GiantDojoALPHAv0.01
Yoshimitsu

Yoshimitsu

Yoshimitsu - gimmick/stance. Tools include i15 launcher, CH-launch low.

gimmickstance

Key Moves

df+2

i15 mid launcher. -7 on block, launches on hit.

b+1

i17 high. +1 on block, +7 on hit.

KINthen1+2

i12 mid low crush. -6 on block, +11a on hit.

d+1+4

i29. -32a on hit.

dthendfthenfthen1

i28 high launcher, low crush. +0~+2 on block, launches on hit.

1+2thenP

i15 mid low crush. +1c~+4c on block, +14a on hit.

db+4

i17 low. -12 on block, -1 on hit.

df+4

i12 mid. -7 on block, +4 on hit.

Overview

Yoshimitsu is classified as gimmick, stance. Their toolkit includes a CH-launch low, wall-finish tools. Their fastest standing launcher comes out in 15 frames.

Strengths

  • Multiple plus-on-block mids for safe pressure
  • CH-launch low for opening defenders
  • Strong wall-carry and wall-finish tools

Weaknesses

  • No dedicated homing move - vulnerable to side-step
  • No power crush listed in the data

Game Plan

  1. Hold neutral with KIN.1+2 as your quick mid check.
  2. Whiff-punish with df+2 (i15 launcher).
  3. On block, recheck pressure with 1+2,P (+1 on block).
  4. Mix in db+4 low to keep them honest.

Defense

  • Parry: 1+2 (Kincho) catches a high or mid attack and turns the round around.
  • Panic launcher: 4~3 (high crush, launches on hit) hops over jabs and lows when you read a string.
  • Heat burst (2+3) is +1 on block and resets pressure if you have heat available.

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.

  • Block low and wait. Yoshimitsu’s safe lows give frames but no launch; their real threat is the mid/low mix.
  • Step their linear strings - many extension routes are step-killable.
  • The Frame Data tab in Punish mode highlights moves you can launch-punish on block.