Tekken 4: Yoshimitsu FAQ By: Mike Hamlin cmhamlin@mchsi.com 1/8/02 Table of Contents ================= 1. Copyright Info 2. Version History 3. Intro 4. About Yoshimitsu 5. Button Conventions 6. Move List 7. Strategy 8. The Soul Stealer 9. Combos 10. Outro 11. Credits ================= 1. Copyright Info This document copyright Mike Hamlin, 2003. There is no illegal use of this FAQ. Period. This FAQ will be found at gamefaqs.com ONLY. Please notify if this FAQ is found on another site. ================= 2. Version History 1/20/02 - First version complete. 1/22/02 - Fixed some errors. ================= 3. Intro Who's the man with the sword? Is it Yoshimitsu? It is! Yes, Yoshimitsu is truly a Tekken favorite since the first game. Not only does he look intimidating with his shiny armor and razor-sharp sword, but he can also mess around with opponents (and amuse those watching) with his myriad of weird moves and taunts. Yoshi isn't exactly the most popular character around, but he can be a challenging opponent in the right hands. ================= 4. About Yoshimitsu Yoshi is the leader of the Manji clan, an organization dedicated to helping the less fortunate. They are famous for being Robin Hood like thieves who loot the rich and give it to the impoverished people of the world. Lately, however, the organization has been experiencing a decline because of the lack of funding and manpower. But when Yoshi heard rumors about the King of the Iron Fist Tournament 4 and the grand prize being the inheritance of the vast wealth of Mishima Zaibatsu, Yoshi figured it high time to put the Manji clan back on track. Yoshi decides to enter the tournament... ================= 5. Button Conventions The following are the numbers and symbols I use to refer to pad motions and button presses: 1- left punch 2- right punch 3- left kick 4- right kick f- tap forward b- tap backward d- tap down u- tap up F- hold forward B- hold backward D- hold down U- hold up N- pad in neutral position /- press in between the arrows (d/b means down and back together) +- press buttons simultaneously ~- press buttons very quickly >- the next button press can be delayed =- Move is an "add-on" to the move above with lesser indent *- Hold down the button before the asterisk _- moves are interchangeable QCF- Quarter Circle Forward (d,d/f,f) QCB- Quarter Circle Backward (d,d/b,b) HCF- Half Circle Forward (b,d/b,d,d/f,f) HCB- Half Circle Backward (f,d/f,d,d/b,b) WR- while rising WC- while crouching SS- during sidestep SSR- during right sidestep SSL- during left sidestep iWS- instant while rising (d,d/b,N) CD- crouch dash (f,N,d,d/f) CH- counter hit CL- clean hit Hit ranges There are 5 hit ranges: h- High range attack. Block by standing. Avoid by ducking. m- Mid range attack. Block by standing. Will hit crouching opponent. l- Low range attack. Block by crouching. sm- Special mid range attack. Hits mid, but can be blocked when crouching. !