Tuesday, August 12, 2008

Yoshimitsu - 4A

Yoshimitsu has eight 'just frame' (JF) moves - moves done with precise timing that give off a soft whirr and make your character flash white:
  • a:B+K
  • 2:a:B
  • 3B+K:B
  • SDGF (Super Dragonfly stance) K:K (two versions)
  • 2A+K_REF (Reflection stance) A+K_66A+K, A:A
  • 1A:A:A:A:A
  • 4A:A:A:A:A
  • FC 1K:K:K:K:K
Today's post will focus on 4A:A:A:A:A; it is a five-string move that hits high, and the second to the fifth hits must be executed with precise button timing. If executed successfully, the last hit will have guard crush properties. As is the case with the non-JF version, he will get dizzy and fall over on the fifth hit.

However, if there is no joystick input is registered for the fifth hit (you aren't holding the stick or the directional pad), he will regain his balance immediately after the fifth hit and strike a little pose, and will recover very quickly from the string. I will refer to this version as the perfect JF version.

The most interesting property of this JF move is when it is used in air combos. If the last hit manages to connect in an air combo, the opponent will be launched into the air very high, allowing for additional combo damage. This property is useless if the regular JF version is done, as he will get dizzy and fall over while the opponent plummets toward the ground.

Keep in mind that, with the quick recovery Yoshimitsu has with the perfect JF version, you can follow up with slower moves that typically do not connect with his other launchers such as 3B or 66B.

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