Making use of the sword-sweep: Although windup and recovery aren't superb, I think the fact that this move avoids special-mids is rather nifty. It is particularly effective against annoying Mishimas since their WGF's are sM, excluding Jin's tag-buffered version. Also against d+1 poke happy aggressors and people who bulldog alot with high attacks. Setting this move up can be tricky though. Usually after a d+1, a quickly executed sweep can be a good mix-up along with a WS attack or FC, d/f_d/b attack. It also seems effective after a hilt takedown throw against those who get up predictably. Shark attack variations (f,f+1+2): I love employing these when my opponent is turtling at about range 2 or so. It closes the gap well, and the mix-ups afterwards are worthwhile. A quick turning throw often catches opponents who expect the full shark attack string. 2+4 is best since it leaves you better okizeme options. Once they catch on to this, they'll either A) try to poke out of it or B) duck the throw. Against A), I extend the string with the b+3+4 spin-away, which leaves Yoshi off-axis and avoids the poke. A turning grab at this point often leads to a side-grab. Against B), BK u/f+4 will juggle them out of a crouch for your typical d/f+2 juggle options. If you b+3+4 away and they were crouching, you're STILL in range for a delayed turn grab or BK u/f+4. Another answer to A) would be to extend the string with a single d/b+2, which spins Yoshi away from them ducking under high pokes. A following "2" will cause Yoshi to instantly stand up and do a turning backfist which causes good guard-stun, and excellent OBT options if it hits. Also, a blocked or non-CH SS+1 SS+1 seems to set up the range for the shark attack pretty well. SSL, b+3+4: I've only begun to use this in practice, but I've found that it still leaves you close enough to your opp but out of poking range. From here you can still score a side throw or d/f+2. A f+2 against your opponent's side can lead to all kinds of havoc. What other setups have you found off this? Canceling Tag-ins: I used to use b+1+4 religiously, as it seriously reams opponents who rush in. Only hopkicks and WGF's have proved to penetrate this defense. Lately I've seen people cancel the tag with b+3+4, but haven't really begun to employ it myself. Who uses this and how well does it work for you? Taking advantage of Netsu: I think this is a seriously overlooked plus for Yoshi. 4 hits and he's ready to open that can of whoop-ass. I've begun to adapt my style of play alot more around this. Characters who have good tag-juggle-starters are PRIME for Yoshi, as he can really lay on the damage with netsu on that red-bar. Typically, his f+1, b+1,1, (1),1, b+1, f+3 takes off about 40 points of damage. With netsu it's more like 50-55, not including the initial damage of the juggle starter. Think about that. I'd start watching for that flashing lifebar. Setting up the rainbow throw (qcB+1+2): I've found that after one or 2 b+1's, esp, on CH, this throw is hard to see coming, and has exceptional range. The motion for it seems to be much like a Paul/Nina/Bryan swayback, but with emphasis on the "back" part (i.e. d~d/b~B, not just qcb). Also after a low-kick parry as someone suggested, is a good time to throw out. Any other setups? Overall, I think Yoshi is well suited to play both turtle and bulldog style. However, I think a smart player knows when each style is appropriate. Obviously, bulldogging against a Mishima or Chang isn't too smart, yet turtling against the Jacks or Kings, for example, would be a waste of time. Feel free also to post specific strats vs. other characters. In my FAQ I've already gone into some detail against primary characters (Changs, Mishimas, Lei, etc), so I'm looking for more oddball characters like Bruce, Williams, Kings, etc.

About the ff+4 abuse it! This move comes out fast. It interrupts anything and gets people on the defensive quick. It works well too against those damn mishima CDs. What I like to do is this: f,f (pause) f+4. Yoshi dashes in, pauses, people try to hit him, then the knee comes out of nowhere. People will REALLY go on the defensive if you get them with this once or twice in a match, making them open to QCB+1+2, and all sorts of other Yoshi goodness. I can't emphasize how useful the df+2~5 is. Abuse it!
Talk about a safe move. The only time I think you shouldn't use it is when YOSHI is in netsu. Use the SS+1 as well. It gets a lot of people who aren't familiar with Yoshi. Very good move, and safe overall. Good juggles...FC games rule! The FC,df+3 rocks and all, but if it gets blocked, you are so dead...you guys know that. FC, b+1 is really good. I agree with Forge on this one. But in my case I don't like to do it after d+1. Ive been Mishima 1,1,2ed several times after during opening animations of d+1 follow ups, usually during FC, df+3 (I think the same goes for the sword sweep...). I think the best time to use the sword sweep (FC, b+1) is whenever you can get close, and suspect a techroll. So, do a combo, ending with the ff+4 preferably, then do the swordsweep if you think he's gonna tech. Other stuff to do as part of FC games are ws+1 (fast), ws+4 (my fave), ff+4 (comes out of nowhere), just stand up and then df+2~ 5 (evil), or stand up and then throw (works well if you've got people on the defensive). About the b+1+4 when tagging in. I never do this... But what I do use it against OPPONENTS tagging in for the flee-headbutt combo. You see, b+1+4 eats those damn Mishimas for breakfast. I like to use it randomly because it is pretty safe to do. Like I said, best when you figure out when the opponent dashes into you with any forward momentum move or just the simple f, f. About the 1,2,1. Very good move. I use it like the Mishima 1,1,2. Just when I don't have enough time for the df+2. BTW, ALL HITS ARE GUARANTEED EVEN WHEN NOT ON CH! Awesome move, and pisses off people. df+4 may be toned down, but I still use it a lot. Still has the range to piss people off. It's just too bad that it isn't very good as a juggle ender now... I miss the FC, df+3, d+1, ws+1, df+4...Yes, take advantage of Netsu! I think the best tag in cancel is d+1...I think one of the best pokes he's got is d+4... I use a whole LOT of these...While the b+3+4 has potential, I think it's a bit too risky. So there is a quick way to get the swordsweep? Hmm I've only been doing the quick sweep...

,
1,2,1 is a true combo (CH or not). SS+1 is really abusable, as is df+2~5. I know some yoshi players that only really use those two moves. It's really annoying. It's like fighting a devil player that does nothing but TP.b+3+4 is probably the best thing you can do when tagging in. If you think they'll SS with you when you tag in, you can always do more than just one spin.. The ff+1+2->b+3+4 is OK (really good against d+1 abusers), but mishimas get a free 1,1,2 (it tracks the spin). If you do it against a mishima, IMO it's better to do two spins. The FC, b+1 sword swipe is good, but you can jump over yoshi and get a back throw if you know it's coming. Don't get too predictable with it. FYI a throw is guaranteed if b+1 (single spin punch) hits. Also, a nice confusion tactic that I use is b+1->b+3+4,d+1+3,FC, b+1. Most people say "Wtf!" when they get hit by that;). After 2+4, d+1+2 seems to work well. If they flinch, it juggles. Or you can always go for 1+2 juggles or uf+3+4,b+1,4...whatever. From d+1+3, you can mix-up FC, b+1 or FC, df+3 or df+2~5. If they try and dash back expecting the FC, b+1, the df+2~5 will juggle them out of their backdash. If they try and block low for the df+3, the df+2~5 also juggles. Instant, easy mix-up game.
YOSHIMITSU
STRATEGIES
STRATEGIES
VER;101
SENSEI
Hosted by www.Geocities.ws

1