGF f1+2(-2)
  • DGF1(-2c)
  • uf1+3~d(-3)
  • ff3(-4)
  • DGF4(-4)
  • 4,4(-4)
  • df1,2(-4, -4)
  • df3(-4, Yoshi crouch)
  • uf1(-4) | uf3+4,3(-4)

Dealing With Strings:

  • 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.

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