Yoshimitsu movetable

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Full MoveTable

Move Startup Hit Level Damage On Block On Hit On CH States Notes
Yoshimitsu-1 i10 h 5 +1 +8 Recovers 2f faster on hit or block (t27 r17)
Yoshimitsu-1,1 ,i23 ,m ,19 -9 +4c +6a
Spike
Weapon
  • Combo from 1st hit with 1f delay
  • Input can be delayed 3f
  • Interrupt with i4 from 1st block
  • 3 chip damage on block
  • Power up in NSS or Heat
Yoshimitsu-1+2 ps3~9
  • Can recover to r17 FC with D
  • Strong Attack Reversal: parries all highs or mids, except throws, unblockables and charge moves
Yoshimitsu-1+2+3 i22~40 m 0 -8~+10g +0~+18 +16~+34
Weapon
  • Can hit grounded when up-close and off-axis
Yoshimitsu-1+2+3+4
  • Can't block for 5 seconds
  • CH state for 5 seconds
Yoshimitsu-1+2,P i15~18 i3~6 M,M 10,12 +1c~+4c +14a <div class="plainlist">
  • is1~20
  • js11~42
  • fs43~45</div>
Yoshimitsu-1+3 i12~14 t 35 -3 +1d
Homing
  • Throw break 1 or 2
Yoshimitsu-1+4 i6~9 m 20 -15 +14c
Weapon
  • 70% proration on standing hit
  • Knockdown against BT opponent +11a (FDFT)
  • Power up in NSS or Heat
Yoshimitsu-1,NSS.1 ,i23 ,m ,22 -9 +16a +52a
Balcony Break
Spike
Weapon
  • Combo from 1st hit with 1f delay
  • Input can be delayed 3f
  • Interrupt with i4 from 1st block
  • 11 chip damage on block
  • Recovers 4 base health on hit
Yoshimitsu-2 i11 h 10 -1 +5 +8
Yoshimitsu-2,1 ,i26~27 ,m ,23 -9 +12a
Balcony Break
Weapon
  • Combo from 1st CH with 2f delay
  • Cancel to r15 with b
  • Interrupt with i8 from 1st block
  • Becomes a different move in NSS
Yoshimitsu-2,2 ,i24 ,h ,18 -1 +15g
Tornado
  • Balcony break on airborne hit
  • Combo from 1st hit with 1f delay
  • Enter KIN with 1+2
  • Transition to NSS on hit or block only
Yoshimitsu-2+3 i16 m [12;12] +1 +2c <div class="plainlist">
  • pc7~62
  • On cancel: fs12~20 js21~29 fs30~32</div>
Heat Burst
  • Cancel to r45 with b,b
  • 3 chip damage on block
  • 12 chip damage on hit
  • Only deals recoverable damage
  • Cannot cause a K.O.
Yoshimitsu-2,3 ,i26~27 ,h ,24 -10 +16a (+7)
Balcony Break
  • Combo from 1st CH with 2f delay
  • Input can be delayed 5f
Yoshimitsu-2+4 i12~14 t 35 +0 +1
Homing
Floor Break
  • Throw break 1 or 2
  • Side switch on hit
Yoshimitsu-2,d+3 ,i22 ,L ,11 -12 -1 cs12~
  • Combo from 1st hit with 2f delay
Yoshimitsu-2,NSS.1 ,i23~24 i18 ,h ,5,15 -5 +19a
Balcony Break
  • Combo from 1st hit
  • Jail from 2nd attack
Yoshimitsu-3 i15~16 m 12 -9 +5