- unblockable. ================= 6. Move List This is a list of all of Yoshimitsu's moves. I've included the name, how to do it, the damage, and any special properties a move might have. If there is an asterisk (*), look for the move name in the section below for the move property. ------------------------------------------------------------------------------- Name Command Damage Property Flash Attack 2,3 hh/12,21 Flash Punch Low Kick 2~D+3 hl/12,8 Oni Kick 3 h/25 =Zig Zag 4 m/30 =Oni Kick Combo 3 l/16 =Kangaroo Kick d+3+4 m/30 Triple Roundhouse Combo 4,4,4 hhh/14,12,21 * Basic Uppercut d/f+2 m/13 Kangaroo Kick 4~3 m/30 Meditation 3+4 - Bad Stomach D/B+1+2 - * =Poison Breath 1_2_3_4 !/25 * Cyclone Lift d+1+2 !/12 * Avoiding the Puddle u/f+4 m/25 Rising Knee u/f+3 m/15 Manji Backfist 1 f+2 h/12 * Manji Backfist 2 2 h/15 * Backfist to Stone Fist f+2,d/b+2,2,2 hmmm/12,10,8,6 * Door Knocker d/f+1,1,1,1 mhhm/15,12,12,24 Door Knocker Back Knuckle d/f+1,2 mh/15,12 * Slap U Crazy d/f+1,2,d/b+2,2,2 mhmmm/15,12,10,8,6 * Wood Cutter d/f+3,1 m!/20,18 Inner Palm SS,1 m/21 * Shrine SS,2 m/20 Whirlwind SS,4 h/21 * Indian Stance d+3+4 - * Flea 1+2 - * Poison Wind u/f+3+4 m/10 Sword Smash f,f+2 m/18 * Fubuki f,f+4 m/15 Reverse Cartwheel f,f+3+4 m/30 Solar Kick f,f+1+2 m/22 =Soul Siphon 1+4 h/22 * =Soul Possession F+1+4 h/26 * Solar Kick Shark Attack f,f+3+4,1+2,3+4 mmm/30,30,30 Slap U Silly b+1,1,1,1,1,1,1 hhhhhh/10... * =Side Spin b+3+4 - * Stone Fists d/b+2,2,2,2,2,2 mmmmmm/10,10,8,8,8,6 * Manji Spin Low Kicks D/B+3,3,3,3,3,3 llllll/12,7,7,7,5,5 * =Front Kick 4 m/12 * Spinning Evade B+3+4,3+4,3+4,3+4,3+4,3+4 - * Death Copter U/F+1+2 !/40 =Death Copter Slice D !/Varies * =Death Copter Trick ~B !/35 Sword Stab b,b+1 !/90 =Face Splitter 1+2 !/15 * =Windmill N,1 !/22 * Soul Stealer 1+4 !/0 * Harakiri d+1+4 !/60 * =Manji Blood Dance B+1,1,1,1,1 !!!!!/20,20,20,20,20 * Suicide f,f+1+4 !/100 Confusion f,f+1+4,N - Double Suicide f,f+1+4,f,F !/100,100 Quick Slash d+1 !/10 Death Slash d+1~D/B !/Varies * Moonsault Slayer QCF+1 !!/15,28 Sweep Kick WR,d/b+3 l/12 Knee Cap WC,d/f+3 l/12 Samurai Cutter WC,D/F,1 !/20 Spirit Shield 1+2+3 !/0 * ------------------------------------------------------------------------------- Moves from Meditation Name Command Damage Property Healing 1+2 !/10 * Back Handspring 3+4 m/15 Harakiri 1+4 !/60 ------------------------------------------------------------------------------- Moves from Indian Stance Name Command Damage Property Indian Stance d+3+4 - Healing N - * Indian Stance Storm 1 !/15 Stone Fists 2 m/10 Kangaroo Kick 4 m/30 Indian Stance Cannon 3,3+4 mm/30,30 Vacuum Dance b_f - * Levitation 3+4* - =Move D_U_B_F - * =Taunt 1 4*,1_2_1+2 - * =Taunt 2 1_2_1+2,d_u_b_f - * ------------------------------------------------------------------------------- Moves from Flea Name Command Damage Property Flea 1+2 - Running Flea f,f !/12 Jumping Flea u_u/b_u/f !/21 Flea Digger d - Flea Dance 3_4 - Skull Splitter 1+2 h/16 Kangaroo Kick 3+4 m/30 Indian Stance d+3+4 - ------------------------------------------------------------------------------- Moves from Poison Wind Name Command Damage Property Poison Wind u/f+3+4 m/10 Bronze Fist b+1 sm/2 =Steal Fist 3+4 m/20 =Silver Fist 4 sm/15 =Gold Fist D/B+1 !