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Yoshimitsu

Soul Calibur IV Walkthrough and Guide

by Michael Monette  

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Soul Calibur IV Gudie - Yoshimitsu


Yoshimitsu

Age: Unknown
Birthplace: He does not speak of it (Base of Mt. Fuji, Japan)
Height: Unknown
Weight: Unknown
Birth Date: Unknown
Blood Type: Unknown
Weapon: Katana x 2
Weapon Name: Yoshimitsu
Discipline: Manji Ninjitsu
Family: Entire clan/Massacred by a man of influence. Now belongs to a clan of chivalrous thieves called the Manjitou.

Unlocked: Purchase for 4000 Gold on the fighter select screen.

Yoshimitsu is part of a chivalrous band of thieves called the Manjitou which he spearheaded after acquiring a fragment of Soul Edge. It is his goal to destroy every fragment of the cursed sword for the good of all. The shard he had acquired later vanished, however. After some investigation, Yoshimitsu learns of its whereabouts, prompting the Manjitou to begin their righteous campaign against Soul Edge's minions in Ostrheinsburg.


As one of the more unique characters, Yoshimitsu's fighting style can be difficult to grasp. He definitely is not a character intended for newcomers, and players intent on mashing buttons will likely find themselves K.O.'d by way of Standing Suicide or a similar move. Yoshimitsu's quirky fighting style and odd mannerisms can confuse opponents too, but his multiple stances and his high-risk maneuvers also make him a difficult character to control. A deep familiarity with Yoshimitsu's move set is the key to success.

Combo Clip

The video below shows the following combinations. The directional notation system is used to describe each move.

Combo 1: A K~Flea K~against midair opponent A B
Combo 2: 3B, 4A, A, A, A, A
Combo 3: 8A K~ Manji Dragonfly A (Counter)~B~3B~6K
Suicide Recovery: 66A K~A (press repeatedly)

 

Strategy

Please read through 'The Basics' and 'Fighting Terms' for an explanation of the 'directional notation' and the fighting terms used to explain strategy.

Though Yoshimitsu doesn't fare best at long-range, he does have several lunge moves in his arsenal, and his general unpredictability will certainly confuse those unfamiliar with his unique fighting style. Deathcopter (8A B) is an Unblockable long-range attack; tap Down or G during flight to land the attack, or press B K to switch to the Manji Dragonfly stance. If you want to go the more traditional route, use 8-Way Run and wait for an opportunity to attack, at which point use Bullet Cutter (4K, B), a lunging kick followed by a mid vertical slash, or Ninja Sun Flare (hold 4_2_8, B K) a roll into a mid jab that knocks the opponent back. Death Slash (1B) is also a useful move; it can be delayed if held, and will eventually turn into an Unblockable if held long enough. You can use Death Slash to lure your opponent into attacking to prevent an Unblockable, but simply release the move when they get within striking range.

During close-range battling, use Sweep Kick (K) as your primary means of countering 8-Way Run. Mid Kick (3K) is a fast kick that can be useful for interrupting attacks. Clansmen (3B) is a quick close-range launcher, and can lead to several different combos. Stone Backhands (4A, A, A, A, A) can make for a 6-hit juggle, but Yoshimitsu will end up downed afterwards if the move is followed through to its completion. Stone Fist (1A, A, A, A, A) is the mid variation and can work for mid-air combos as well. Keep Spinning Low Kick (while crouching 1K, K, K, K, K) in mind too, as many inexperienced players tend to not block low. If you don't want to deal with the downtime caused by any of the above strings, don't input the move completely.

Manji Dragonfly (8B K) offers many different options; press A, B or K to perform basic attacks; a high attack with Guard Break Properties (links back to Manji Dragonfly), a quick vertical mid slash that stuns on a normal or counter-hit, and a low sweeping kick respectively. Furthermore, you can shift to Flea (B K) or to Super Dragonfly (during Manji Dragonfly 8B K). Note that Yoshimitsu will constantly lose health during Super Dragonfly. During Flea, tap Up or Down to spin to the side to evade incoming attacks, or tap forward twice to perform three low attacks. Punish whiffs with Rising Flea (during Flea K) which links into Manji Dragonfly and can then be followed by Spirit Away (during Manji Dragonfly against midair opponent A B), a flashy mid-air grab.

The Meditation (2B K, during Flea 2BK) stance is best used at close-range, though your opponent may try to take advantage if they notice you aren't attacking. Mediation ducks under high attacks and many horizontal attacks, and offers several options. Warp Kangaroo Kick (during Meditation K) can teleport Yoshimitsu behind the opposing character if used close enough, hitting them with a mid kick and launching them up into the air. Warp Moon Slayer (during Meditation B) is a quick Unblockable, particularly effective if used near the enemy. If used at long-range, Yoshi can recover some of his HP Gauge with Healing (during Meditation hold 2, B K).

His other stances, Reflection (4B K) and Intimidation (6B K), have their uses too. Dark Cross (during Intimidation A) is similar to Mitsurugi's Wind Hole Vortex move, though Yoshimitsu moves in for a low horizontal sweep. Ashura Blade (during Intimidation B) is a series of mid slashes, good if your foe was expecting a grab. Most of Yoshi's other stances can be linked to from Intimidation as well.

Yoshimitsu's suicide moves can prove useful in certain situations, but they can mean a loss if used improperly. Turning Suicide (hold 6, hold A K) and Standing Suicide (facing away 2A K) are quick Unblockable moves that will remove half of an opponent's health bar, but not without equal damage to your own. These moves can be used to end games quickly; for example, if you're up by two rounds in a three round game, you can go for a Double KO if both you and your opponent's health are below the halfway point which would result in a Draw, giving both players the win for the round and you the match. There are a couple of other suicide moves—such as the self-healing Manji Blood Petals—but they are especially difficult to use advantageously.



 
 
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Xbox 360 | PlayStation 3

Comments for Yoshimitsu

 
 
1 comments, latest first.
 
Oct 18th 2011 Guest
The basics. You didn't talk about Yoshimitsu's Famous Instant Manji Carve Fist which is difficult to use but extremely poweferful.
Stone Fist And Stone Backhand are not making you down if you use the Just Frame version, altough it is a very hard move.
Don't forget the Reflection , A, followed by Door Knocker.
ID #81232