YOSHIMITSU


For some reason, I always get interested in general things by finding a particular character within them and quickly becoming obsessed with that person in some way or another. In the case of Tekken, and perhaps even recent computer games in general, the central figure that really got me hooked was the nutsy teleporting space ninja; Yoshimitsu. *BOSE*

So, for your benefit, here follows a quite useful guide to playing with that light-katana wielding alien philanthropist that should see you in good stead if you find yourself in his shoes on the Playstation or at the local arcade. Yay!

THE BASICS

Yoshimitsu is a complete maniac and should always be played as such. As a beginner, try to learn all of his really annoying and odd moves and then cycle through them from game to game, leaving your opponent unable to predict what on earth he's going to do next and too bemused to figure out what to do in reply.

Of course, a more experienced opponent will show up all the fun stuff for the useless unnecessary silliness that it is, and then it's time to start thinking so that the poor Japanese Jedi doesn't end up as a 'plus 1 winning streak' character and walks off in disgust at your lack of proper commitment.

In more advanced play, Yoshimitsu can be generally summed up thus:

GOOD

Fast, whacky, with some unblockable and high priority moves.
Good at juggling.
Can heal himself.
Has a nice back flip and some really annoying ways to perform different combinations of very quick and repetitive moves that make him very unpredictable.

BAD

Not a grapply/throwy person.
Not many moves do very much damage (the sword looks impressive, but…)
Lots of silly bits and pieces.
Fairly pants at taking damage from your opponent.

 

SOME BASIC MOVES

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.

 

UNBLOCKABLES

B,B,LP---- deathslash---- !
Try not. Do, or do not.

B,B,LP~LP--- sword spin---- !

Have a go when your opponent is charging you, sees you draw back and thinks you are doing a stab. Also gives your opponent pressure to get up when they are under you and you are doing it. Always fools the computer.

U+LP+RP---- flea----!

Great move, gives complete ground coverage. Jumping flea
(F,F_B,B) is great too, quick and effective. Good after
a knock down because it is quicker than jumping flea. The only downside is that Yoshi gets off his sword when he's done.
Flea headbutt (LP+RP) is also effective. It is quick and powerful. Sit (D+LK+RK) is okay but I don't use it much.

B+LP+RP,ANY ---- Bad Breath----!

Great annoying move. Unblockable from close range, can't be ducked or avoided when they are near you. Also good after a Kangaroo kick. You can also use it at the beginning of a round or at a charging opponent.

D/B+LP----sword slash---- !

Good move to finish someone on the floor or even after you've already won the round. Wakes your opponent up. The delay isn't too useful though, but if you manage to hit someone with it, then yay!

qcf+LP----moonsault slayer----!,!
Absolutely essential. Useful for being cheap against the computer or as a last desperate measure. Hard to counterattack, and impossible to block. Yoshimitsu does two front flips and his sword slashes down the whole time. Sometimes at medium range you can get two slashes in.

F,F+LP+RK----turning suicide----!
More funnies from the nutter.

U/F+LP+RP----Deathcopter
Great fun move. Use the trick or the quick fall to really scare your opponent.

THROWS

LP+LK front ---- Jumping Slam
RP+RK front ---- Sword Hilt Smash
qcb+LP+RP front ---- Rainbow Drop
(LP+LK,RP+RK) left ---- Wheels of Hell
(LP+LK,RP+RK) right ---- Clonimitsu. Great show off move.
(LP+LK,RP+RK) back ---- Tornado Drop. Fantastic finisher. It's all over.

STRATEGY

Okay, I sort of see Yoshimitsu like this:

Opener: Knee or back flip or Manji spin kicks.

Close: Knee or Uppercut (juggle) or reverse slap.

Long: Moonsault or Flea or Helicopter or Shark attack.

Counter: Knee or reverse slap or Helicopter (quick) or shield or flash or fake deathslash.

Special: Suicide or bad breath or (when tagging in) deathslash or JediMT.

Central moves
(The basics)
Back flip
Knee
Moonsault
Door knocker
Sword slash
JediMT
Lumberjack (kick+sword)
DF Kick
First (easiest) combo
Normal throws

Spins
Backfists
Mid backfists
Manji spinkicks

Indulgences
Deathslash
Meditation
Indian
Flea
Helicopter
The 'fists' combos

Sillies
Suicide
Full Deathcopter
Soul siphon
Triple roundhouse

And the rest of the details branch off from there……

COMBOS

* LP,RP,LP,RK,RK,RK,LP,LP,LP,LP
Quick quick quick, slow 2,3,4,LPLPLPLPLPLP…
The nice and easy one that everyone uses.

LP,RP,LP,RK,RP,RP,RP,RK,LP,LP
The great one for showing off, but to get it right take time. Try playing on the Playstation Tekken 3 Practice mode to get used to the rhythm

RK,RK,RP,RP,LP~LP
Great move, but hardly ever works.

RK,RK,RP,RP,LP
Same again.

RK,RK,RP,RP,RK,RK,LP,LP,LP,LP
A fun combo. Really confuses the computer. Very hard to get it all through though.

LP,RP,LP,RK,RK,RK,LP,LK+RK
Eeek. Hard to do.

RK,RK,RP,RP,RK,RK,LP,LK+RK
Same as the fun combo.

TRICKS

Try these fun tips!

1. Use the Flea on True Ogre, he's too big to avoid it! (Well the computer is, anyway).
2. 3 hit kill. Backhand (turns opponent around) Tornado drop, and (timed correctly) Deathslash. The match is over (very useful for survival mode).
3. Use the Knee most of the time on the Tekken 3 Force mode to get through fairly easily.
4. Team him up with Bryan or Heihachi for asymmetrically balanced play.
5. Tag in with the knee.
6. Team up with Ling for fun nutcase silliness.

 

SUMMARY

Yoshimitsu is a very hard character to use properly. Like any of the more unique Tekken fighters, skillful play comes with experience. One must learn the correct timing, distances, and how to read opponents (especially judging whether to go high or low next). Sometimes, everything will go wrong. His knee will be blocked, his combos countered, his sword slash will fall slightly out of range and you will feel quite silly on the end of a Paul Phoenix power punch. But letting this get you down is exactly what will make Yoshimitsu perform even worse, for it is his speed, agility and general noisy madness that will win games for you in the end, not memorising the movelist and mechanically working out combos and juggles in Practice mode.

Anyway, Tekken 4 is soon on the way, in which Yoshimitsu gains a new move that allows him to use the Yoshimitsu flash to steal most moves and even strings from opponents, as well as an even uglier look and yet more charities to support. He joins the tournament, as usual, for a completely benevolent reason. Last time, it was to save his friend and now, with the fate of his large philanthropist Manji Party resting on his shoulders, he wants to take over the Heihachi Empire and use it for the good of mankind. *aww*

Oh, and if you enjoyed this make sure you visit:

OFFICIAL TEKKEN SITE

TEKKEN ZAIBATSU

GAMEFAQS.COM

To find out more about Yoshimitsu, his friends, and games in general. Obviously, Yoshimitsu, Tekken, etc; are all copyrighted by Namco.


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