Yoshimitsu-3,1 ,i22~24 ,h ,22 +7 +18g ,js26~
Heat Engager
Heat Dash +62a (+42), +5
Balcony Break
Weapon
  • Combo from 1st hit
  • 4 chip damage on block
  • Does not transition to DGF during Heat activation or Heat Dash
  • Power up in NSS or Heat
  • Recovers in 1SS
Yoshimitsu-3,2 ,i22 ,m ,12 -12 +1 Interrupt with i1 from 1st block
Yoshimitsu-3,2,1+2 ,i26~27 ,M ,29 -14c +20a (+10)
Balcony Break
Weapon
  • Combo from 2nd hit with 4f delay
  • Input can be delayed 10f
  • Move can be delayed 9f
  • Interrupt with i7 from 2nd block
  • 5 chip damage on block
  • Power up in NSS or Heat
Yoshimitsu-3,2,NSS.1+2 ,i26~27 ,M ,30 -14c +20a (+10)
Balcony Break
Weapon
  • Combo from 2nd hit with 4f delay
  • Input can be delayed 10f
  • Move can be delayed 9f
  • 15 chip damage on block
  • Clean hit 39 damage
  • Recovers 4 base health on hit
Yoshimitsu-3+4 Yoshimitsu recovers in BT
Yoshimitsu-3~4 i17~18 i28~29 m,m 6,22 -6 +3 <div class="plainlist">
  • js12-37
  • fs38-40</div>
  • Enter DGF +5 +14 r18 with 1SS.U
Yoshimitsu-3,NSS.1 ,i22~24 ,h ,25 +7 +18g ,js26~
Heat Engager
Heat Dash +62a (+42), +5
Balcony Break
Weapon
  • Combo from 1st hit
  • 7 chip damage on block
  • Recovers 4 base health on hit
  • Does not transition to DGF during Heat Dash
  • Recovers in 1SS
Yoshimitsu-4 i12~13 h 12 -11 +0 +20a (+10) Balcony break on airborne hit
Yoshimitsu-4~3 i25~26 m 25 -13 +52a (+42) <div class="plainlist">
  • cs4~22
  • fs10~50</div>
Tornado
Yoshimitsu-4,4 ,i24~25 ,h ,12 -4 -2
  • Combo from 1st hit with 4f delay
Yoshimitsu-4,4,2 ,i30~31 ,m ,5 -22 -12 Yoshimitsu recovers sideturned on block
Yoshimitsu-4,4,2,2 ,i22~23 ,h ,6 -24 -13
  • Combo from 3rd hit
  • Opponent recovers BT on hit
Yoshimitsu-4,4,2,2,1 ,i67 ,m! ,30 -18
Weapon
Yoshimitsu-4,4,2,2,1~1 ,i20~105 ,h! ,40 -49a (-75)
Balcony Break
  • Cancel early to r30 with B
Yoshimitsu-4,4,2,2,1~1 ,i28~113 ,m! ,22 -58
Weapon
  • Cancel early to r26 with B (earliest cancel -12a)
  • Possible to double-hit
Yoshimitsu-4,4,2,2,NSS.1 ,i67 ,m ,30 -54 -17a
Yoshimitsu-4,4,4 ,i24~25 ,h ,20 -4 +18a (+9)
Balcony Break
  • Combo from 2nd CH with 4f delay
Yoshimitsu-B+1 i17 h 8 +1 +7 +12 Can transition to Spinning Evade with b+3 or b+4
Yoshimitsu-B+1,1 ,i11~12 ,h ,9 +4 +5 +10 Can transition to Spinning Evade with b+3 or b+4
Yoshimitsu-B+1,1,1 ,i11~12 ,h ,10 +4 +5 +10 Can transition to Spinning Evade with b+3 or b+4
Yoshimitsu-B+1,1,1,1 ,i11~12 ,h ,12 +4 +5 +10 Can transition to Spinning Evade with b+3 or b+4