/10 Flea 1+2 - Kangaroo Kick 3+4 m/30 Indian Stance d+3+4 - ------------------------------------------------------------------------------- Throws Command Position Damage Escape Property Name Sword Face Smash 2+4 Front 30 2 Oni Killer f+2+4 Front 30 2 Wheels of Hell 2+4 Left 40 1 Neck Breaker 2+4 Right 40 2 * Tornado Drop 2+4 Back 70 None Rainbow Drop QCB+1+2 Front 39 1+2 Soul Siphon QCF+2 Front 22 None Soul Possession QCB,f+2 Front 26 None Position Change 1 1+3 Any - 1 Position Change 2 f+1+3 Any - 1 Position Change 3 d+1+3 Any - 1 Position Change 4 u+1+3 Any - 1 ------------------------------------------------------------------------------- 10-hit combos 1,2,1,4,4,4,1,1,1,1- 93 damage 1,2,1,4,4,4,1,3+4- 72 damage 1,2,1,4,2,2,2,4,1,1- 82 damage 4,4,2,2,1- 67 damage 4,4,2,2,1~1- 59 damage 4,4,2,2,4,4,1,1,1,1- 102 damage 4,4,2,2,4,4,1,3+4- 81 damage Move Properties Triple Roundhouse Combo- If the last hit connects, it shows opponent's side. Bad Stomach- You must keep holding D/B. Poison Breath- Unblockable but can be ducked. Cyclone Lift- 18 damage and juggle on CL. Manji Backfist 1- Shows opponent's back. Manji Backfist 2- Execute while your back is turned. Backfist to Stone Fist- After last spin, Yoshi gets dizzy and falls over. Door Knocker to Back Knuckle- Shows opponent's back. Inner Palm- Juggle on CH. Whirlwind- Stuns on CH. Indian Stance- Hold down to stare at opponent. If you are lying on the ground, face up, press 3+4 to go into Indian Stance. Flea- While neutral in Flea, enemies can still get hurt from coming into contact with Yoshi's sword. This is Unblockable and causes 21 damage. Sword Smash- On CH, Yoshi will pass through enemy. For some reason, holding F+2 when this happens decreases the damage. Soul Siphon- Takes opponent's life and adds it to yours. Soul Possession- Takes life from you and adds it to opponent's. Slap U Silly- After last spin, Yoshi gets dizzy and falls over. Side Spin- Takes some of Yoshi's life. This cannot be used between any spin in Slap U Silly. Stone Fists- After last spin, Yoshi gets dizzy and falls over. Manji Spin Low Kicks- After last spin, Yoshi gets dizzy and falls over. Front Kick- This cannot be used after the first kick. Spinning Evade- Each spin takes some of Yoshi's health. After last spin, Yoshi gets dizzy and falls over. Death Copter Slice- The longer you let Yoshi fly, the more damage it does. It goes from 25 to 30 to 40. Face Splitter- Unblockable but can be ducked. Windmill- b,B to cancel. Soul Stealer- Pushes opponent away. Allows Yoshi to copy an enemy's moves. See the section below for details. Harakiri- Yoshi also takes damage. Manji Blood Dance- Each spin takes some of Yoshi's life. Does a lot more damage to Yoshi than to opponent. Death Slash- Each time Yoshi bounces, the damage increases. When you see smoke, let up on D/B+1 for full damage. The damage goes in this order: 10,15,23,27,43,65,107. After third bounce, the hit will knock the enemy over. Spirit Shield- Pushes opponent away. Healing- Yoshi recovers health and if your opponent is close enough, he will be hurt. Healing from Indian Stance- Yoshi recovers health each time he brings his sword down. Vacuum Dance- Yoshi spins behind enemy. If you are too far away, Yoshi will stand up with his back turned. Move- While holding 3+4, you can move freely in any direction. Taunt 1- To use it, while holding 3+4, let up on 3, then press 1,2, or 1+2. Taunt 2- To use it, while you are holding 3+4, press 1,2, or 1+2, then tap any direction to taunt. Neck Breaker- Yoshi's old right side throw was WAY better. ================= 7. Strategy First, let's look at Yoshi's strengths and weaknesses: Strengths -Yoshi can keep an enemy in the air for quite a long time. His juggles are not really powerful, but you can frustrate an opponent once you get them in the air. -Yoshi can HEAL himself!!! It isn't easy, but there are tactics that can let you recover life bit by bit. -Yoshi is the undisputed king of unblockables. Some of them take way too long to use, but it's always nice to throw in a quick unblockable. Weaknesses -Yoshi has this tendency to hurt himself. Although you can heal, Yoshi has some moves that do TONS of damage to himself. Use these moves in moderation, if at all. -Yoshi actually has one of the fastest jabs, but his kicks and some of his other moves are quite slow. It takes skill to master Yoshi. -Yoshi is a complex character to learn. His many stances and moves can confuse someone who isn't familiar with Yoshi. This can include the player. Unblockables Yoshi has a lot of unblockable moves, but the first and foremost rule about unblockables is: DON'T ABUSE THEM. Even if this one move seems to work every time you use it, your enemy will learn to deal with it and render your unblockables useless. Quick Slash- Nice and fast, perfect to throw at your opponent after a juggle or against someone playing a turtle game. The Wood Cutter is also a good move in juggles. Sword Stab- TOO SLOW. However, the Face Splitter works well if your enemy tries to interrupt the attack. If this happens, they will likely back off next time you try the move. Samurai Cutter- A nice unblockable but tricky to pull off. It is not exactly D/F+1, but more like D/F for split second, then the 1. Your enemy is likely to try and back off or interrupt if you duck and start edging towards them (because of the D/F) but if you're fast you might connect. This is a difficult move to avoid. Windmill- Is your opponent attacking and never letting up? Fend them off with this move and make them think twice. And if he tries to side step around you, hit b,B to cancel. Death Copter- This is more of a way to flaunt your sword, because your enemy can simply side step while you're flying. Combat this by using the Death Copter Trick. It will spin you around to face the enemy if he tries side stepping. Healing Yoshi can heal. He has three ways of doing his: Meditation healing- You get some life and damage a close enemy. However, your enemy can rush you right after you recovery. Indian Stance- Yoshi recovers life constantly here. Usually, your enemy will run up and try to hit you while sit there. But if you press up you can just stand right up and be back on guard. Now, back off and sit down again. Repeat this over and over to fool your enemy and piss them off. Soul Siphon- You take life from the enemy and redistribute it; to yourself. It's tricky to pull off but it can't be escaped. Also, what's the point of Soul Possession? Well, if you are WAY ahead, you can give some life to your enemy to make them mad. Try giving them life right at the beginning for some funny results. Yoshi can be a lot of laughs if you use his moves right. Hurting yourself Yoshi can also hurt himself quite a bit. While the damage you do to yourself is not worth the damage your enemy takes, keep in mind that playing mind games and doing very weird things can mess with your opponent's