Last inch?

Play defensive with pokes and keep in mind of their gauge as well. The gauge would increase a bit from being swamped in a round by taking damage.

As a psychological part, most players I tend to play with become cautious of low attacks near low health. Especially 2k and sliding kicks. Also for casual matches, grabs tend to be not nearly as avoided and are great for taking down the last bit of health however, I've found that players near death are more cautious of that too (as well as grabing next to a edge). Even so, every player is different. My ideas are just generalizations from casual matches.

As for Yoshi

I recommend 8k. 8k is a wonderful jumping kick that is quite safe on block with decent damage and range. Great for punishing players. 44bB has great range and leads to combos on CH. 6b is extremely short range and is weak but probably Yoshi's fastest move. 44a has decent range and is a step killer for a backwards step move and has decent attack traps if they roll. iMCF is reliable way to finish somebody off. 66aA+B+K is a great attack trap for most rolls and for players who don't know Yoshi as well will get thrown off by the second hit or awkward hit box. Meditation moves are a great mix up for finishing off as well with sliding/low sweep/mid kick mix up. Out of all of the moves, I recommend abusing 8k a lot being very safe for it's damage output.
 
Thanks.
I've been playing and 8k with Yoshimitsu really does work, so thanks @Zayith.
Also, I've been almost abusing Hilde's 2B+K to end matches.
 
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