Yoshimitsu-B+1,1,1,1,1 ,i11~12 ,h ,14 +4 +5 +10 Can transition to Spinning Evade with b+3 or b+4
Yoshimitsu-B+1,1,1,1,1,1 ,i11~12 ,h ,16 -73 -71 -67
Yoshimitsu-B+1,1,DB+3 ,i13~14 ,l ,7 -20 -9 ,cs10~
  • Combo from 1st hit
  • Links to db+3 extensions
  • Can be performed from a single B+1
Yoshimitsu-B+1,1,DB+3,3 ,i15~17 ,l ,5 -19 -7 ,cs1~
  • Combo from 3rd CH
  • Links to db+3 extensions
  • Enter IND r20 with d+3+4
  • Can be performed from a single B+1
Yoshimitsu-b+1+2 cs8~50
Yoshimitsu-b+2 i14~15 m 12 -9 +2 Enter KIN r27 with n,1+2
Yoshimitsu-b+2,1 ,i27~28 ,M ,20 -17 +28a (+18) <div class="plainlist">
  • js28~49
  • fs50~52</div>
Weapon
  • Combo from 1st CH with 2f delay
  • Enter KIN r30 with 1+2
  • Input can be delayed 14f
Yoshimitsu-b+2,2 ,i22~23 ,h ,21 -13 +2a
Heat Engager
Heat Dash +36a (+26), +5g
Weapon
  • Combo from 1st with 1f delay
  • Combo from 1st CH with 7f delay
  • Input can be delayed 14f
Yoshimitsu-b+2,NSS.1 ,i27~28 ,m ,17 -17 +28a (+18) <div class="plainlist">
  • js28~49
  • fs50~52</div>
  • Enter KIN r30 with 1+2
  • Combo from 1st CH with 2f delay
  • Input can be delayed 14f
Yoshimitsu-b+2,NSS.2 ,i22~23 ,h ,18 -10 +0
Heat Engager
Heat Dash +36a (+26), +5
  • Combo from 1st with 1f delay
  • Combo from 1st CH with 7f delay
  • Input can be delayed 14f
Yoshimitsu-b+3
  • 8 self-damage
Yoshimitsu-b+3,3
  • 10 self-damage
  • 18 self-damage in total
Yoshimitsu-b+3,3,3
  • 5 self-damage
  • 23 self-damage in total
Yoshimitsu-b+3,3,3,3
  • 5 self-damage
  • 28 self-damage in total
Yoshimitsu-b+3,3,3,3,3
  • 5 self-damage
  • 33 self-damage in total
Yoshimitsu-b+3,3,3,3,3,3
  • 5 self-damage
  • 38 self-damage in total
Yoshimitsu-Back Throw t 50 +1d
Floor Break
  • Unbreakable
Yoshimitsu-b,B+1+4 i59~61 m! 50 +2a
Weapon
  • Cannot be buffered
  • Poor hitbox, will go over crouching opponents sometimes
Yoshimitsu-b,B+1+4,B i22~25 m 20 -15 +14c
Weapon
  • 70% proration on standing hit
  • Knockdown against BT opponent +11a (FDFT)
  • Power up in NSS or Heat
Yoshimitsu-BDS.1 i21~40 h! 25 +32a
Yoshimitsu-BDS.3 i17~30 m 23 -15~-2 -13~+0 <div class="plainlist">
  • js14~27
  • fs28~30</div>
Can hit from the front of the opponent attacks into it
Yoshimitsu-BT.1 i15 h 16 -3 +8
Elbow
Yoshimitsu-BT.1,2 ,i25 ,m ,18 -5 +5 +63a
  • Balcony break on airborne hit
Elbow
  • Combo from 1st CH
Yoshimitsu-BT.1,3 ,i25~26 ,h ,25 -7 +27a (+17)
Balcony Break
  • Combo from 1st CH
Yoshimitsu-BT.2 i16~17 h 18 -4 +14g +39a