game: Spinning Evade- This will get you away from your enemy in a hurry, but you'll wind up taking some damage and falling over if you spin too much. Harakiri- Yep, Yoshi stabs himself. If your back is turned, your enemy will get stabbed also. Perfect for those times when you want a double KO. You could try the Manji Blood Dance, and although your opponent will probably get hit once or twice, you will take a lot more damage. Suicide- This move makes for a great finish. If you are winning, turn your back and kill your opponent by stabbing him. Confusion is another move to scare your enemy. Turn your back and do nothing. Just let your enemy the move you COULD have done would have killed him. And, of course, Double Suicide is for those with a death wish. Flea Flea is a great stance for hitting your opponent in a strange way. Just standing there means your enemy can have a hard time hitting you. Try chasing him by jumping or use the Skull Splitter for quick surprise. Use the Flea Dance or Flea Digger to dodge an attack then jump and land on your opponent. Be careful, though, because a simple side step gets your enemy out of harm's way. Know when to cancel it because a simple jab can start a juggle on you. Attacking As with most characters, use a balanced mixture of low and mid attacks is a key to winning. Yoshi doesn't have a great variety of low attacks, but his unblockables add another thing for an opponent to watch out for. Try his Knee Cap and Manji Spin Low Kicks for quick low attacks, then switch up to the mid hitting Rising Knee or Basic Uppercut for a juggle. Once the enemy is in the air, keep them that with some quick jabs or the Slap U Silly. If you stutter this move (spinning but stopping before Yoshi gets dizzy) you can rack up a bunch of hits. After that, throw out his regular 3 kick or the Wood Cutter for the final blow in the juggle. The juggle doesn't cause tremendous damage, but it gets the job done and it lasts long, too. Also notice that when you hit the enemy with either Manji Backfist, they spin around, giving you time to pop them in the air with the Basic Uppercut. You can also try his Rainbow Drop. It has fast execution, so some enemies may not even see it coming. Mix up your lows, mids, and unblockables as much as you can. Once you become predictable, you have already been defeated. ================= 8. The Soul Stealer 1+4 activates Yoshi's Soul Stealer. Aside from just pushing an enemy back, it can allow you to copy an enemy's move (I don't know why some people call it stealing but there's nothing wrong with that, I suppose). When you hit 1+4 during the enemy's move, Yoshi's sword becomes red. Yoshi can copy moves from any distance and during any part of the move; he can even copy certain strings and he just has to use the 1+4 some time during the string. Yoshi can even get hit but still copy the move. Once he has the move, you can use it by pressing 1+4. The move will be carried over to the next round as well. However, Yoshi cannot copy every move and some moves make him do different things. The following is a list of what Yoshi can copy from each character in the game. Since most people don't refer to moves by name, I will simply list the command for the move that can be copied. Result column shows