Soulcalibur VI/Yoshimitsu/Introduction

From SuperCombo Wiki

Introduction

Yoshimitsu's strange ninja tactics bring a lot of unpredictability to the table. His absurd stances give him a lot of pressure and mixup options on top of a solid kit that can impose a solid mid/low mixup game. He has a unique relationship with meter: he can spend meter to access some more powerful versions of his strings and moves, and he often steals meter from the enemy. He also has a suite of lethal hits that punish the opponent for being at full meter, or for allowing him to steal too much of it.

Strengths Weaknesses
  • Strong okizeme tools and easy knockdowns
  • Scary wall pressure and damage
  • Great ring out game
  • Unique stances provide mixups, pressure and evasion
  • Fast startup on many moves, including an i10 AA
  • Very short range
  • Mediocre frame advantage on hit
  • Risky offensive tools can get you heavily punished
  • Reliant on highs to catch step
  • Slow CE with few ways to take advantage of it

Unique Mechanics

Brave Edge

Yoshimitsu has the ability to burn meter on certain strings, allowing for extra pressure followups or devastating hit-confirm combos.

Soul Stealing

Some of Yoshimitsu's attacks will cause a brief attack throw animation on hit where he conjures orbs from his opponent and absorbs them. This signifies him stealing their Soul Gauge to fill his own, dictating his opponent's meter usage while fueling his own meter-burning techniques.