Balcony Break
  • Links to f+2 extensions
Yoshimitsu-BT.3 i24~26 m 20 -3 +11a <div class="plainlist">
  • js6~29
  • fs30~32</div>
Spike
Yoshimitsu-BT.d+1 i17~18 L 20 -13 +3 +38a cs6~
Weapon
Yoshimitsu-d+1 i24~25 M 15 -9 +1c +6a
Spike
Weapon
  • 4 chip damage on block
  • Power up in NSS or Heat
Yoshimitsu-d+1*(1),n i55~56 M! 20 +4c +6a
Spike
Weapon
  • Slowly realigns while charging
  • Can be canceled with b*
Yoshimitsu-d+1+2 <div class="plainlist">
  • js8~17
  • fs18~20</div>
  • Unavailable in NSS
Yoshimitsu-d+1*(2),n i99~100 M! 25 +4c +6a
Spike
Weapon
  • Slowly realigns while charging
  • Can be canceled with b*
Yoshimitsu-d+1*(3),n i130~131 M! 30 +4c +6a
Spike
Weapon
  • Slowly realigns while charging
  • Can be canceled with b*
Yoshimitsu-d+1+4 i29~30 m! 60 -32a
Weapon
  • 60 self damage during 1st recovery frame
  • Can connect from the front if the opponent attacks into it
Yoshimitsu-d+1+4,B+1 ,i1~39 ,m! ,18 -29a
Weapon
  • 6 self damage
Yoshimitsu-d+1+4,B+1,1 ,i1~18 ,m! ,20 -29a
Weapon
  • 6 self damage
Yoshimitsu-d+1+4,B+1,1,1 ,i1~18 ,m! ,21 -29a
Weapon
  • 10 self damage
Yoshimitsu-d+1+4,B+1,1,1,1 ,i1~18 ,m! ,28 -29a
Weapon
  • 12 self damage
Yoshimitsu-d+1+4,B+1,1,1,1,1 ,i1~35 ,m! ,30 -30a
Weapon
  • 17 self-damage
  • The entire string deals 111 self damage
Yoshimitsu-d+1*(4),n i179~180 M! 40 +16a +52a
Spike
Weapon
  • Slowly realigns while charging
  • Can be canceled with b*
Yoshimitsu-d+1*(5),n i214~215 M! 60 +16a +52a
Spike
Weapon
  • Slowly realigns while charging
  • Can be canceled with b*
Yoshimitsu-d+1*(6),n i249~250 M! 180 +16a +52a
Spike
Weapon
  • Slowly realigns while charging
  • Can be canceled with b*
Yoshimitsu-d+2 i16~17 M 12 -9 +0
Weapon
Yoshimitsu-d+2,1 ,i27~28 ,h ,23 -9 +17a (+8)
Balcony Break
Weapon
  • Combo from 1st hit with 8f delay
  • Input can be delayed 16f
  • Move can be delayed 10f
Yoshimitsu-d+2,2 ,i22~23 ,m ,17 -12 +7g +28a (+22)
Weapon
  • Combo from 1st hit with 13f delay
  • Input can be delayed 16f
  • Move can be delayed 10f
  • In 1SS Enter NSS r31 with B
Yoshimitsu-d+2,2,1 ,i19~20 ,h ,20 -9 +8a (-1)
Balcony Break
Weapon
  • Input can be delayed 10f
  • Move can be delayed 9f
Yoshimitsu-d+2,2,2 ,i25~27 ,M ,19 -13 +16a (+9)
Tornado
Weapon
  • Input can be delayed 10f
  • Move can be delayed 9f
Yoshimitsu-d+2,2,d+1 ,i29~30 ,m ,17 -12 +2c +42a
Spike
Weapon
  • Input can be delayed 10f
  • Move can be delayed 9f
  • Last hit has shorter range and no Weapon property in NSS