exactly what Yoshi will copy (because when he copies a move he may simply use a variation). The property column will show if Yoshi uses the move differently or if there is something else special about the move when he copies it. Here goes: BRYAN FURY Command Result Property d/f+1,1,1,1 d/f+1,1,1,1,2 d/f+1,2 d/f+2 d/f+1,1,1,1,2 d/f+2 1+2 1+2 1,2,1,2 3,2,1,4 1,2,1,4 3,2,1,4 1,4,2,1 b+2,1,2 1,4,2,1,2 b+2,1,2 1,4,2,f+1,2 b+2,1,2 b,b+1 b,b+1 QCF+1 QCF+1 QCF+2 QCF+2,b+2 f+2,1,4 f+2,1,4 f,f+2 f,f+2 b+2,1,2 b+2,1,2 b+2,f+1,2 b+2,1,2 QCB,N+2 QCB,N+2 d+2 d+2 f,f+3 f,f+3 f,f+3* f,f+3* f+3 f+3 3,2,1,4 3,2,1,4 3,2,1,2 3,2,1,4 b+4 b+4 f,f+4 f,f+4 b,b+4 b,b+4 1+3+4 1+3+4 f+1+4 f+1+4 b+1+4 b+1+4 CHRISTIE MONTEIRO Command Result Property 1+2 1+2 u/f+1+2 u/f+1+2 f,f+3 f,f+3 =~D (relaxed position) =1_2 (low bad breath Unblockable =3_4 (relaxed 3+4) Goes back to relaxed =N (relaxed ends) b+3 b+3 u/f+3+4 u/f+3+4 =~D (relaxed position) Yoshi floats, cannot act in relaxed 3+4 3+4 f,f+3+4 f,f+3+4 d/f+3+4 d/f+3+4 Cannot hold D FC_WR+3+4 FC_WR+3+4 =~D (relaxed position) =1_2 (low bad breath) Unblockable =3_4 (flare) Goes back to relaxed =N (relaxed position) 3~4 3~4 Ends in relaxed =1_2 (low bad breath) Unblockable =3_4 (relaxed 3~4 Goes back to relaxed =N (relaxed ends) d/b+3+4 d/b+3+4 =b,b (cancel) WR+4 WR+4 d/b+4... d/b+4 u/f+4 u/f+4 FC,d/b+4 FC,d/b+4 COMBOT Combot randomly takes on the fighting of a different character. Yoshi can still copy moves from Combot; they will be the moves of whoever he is mimicking. CRAIG MARDUK Command Result Property b+1 b+1 Ready Position 1+2 Ready Position 1+2 (bad breath) Inescapable d/f+1+2 d/f+1+2 f+1+2 f+1+2 d+1+2 d+1+2 d/b+1+2 d/b+1+2 WS+2_Ready Position 2 WS+2 2 2,d+1+2 b+2 b+2 d+2,4 b+2,4 f,f+2 f,f+2 f+2,1,2,1 f+2,1,2,1 SS+2 SS+2 b+2+3 b+2+3 Cannot be canceled d/f+3 d/f+3,1+2 d/b+3+4 d/b+3+4 f+3+4 f+3+4 b+4 b+4 FC,d/f+4 FC,d/f+4 HEIHACHI MISHIM Command Result Property b+1 b+1 f+1,b+2 f+1,b+2 f+1,b+2,1 f+1,b+2,1 f+1,b+2,4 f+1,b+2,4 d/f+1,2 d/f+1,2 f,N,d,d/f+1 f,N,d,d/f+1 Cannot copy variations b+1+2 b+1+2 Hold 1+4 to delay b+1+2* b+1+2 Hold 1+4 to delay 1+2 1+2 f+2,1+2 1+2 1,2,1+2 1+2 b+2 b+2 f,f+2 f,f+2 f,N,d,d/f+2 f,N,d,d/f+2 f,N,d,D/F+2 f,N,d,D/F+2 f,N,d,d/f+2* f,N,d,d/f+2 f,N,d,d/f+3 f,N,d,d/f+3 f,N,d,D/F+3 f,N,d,D/F+3 f,N,d,d/f+4 f,N,d,d/f+4,4,4,N+4,4 f,N,d,d/f+4,4,4,N+4,4 f,N,d,d/f+4,4,4,N+4,4 f,N,d,d/f+4,4,4,N+1 f,N,d,d/f+4,4,4,N+1 b,b,N+3+4 Bad Breath b+2+4 Bad Breath d+1+4 d+1+4 HWOARANG Command Result Property u/f+3 u/f+3,4,3 f,N,d,d/f+4 f,N,d,d/f+4 d+4,4 d+4,4 u/f+4 u/f+4 d/b+3+4 =b,b (cancel) Cannot use LFS attacks LFF 1,2,f+4 LFF 1,2,f+4 LFF f+1+2 LFF f+1+2 LFF 2,f+4 LFF 1,2,f+4 LFF 1,1,3,3 LFF 1,1,3,3 LFF f+3_LFS LFS =1,2 (bad breath) =3 (LFS f+3) =4 (LFSb+4 =f_u_d_b (move) LFF b+3 LFF b+3 LFF 3~4 LFF 3~4 LFF f,f+4 LFF f,f+4 RFF 2,4,4 RFF 4,4 RFF 2,4,3 RFF 4,3 RFF 2,b+4 RFF b+4 RFF 3,3 RFF 3,3 RFF 3~4 RFF 3~4 RFF b+4 RFF b+4 RFF 4 RFF 4,4 RFF 4,4 RFF 4,4 RFF 4,3 RFF 4,3 RFF f+4 RFF f+4~4 Hit 1+4 earlier. Cannot copy RFS RFF f+4~4 RFF f+4~4 JIN KAZAMA Command Result Property 1,2,3 1,2,3 1,2,4 1,2,4 1,3~3 f+3~3 1,3~3,3 f+3~3,3 f,N,d,d/f+1 f,N,d,d/f+1 1+2 1+2 u/b+1+2 u/b+1+2 =b,b (cancel WR+2 WR+2 f,N,d,d/f+2 f,N,d,d/f+2 f,N,d~d/f+2 f,N,d~d/f+2 b+2,3 b+2,3 f,f+2 f,f+2 f,f+3 f,f+3 f,f+3,1,3~3,3 