LP,RP---- jab, upper---- h,m
LP,RP,LP---- jab, upper, jab---- h,m,m
D+LP---- low jab---- l
Great move. You can do this move when the round starts (that's
Annoying though).
D+LP---- left upper---- h
D/F+RP---- upper---- h
If you are good enough, you can win the round if you know how to
use this move. The best time to use this is when your opponent
is doing a stupid combo. Block the combo, making sure to cover
high and low and parry if you can. Once they are done or stunned
by the parry or blocking use it!
D/F+LP,RP---- hilt strike, backfist---- m,h
Remember, the backfist will turn them around so take advantage of
there
unguarded position.
D/F+LK---- left side kick---- m
Not to good. Slow, but sometimes effective.
U,N,LK---- rising roundhouse---- m
Another move you only use when they are stunned or their guard is
down.
F,F,RK---- lunging knee---- m
One Of Yoshi's essential moves. Learning the distance and timing
for this one will give you that little bit more of a chance at winning.
Always use if your opponent is going for an all out attack or if you
find yourself blocked and about to be counterattacked. Absolutely
central.
U/F+LK---- jumping roundhouse---- h(m)
The same as rising roundhouse.
U/F+RK---- jumping toe kick---- h
Simple enough.
U/F+RK---- rising heel---- m
Same as above really.
B+LP,LP,LP,LP,LP,LP---- spinning hilts strikes---- h
with LK+RK---- evasive side spin (but he falls over and dies! oops)
Ok move. Mostly used in a D/F+RP combo. Very effective there.
I barely use it by itself easy to detect and duck.
D/F+LP,LP,LP,LP---- door knocker---- h
with RP---- backhand
with D/B+RP,RP,RP,RP,RP
This move (door knocker), is mostly effective when there
is a major opening. Bounces on a counter hit. Good opener against
a less skilled opponent.
F,F+LP+RP---- dive bomb---- h
with (LP+RK_RP+LK)---- soul siphon---- (!)
with D/B+RP,RP,RP---- Manji spins ---- m
with U,N,LK+RK ---- kangaroo kick---- h
with D+LP+RK ------ suicide ---- m
with U+RP+LK(~LP) --- sword stab, spin---- (!),!
Try to follow up the dive bomb with another move. The soul siphon
is hard to judge sometimes, so generally I use the Manji
Spins which are useful, especially if the dive bomb connects,
you will be set to spin away. The kangaroo kick is okay, and only
use the suicide if you really want to show off by using it as a finish.
D/B+RP,RP,RP,RP,RP,RP---- Manji spin strikes---- m
Pretty useful. You should use them as a follow up
to a move that makes your opponents back turn.
SS+RP---- shrine lift---- h
Another juggle starter. Basic uppercut type move.
RP+LK---- flash attack---- h,m
Ummm, not very useful, slow and detectable.
RP+D+LK---- low flash attack---- h,l
Gets a punch in and goes low. Less detectable
so go for it when you feel you can.
f,f,RP---- Yoshimitsu blade rush---- m
The old Jedi Mind Trick. Use on a counter hit to go straight through
the opponent. Use also if your opponent is charging from far away.
FC, D/F+LK---- sweep---- l
Good move, also a very good juggle starter. Use it when your
opponent is attacking high.
LK,RK---- spin kick, saviour boot---- h,m
Only useful if your opponent blocks the spin kick and isn't expecting
the quick boot.
F,F+LK+RK,LP+RP,LK+RK---- shark attack---- m,m,h
Useful against unskilled opponents. You don't have
to do the whole move. You can do two or one of the whole move.
D/F+RK---- right round kick---- m
Another great move. This move is super fast, great recovery
time and does decent damage. Can stop someone in a run, poke,
or just annoy them. It's a great move.
SS+RK---- whirlwind----
Fun sidestep.
RK,RK,RK---- triple roundhouse---- m,m,m
The move for funnies to bash out.
RK~LK---- kangaroo kick---- h
Good move. Only use when you can get away with it.
D/B+LP+RP---- Yoshimitsu Shield----
Blocking move.
F,F+LP+RK---- turning suicide faint
with LP+RK---- suicide---- m
Want to die?
D+LK+RK---- meditation sit
Out of this you can teleport (if you are close enough you will teleport
behind your opponent and make an attack.) You can meditate and regain
life, or do a kangaroo kick or Manji backfists.
SS+LK+RK---- Indian meditaton
Not as useful as the sitting meditation (above) mostly because
your back is turned. You can do a soul siphon and regain life
from this. Soul siphons are the same buttons from here. Hit Forward
to turn around, regain life and damage your opponent.
U/F+LK+RK---- flipping stomp---- h
with B+LP---- spinning hilt ---- h
with D/B+RK---- back hand spring
with D/B+LP~LP---- delayed slash---- h
with B+LP, LK+RK---- spinning hilt, flipping stomp---- h
with LK+RK---- kangaroo kick
Use this move when an opponent is running at you, has just finished
an attack, or when you see an opening. You can do any of the combinations
above, but my favourite is the delayed slash one. On the 6th hop
it will do over 100 damage easily annihilating your opponent.