Yoshimitsu-d+2,2,NSS.1 ,i19~20 ,h ,20 -9 +8a (-1)
Balcony Break
  • Input can be delayed 10f
  • Move can be delayed 9f
Yoshimitsu-d+2,2,NSS.d+1 ,i29~30 ,m ,17 -12 +2c +42a
Spike
  • Input can be delayed 10f
  • Move can be delayed 9f
Yoshimitsu-d+2,NSS.1 ,i27~28 ,h ,18 -9 +10g
Balcony Break
  • Combo from 1st hit with 8f delay
  • Input can be delayed 16f
  • Move can be delayed 10f
Yoshimitsu-d+3 i15~17 L 12 -18~-16 -4~-2 cs4~ Most commonly impacts on frame 16, except when tracking right
Yoshimitsu-d+3+4 <div class="plainlist">
  • cs6~
  • fs6~</div>
  • All stance moves are bufferable
Yoshimitsu-d+4 i12 l 6 -15 -4 cs4~
Yoshimitsu-db+1 i26~28 L 12 -11~-9 +4~+6 7~+9 cs8~ Unavailable in NSS
Yoshimitsu-db+1,2 i25~26 m ,20 -13~12 +0~+1 +6g~+7g
  • Balcony break on airborne or CH
  • Combo from 1st with 1f delay
  • Combo from 1st CH with 8f delay
  • Input can be delayed 8f
Yoshimitsu-DB+1+2 cs11~
  • Continues as long as DB is held
  • Transition to r25 releasing db
Yoshimitsu-db+2 i15 m 8 -5 +6
Yoshimitsu-db+2,2 ,i10~14 ,m ,7 -9~-5 +2~+6 Combo from 1st hit
Yoshimitsu-db+2,2,2 ,i10~14 ,m ,6 -9~-5 +2~+6 Combo from 1st hit
Yoshimitsu-db+2,2,2,2 ,i10~14 ,m ,5 -9~-5 +2~+6 Combo from 3rd CH
Yoshimitsu-db+2,2,2,2,2 ,i10~14 ,m ,4 -9~-5 +2~+6
  • Combo from 4th hit
  • Combo from 3rd CH

More...

String Extensions Excluded

Move Startup Hit Level Damage On Block On Hit On CH States Notes
Yoshimitsu-1 i10 h 5 +1 +8 Recovers 2f faster on hit or block (t27 r17)
Yoshimitsu-1+2 ps3~9
  • Can recover to r17 FC with D
  • Strong Attack Reversal: parries all highs or mids, except throws, unblockables and charge moves
Yoshimitsu-1+2+3 i22~40 m 0 -8~+10g +0~+18 +16~+34
Weapon
  • Can hit grounded when up-close and off-axis
Yoshimitsu-1+2+3+4
  • Can't block for 5 seconds
  • CH state for 5 seconds
Yoshimitsu-1+2,P i15~18 i3~6 M,M 10,12 +1c~+4c +14a <div class="plainlist">
  • is1~20
  • js11~42
  • fs43~45</div>
Yoshimitsu-1+3 i12~14 t 35 -3 +1d
Homing
  • Throw break 1 or 2
Yoshimitsu-1+4 i6~9 m 20 -15 +14c
Weapon
  • 70% proration on standing hit
  • Knockdown against BT opponent +11a (FDFT)
  • Power up in NSS or Heat
Yoshimitsu-2 i11 h 10 -1 +5 +8
Yoshimitsu-2+3 i16 m [12;12] +1 +2c <div class="plainlist">
  • pc7~62
  • On cancel: fs12~20 js21~29 fs30~32</div>
Heat Burst
  • Cancel to r45 with b,b
  • 3 chip damage on block
  • 12 chip damage on hit
  • Only deals recoverable damage
  • Cannot cause a K.O.