f+3~3,3 b+3,4 b+3,4 f+3~3,3 f+3~3,3 d+3+4 d+3+4 f+4 f+4 b+4 b+4 d/f+4 d/f+4 f,f+4 f,f+4 f,N,d,d/f+4 f,N,d,d/f+4 f,N,d,d/f+4,3+4 f,N,d,d/f+4,3+4 d+4 d+4 1+3+4 1+3+4 JULIA CHANG Command Result Property d/f+1+2 d/f+1+2 This is a throw f+1 f+1 d,d/f+1,2 d,d/f+1,2 1~1,1 1~1,1 f+1~2 f+1~2 f,f+1,4 f,f+1,4 Hold 1+4 for infinite elbows 1+2 1+2 b+1+2 b+1+2 f+1+2 f+1+2 d/f+2,1 d/f+2,1 f,f+2 f,f+2 b+2 b+2 b+3,4 b+3,4 SS+3~4 SS+3~4 u/f+3+4 u/f+3+4 4,4,4 4,4,4 4,4,d+4 4,4,d+4 4,4,1 4,4,1 d/f+4,2,b,f+2 d/f+4,2,b,f+1 WR+4 WR+4 FC,d/f+4,3 FC,d/f+4,3 f+1+4 f+1+4 KAZUYA MISHIMA Command Result Property 1,1,2 1,1,2 1,2,2 1,2,2 1,2,4 1,2,4 WR+1,2 WR+1,2 d/f+1,f+2 d/f+1,f+2 f,N,d,d/f+1 f,N,d,d/f+1 f+1+2,f+2 f+1+2,f+2 WR+2 WR+2 d/f+2 d/f+2 f+2 f+2 f,N,d,d/f+2 f,N,d,d/f+2 f,N,d~d/f+2 f,N,d~d/f+2 f,f+3 f,f+3 f+4 f+4 d/f+4,4 d/f+4,4 WR+4,4 WR+4,4 f,N,d,d/f+4,4 f,N,d,d/f+4,4 u/f+4,4,4,4 u/f+4,4,4,4 4~3 4~3 b+1+4 b+1+4 B+1+4 B+1+4 KING Command Result Property f,HCF+1 f,HCF+1 d/f+1,2 d/f+1,2 FC,d/f+1 FC,d/f+1 f+1+2 f+1+2 1+2,1 1+2,1 f,N,d,d/f,1+2 u/f+1+2 u/f+1+2 u/f+1+2 f,f+2 f,f+2 f,f,N+2 f,f,N+2 =1+2 Only when f,f,N+2 is CH =1+2,u,d,3+4 Only when f,f,N+2 is CH f+2+3 f+2+3 f,f+2+3 f,f+2+3 3+4 3+4 f+3+4 f+3+4 f,f,f+3+4 f,f,f+3+4 d+3+4,4,4 d+3+4,4,4 On CH, Yoshi does d+3+4,4,2 d+3+4,2 d+3+4,2 d/f+3+4 d/f+3+4 f,f+4 f,f+4 Yoshi throws on CH f+4 f+4 F+1+2 F+1+2 (back turned) 1+2 (back turned) 1+2 u/f+1+2 (hold) u/f+1+2 f,N,d,d/f+1+2 (hold) u/f+1+2 KUMA & PANDA Command Result Property 1+2,1+2 1+2,1+2 WR+1+2,1+2 WR+1+2,1+2 f+1+2 f+1+2 u/f+1+2 u/f+1+2 f,f+2 f,f+2 b,d/b,d,D/F+2 b,d/b,d,D/F+2 b,f+2+3 b,f+2+3 Hold 1+4 for unblockable u/f+3+4 u/f+3+4 b+1+2 b+1+2 =f,d/f,d,d/b,b,u/b,u,U/F = f,d/f,d,d/b,b,u/b,u,U/F 3+4 3+4 =1_2 (Bad Breath) Stays in Hunting Stance =3_4 (Bear Tackle) Cancels Hunting Stance 3+4,3+4 3+4 Goes into Hunting Stance =1_2 (Bad Breath) Stays in Hunting Stance =3_4 (Bear Tackle) Cancels Hunting Stance LEE CHAOLAN Command Result Property b+1,1,2 b+1,N+1,2 b+1,N+1,2 b+1,N+1,2 b+3+4 Hitman Can copy Hitman after moves =1 (Freaker Jab) Ends back in Hitman =2 (Scatter Blow) =3 (Scatter Kick) =4 (Shin Slicer) SSR+3 SSR+# u/f+3 u/f+3 FC,d/f,d,d/f+3 FC,d/f,d,d/f+3 b+3,3 b+3~3 =4 (Mist Trap) u/f+3+4 u/f+3+4 f,f,N+3+4 f,f,N+3+4 FC,u/f+4 FC,u/f+4 FC,U/F+3+4 FC,U/F+3+4 u/f+4 u/f+4 f+4 f+4 b+4 b+4 SSL+4 SSL+4 4,4,4 4,4,4 4,u/f+3 4,u/f+3 d+4,4,4,4 d+4,4,4,4 d+4,N,4,4,4 d+4,4,4,4 d+3+4 d+3+4 d/b+1+2 d/b+1+2 (Auto Cancel) =u,u (Cancel) LEI WULONG Command Result Property f,N+1,2,1,2,3 f,N+1,2,1,2,3 f,N+1,2,1,2,4 f,N+1,2,1,2,3 f+1+2 f+1+2 u/f+2 u/f+2 Cannot copy u/b+2 3 3,3 (exposes back) 4~4,3,3 4~4,3,3 f,N+4,1,2,2,4,3,3 4~4,3,3 d/b+4 d/b+4 d+1+2 d+1+2 d+3+4 d+3+4 PLD PLD KND PLD b+1+4 b+1+4,4 (back turned) 3+4,3+4,3+4 (back turned) 3+4,3+4,3+4 (back turned) d+1+2 d+1+2 (back turned) d+3+4 d+3+4 SLD 4~3 SLD 4~3 PLD,3 d/b+4 PLD,3+4 PLD,3+4 CRA CRA,PAN,CRA,34,2,3 TGR TGR,SNA,PAN,TGR,2 LING XIAOYU Command Result Property 1,2,1 1,2,1 d/f+1 d/f+1 (back turned) D/F+1 d/f+1 (back turned) d/b+1 d/b+1 d+1 d+1 =~D (AOP) D+1 d+1 =~D (AOP) AOP AOP =1_2 (Bad Breath) Unblockable, ends AOP =f_u_d_b (Ends AOP) u+1+2,2,1 u+1+2,2,1 u+1+2,3+4 u+1+2,2,1 f,f+1+2,1+2 f,f+1+2,1+2 1+2 1+2 f,f+2,1 u+1+2,2,1 d/f+2,1 d/f+2,1 f+3 f+3 d/b+3 d/b+3 f,f+3+4 f,f+3+4 f,f+4 f,f+4 d/b+4 d/b+4 u/f+4 