Tekken 7 :: Yoshimitsu Season 3 Tech Traps and Okizeme

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  • เผยแพร่เมื่อ 1 ต.ค. 2024
  • Yoshmitsu's tech traps in season 3 are quite interesting as most of his tech traps outside of QCF+1 and sword sweep have become irrelevant. This is because Yoshi's staple combo now does so much damage, the other unblockables just don't give enough damage to warrant using them. Anwyays, the 4 tech traps shown are the most useful currently in the meta. I hope ya'll learn something new!
    As for myself I am still living here in Tokyo. It's been pretty crazy here the past couple of weeks but it isn't too bad in comparison to some other places. Wherever you're watching this from in the world, I hope ya'll safe and enjoying life. Time is probably the most important resource you have so use it wisely!

ความคิดเห็น • 21

  • @M4TTYN
    @M4TTYN 4 ปีที่แล้ว +2

    damn was hoping for sum yo man tech to just need to incorporate all this in to my game play mainly with fahkumram atm and the mishima's thanks bro!

  • @rodrigoaraujo7323
    @rodrigoaraujo7323 4 ปีที่แล้ว +1

    This music is part of some OST by Tekken?

    • @nosleepsnow3952
      @nosleepsnow3952  4 ปีที่แล้ว +1

      yes this is manji valley ost from t6

  • @LUKADAWGG
    @LUKADAWGG 2 ปีที่แล้ว

    Thanks didnt know u could kip up vs the cd 1 thing very helpful!

  • @DarkLess89X
    @DarkLess89X 4 ปีที่แล้ว +1

    oh no qcf1 is not guaranteed during the chinese get-up ... good to know! 😻 on the other hand, however, it is the only way we have to increase the poor damage of the normal combos of yoshimitsu ...
    I would also be interested in a video on the best combos to do for big char like fahkumram or kuma etcetc

    • @M4TTYN
      @M4TTYN 4 ปีที่แล้ว +1

      well pretty much gotta get creative to see what don't work on them to with wonky S3 test a few scenario's out but ofc with yo man just be more of the same

    • @SyckestBlah
      @SyckestBlah 4 ปีที่แล้ว +1

      As far as I can tell, you can get a guaranteed qcf1, but you lose out on some damage when doing so. And by "some" I mean 7-8. So if you anticipate the Chinese get-up, you can hit them for 17, netting in +9-10 damage. In every other case, you lose damage.
      The combos are either d/f+2 d+2,2 2 f+3 S! qcf+1 for 40 damage before the qcf+1 hits (and I found that it matters that you actually use 2 f+3 instead of 2,3, since with 2,3, teching right avoids the qcf+1), or d/f+2 3~4,U DGF2 DGF4 S! dash qcf+1 for 41 damage before qcf+1 hits. The DGF variant can be dropped if you fail at dash qcf+1, in which case tech roll right beats it.
      EDIT: Just went into practice, and what I said here is pretty much irrelevant. New findings: The max dmg combo that was mentioned in the video is probably d/f+2 cd+1 d/f+1 b+2 cd+2 S! qcf+1, which only loses 3 damage in comparison to the path shown. Also, if you anticipate the Chinese get-up, you can also delay your qcf+1 for a counter hit. But then you lose to tech right again.

    • @nosleepsnow3952
      @nosleepsnow3952  4 ปีที่แล้ว +1

      Max damage staple combo is df2, cd1, df1, b2, cd2 into qcf1.
      Max damage tech trap combo(utilizing qcf1) is the one shown in the video. A lot of opponents dont realise they can minimise damage taken by using chinese get up so if they are just staying down you can use this combo to maximise on your damage. It will also catch all the other options of course! Once they realise they can escape using chinese get up you can just go back to the staple combo as that will beat chinese get up. Hope that all helps

    • @nosleepsnow3952
      @nosleepsnow3952  4 ปีที่แล้ว +2

      DarkLess89X for big characters its best to finish combos with ff2:2 into BTd+1. The combo is shown in the video here; th-cam.com/video/XQERVplbp8s/w-d-xo.html. The combo is at 03:14 in that video! Note that this combo does not work on all big characters like kuma but does work on jack and marduk. Im unsure about FAHK 🤔

    • @SyckestBlah
      @SyckestBlah 4 ปีที่แล้ว +1

      @@nosleepsnow3952 This big body ender adds 24 damage after the screw. So the qcf+1 ender will actually deal more damage if the opponent tech rolls or quick getup backwards (+1) or uses get up 3_4 (+6), and loses damage against staying grounded (-4), counter hit Chinese get up (-3), or Chinese get up (-7/whiff). So keeping an eye on the opponents wake up habits is recommended. I mean, it's recommended anyway, but especially in regard to big body combo enders.

  • @lurgy5177
    @lurgy5177 3 ปีที่แล้ว +1

    Thank you for putting this up man!!

  • @skipperkat123
    @skipperkat123 4 ปีที่แล้ว

    Is *launch*,f+3,d+22 into uf+3+4u+3+4/ub+1+2 setup no longer viable/irrelevant? considering the obscene amount of dmg you can deal with it if you can get a read on the enemies getup. the cd2, qcf1 ender deals 68-72dmg while the classic ub1+2 setup deals 81 against all get ups conditioning the enemy to delay their getup, then you can start doing 72dmg against staying grounded with uf+3+4u+3+4 while also launching whoever tries to get up wrong for >121 dmg.
    As far as I know the only counter to it is a super tight roll into the foreground between the first and second hit of poison wind string that I can barely do in prac mode when I know what I'm up against.

    • @DonMIFC
      @DonMIFC 4 ปีที่แล้ว

      the d2,2 into ub1+2 tech trap is definitely still relevant and is useful! sorry the description made it sound like there was nothing else but no that tech trap definitely still holds it place. I really like using it when I know im going to get into some weird side wall situation. Instead of doing the full combo and getting to the wall, i just do that instead and hope they tech roll/back roll/etc.

    • @skipperkat123
      @skipperkat123 4 ปีที่แล้ว +1

      @@DonMIFC ok so you're just cataloguing what's new in s3, my bad :)

  • @jambonx9828
    @jambonx9828 4 ปีที่แล้ว +1

    Clean

  • @zachjal
    @zachjal 4 ปีที่แล้ว

    thanks again! keep it coming.

    • @nosleepsnow3952
      @nosleepsnow3952  4 ปีที่แล้ว

      Thanks for the support, more videos coming soon!