Yoshimitsu-2+4 i12~14 t 35 +0 +1
Homing
Floor Break
  • Throw break 1 or 2
  • Side switch on hit
Yoshimitsu-3 i15~16 m 12 -9 +5
Yoshimitsu-3+4 Yoshimitsu recovers in BT
Yoshimitsu-3~4 i17~18 i28~29 m,m 6,22 -6 +3 <div class="plainlist">
  • js12-37
  • fs38-40</div>
  • Enter DGF +5 +14 r18 with 1SS.U
Yoshimitsu-4 i12~13 h 12 -11 +0 +20a (+10) Balcony break on airborne hit
Yoshimitsu-4~3 i25~26 m 25 -13 +52a (+42) <div class="plainlist">
  • cs4~22
  • fs10~50</div>
Tornado
Yoshimitsu-B+1 i17 h 8 +1 +7 +12 Can transition to Spinning Evade with b+3 or b+4
Yoshimitsu-b+1+2 cs8~50
Yoshimitsu-b+2 i14~15 m 12 -9 +2 Enter KIN r27 with n,1+2
Yoshimitsu-b+3
  • 8 self-damage
Yoshimitsu-Back Throw t 50 +1d
Floor Break
  • Unbreakable
Yoshimitsu-b,B+1+4 i59~61 m! 50 +2a
Weapon
  • Cannot be buffered
  • Poor hitbox, will go over crouching opponents sometimes
Yoshimitsu-b,B+1+4,B i22~25 m 20 -15 +14c
Weapon
  • 70% proration on standing hit
  • Knockdown against BT opponent +11a (FDFT)
  • Power up in NSS or Heat
Yoshimitsu-BDS.1 i21~40 h! 25 +32a
Yoshimitsu-BDS.3 i17~30 m 23 -15~-2 -13~+0 <div class="plainlist">
  • js14~27
  • fs28~30</div>
Can hit from the front of the opponent attacks into it
Yoshimitsu-BT.1 i15 h 16 -3 +8
Elbow
Yoshimitsu-BT.2 i16~17 h 18 -4 +14g +39a
Balcony Break
  • Links to f+2 extensions
Yoshimitsu-BT.3 i24~26 m 20 -3 +11a <div class="plainlist">
  • js6~29
  • fs30~32</div>
Spike
Yoshimitsu-BT.d+1 i17~18 L 20 -13 +3 +38a cs6~
Weapon
Yoshimitsu-d+1 i24~25 M 15 -9 +1c +6a
Spike
Weapon
  • 4 chip damage on block
  • Power up in NSS or Heat
Yoshimitsu-d+1*(1),n i55~56 M! 20 +4c +6a
Spike
Weapon
  • Slowly realigns while charging
  • Can be canceled with b*
Yoshimitsu-d+1+2 <div class="plainlist">
  • js8~17
  • fs18~20</div>
  • Unavailable in NSS
Yoshimitsu-d+1*(2),n i99~100 M! 25 +4c +6a
Spike
Weapon
  • Slowly realigns while charging
  • Can be canceled with b*
Yoshimitsu-d+1*(3),n i130~131 M! 30 +4c +6a
Spike
Weapon
  • Slowly realigns while charging
  • Can be canceled with b*
Yoshimitsu-d+1+4 i29~30 m! 60 -32a
Weapon
  • 60 self damage during 1st recovery frame
  • Can connect from the front if the opponent attacks into it
Yoshimitsu-d+1*(4),n i179~180 M! 40 +16a +52a
Spike
Weapon
  • Slowly realigns while charging
  • Can be canceled with b*
Yoshimitsu-d+1*(5),n i214~215 M! 60 +16a +52a
Spike
Weapon
  • Slowly realigns while charging
  • Can be canceled with b*
Yoshimitsu-d+1*(6),n i249~250 M! 180 +16a +52a
Spike
Weapon
  • Slowly realigns while charging
  • Can be canceled with b*
Yoshimitsu-d+2 i16~17 M 12 -9 +0
Weapon
Yoshimitsu-d+3 i15~17 L 12 -18~-16 -4~-2 cs4~ Most commonly impacts on frame 16, except when tracking right
Yoshimitsu-d+3+4 <div class="plainlist">
  • cs6~
  • fs6~</div>
  • All stance moves are bufferable
Yoshimitsu-d+4 i12 l 6 -15 -4 cs4~
Yoshimitsu-db+1 i26~28 L 12 -11~-9 +4~+6 7~+9 cs8~ Unavailable in NSS
Yoshimitsu-DB+1+2 cs11~
  • Continues as long as DB is held