u/f+4 b+4 b+4 b+1+2,2 b+1+2,2 1+3+4 1+3+4 2+3+4 2+3+4 RDS 4 RDS 4 AOP 2,1 AOP 2,1 MARSHALL LAW Command Result Property 1,1,1,1,2,3 1,2,3 Knocks down opponent 1,1,1,1,2,u/f+3,4 U+3,4 QCF+1,2,3 1,2,3 Knocks down opponent QCF+1,2,u/f+3,4 U+3,4 b+1,2,1 b+1,2,1 d/b+2,4 d/b+2,4~D f+2~1 f+2~1 b+2,3,4 b+2,3,4 SS+2,1,2,1 SS+2,1,2,1 f,f+3 f,f+3 FC,d/f,d,d/f+3 FC,d/f,d,d/f+3 SS+3+4 SS+3+4 U/B_U_U/F+3,4 U+3,4 FC,U/B_U_U/F+4 FC,U+4 FC,U/B_U_U/F+3+4 FC,U+3+4 U/B_U_U/F+4 U+4 d/b+4 d/b+4 No block stun b+1+2,1,f+1 DSS,1,f+1 Whiffed Punch Parry b+1+2,2,1,2,1 SS+2,1,2,1 Whiffed Punch Parry b+1+2,3 f,f+3 Whiffed Punch Parry DSS DSS (Bad Breath) d/b+1+2 d/b+1+2 (Auto Cancel to DSS) Hold 1+4 to avoid cancel =u,u (Cancel) NINA WILLIAMS Command Result Property d/f+1,2,1,2 2,1,2,f+1+2 d/f+1,2,1,2,f+1+2 f+1+2 1,2,1,2 2,1,2,f+1+2 1,2,1,2,f+1+2 f+1+2 (back turned) 2,2,1,2 2,1,2,f+1+2 (back turned) 2,2,1,2,f+1+2 f+1+2 b+1 b+1 SS+1~f,3 f,f+3 SS+1~f,4 f,f+4 SS+1~f,d/b,d/b+2+3 CD, Bad Breath SS+1~b CD, Bad Breath d/f+1+2 d/f+1+2 WR_f,f_f+1+2 f+1+2 b+2,2 b+2,2 Nina can counter with 2,2 f,f+3 f,f+3 d/f+3,1,2,f+1+2 f+1+2 d/b+3+4 d/b+3+4 d/b+4,3 d/b+4,3 d,d/f+4 d,d/f+4 QCF CD, Bad Breath QCF,D/B+2+3 QCF,D/B+2+3 Causes 35 damage d/b+1+2 d/b+1+2 (Auto Cancel) Hold 1+4 to avoid cancel =u,u (Cnacel PAUL PHOENIX Command Result Property f+1+2 f+1+2 f+1+4 f+1+4 QCF+1 QCF+1 d+1,2,4 d+1,2,4 SS+1 SS+1 b,f+1 b,f+1 f,f+2,1 f,f+2,1 Cannot copy JF QCF+2 QCF+2 WR+2 WR+2 FC,d/f+2,1 FC,d/f+2,1 Yoshi delays FC,d/f+2,2 FC,d/f+2,2 Yoshi delays QCB+3,2,1 QCB+3,2,1 QCB+3,2,2 QCB+3,2,2 QCB+1 QCB+1 QCB+2 QCB+2 SS+3 SS+3 u/f+3,4 u/f+3,4 f,f+3,4,4 f,f+3,4,4 f,f+3,4,d/f+4 f,f+3,4,d/f+4 f,f+3,4,d+4 f,f+3,4,d+4 d+4,2 d+4,2 FC,u+2+3+4 FC,u+2+3+4 b+1+2 b+1+2 STEVE FOX Command Result Property 2,1,2 1,2,1,2 2,1~B 2,2 1,2,1,2 1,2,1,2 2,2 2,2 d/f+1,2 d/f+1,2 d/f+1+2 d/f+1+2 d+2~2,1 WR+1,2 d/b+2 d/b+2 d/b+3 d/b+3 f,f+1 f,f+1 f,f+2 f,f+2 f+1+2 f+1+2 FLK 2 FLK 2 FLK b+2 FLK b+2 FLK 1,1,1,2 FLK 1,1,1,2 3,1,1 3,1,1 4,2 4,2 f+3+4,1 f+3+4,1 f+3+4,f+2 f+3+4,f+2 b+3+4,1 b+3+4,1 b+3+4,2 b+3+4,2 WR+1,2 WR+1,2 QCB,f+2 QCB,f+2 ================= 9. Combos The following are some nice juggles for Yoshi. The first five are the sample combos available in Practice mode. The rest are my own and some others that I've seen. d/f+2 d/f+2 d/f+3,1 3+4 3+4 d+1+4 D/B+1+2 1_2_3_4 1+2 1+2 f,f+4 3~4 SSR 4,4,4 f+2 d/f+2 b+1,1,1 b+1,1,1,1,1 3 1+2 3+4 1+2 (wait for enemy to fall on your sword) 3+4 d/f+2 d/f+2 d/f+2 d/f+2 f,f 1 b+1,1 d/f+3,1 d/f+2 f,f 1 b+1 f,f 1 d/f+1,2 ================= 10. Outro Yoshi is a VERY fun character to play or watch. He takes some getting used to, but Yoshi can be a dangerous contender in the right hands. He's great for mind games and long juggles so a good player will take advantage of those. He may seem goofy but underneath that exterior lies some serious power. ================= 11. Credits If you contributed anything to this FAQ, then your name will be here. Oh, and PLEASE tell me if you find something wrong in this FAQ!! The following are some people I'd like to thank for their support: gamefaqs.com- for giving me a reason to write this FAQ. Gray Fox_15- Had some very useful input (being a good Yoshi player) and helped me out with some of the combos and strategies. Until we meet again... =EOF=