  • Transition to r25 releasing db
Yoshimitsu-db+2 i15 m 8 -5 +6
Yoshimitsu-db+3 i18~19 l 8 -25 -14 cs6~
Yoshimitsu-db+4 i17 L 14 -12 -1
Yoshimitsu-df+1 i13 m 14 -4 +5
Yoshimitsu-df+1+4 i20~21 M 20 -17 +35a (+25) <div class="plainlist">
  • js20~42
  • fs43~45</div>
Weapon
  • Enter KIN r30 with 1+2
  • Can be buffered
  • Can be performed in FC
  • Power up input f,n,d,df+1
Yoshimitsu-df+2 i15~16 m 13 -7 +34a (+24)
  • +4s against crouching
  • Launches crouching on CH
Yoshimitsu-df+2+3 i17~18 m 18 -13 +6g +58a (+38) cs9~17
Balcony Break
  • Can be buffered
  • Can be performed in FC
  • Power up input f,n,d,df+2
Yoshimitsu-df+3 i17~18 m 10 -4 +4
Yoshimitsu-df+4 i12 m 15 -7 +4
Yoshimitsu-DGF.1 i30~31 M 22 -2c +10a +46a js1~27
Spike
Weapon
  • 11 chip damage on block
  • Power up in Heat
  • Partially uses remaining Heat time
Yoshimitsu-DGF.1+2 <div class="plainlist">
  • js1~27
  • fs28~30</div>
Yoshimitsu-DGF.2 i16~18 h 15 +4 +13s js1~
Yoshimitsu-DGF.3 i22~23 L 18 -13 +6c +28a js1~18 Airborne attack, can't be low parried
Yoshimitsu-DGF.3+4 i20~21 h!,t 17,18 +0 js1~
Floor Break
  • Transitions to attack throw on front hit (air hit OK)
  • Attack throw recovers standing
Yoshimitsu-DGF.4 i18~20 m 24 -4 +14g js1~19
Heat Engager
Heat Dash +62a (+42), +5
Balcony Break
Yoshimitsu-DGF.d+3+4 <div class="plainlist">
  • js1~27
  • fs28~
  • cs31~</div>
Yoshimitsu-DGF.f js1~ realigns with opponent, creates distance
Yoshimitsu-DGF.f+1+2 i16~17 i11~12 i11~12 h,h,h 10,10,20 -2 +18a (+9) js1~65
Homing
Balcony Break
Weapon
  • Jail from 1st attack
  • 12 chip damage on block
  • Power up in Heat
Yoshimitsu-DGF.f+2 i20~21 h 23 +7 +19a (+10) +64a (+44) js1~
Homing
Balcony Break
Weapon
Yoshimitsu-f+1+2 i20 M 23 -12 +8a (-1)
Heat Engager
Heat Dash +62a (+42), +5
Balcony Break
Weapon
  • 4 chip damage on block
  • 29 damage and extended range in NSS or Heat
Yoshimitsu-f+2 i17~18 h 18 -4 +14g +39a
Balcony Break
Yoshimitsu-f+3 i16~17 h 24 -9 +17a (+8)
Homing
Balcony Break
Yoshimitsu-f+3+4 i21~25 m,M,M,M 20,3,3,3 -13~-9 -8a (-15)
Balcony Break
Head
  • Floor break 3rd hit
  • Transition to FLE on hit only
  • Attacks after 1st only come out on hit
  • Combo from 1st hit does 2,1,1 damage
  • Combo does 2 extra damage from FLE.n
  • Cancel to r65 BT earliest on frame 10 with b
  • Automatically recovers to r55 IND on self-wallsplat
Yoshimitsu-f+4 i18 m 20 -13 +21a (+11) pc7~17
Balcony Break
  • -9 on block after absorbing an attack
  • 8 chip damage on attack absorbtion
Yoshimitsu-FC.d+1 i10 sl 5 -5 +6 cs1~
  • Transition to r25? with f
  • Transition input can be delayed 16f
Yoshimitsu-FC.d+2 i11 sl 8 -4 +5 cs1~
Yoshimitsu-FC.d+3 i16 L 10 -17 -6 cs1~
Yoshimitsu-FC.d+4 i12 l 6 -15 -4 cs1~
Yoshimitsu-FC.db+3 i18~19 l 8 -25 -14 cs1~ Links to db+3 extensions
Yoshimitsu-FC.DF+1 i26 l! 12 +70a (+54) cs1~34
Weapon
Yoshimitsu-FC.df+4 i18~19 L 18 -26 +4c +31a cs1~
Homing
Yoshimitsu-f,F+1+2 i22~24 m 22 -8 +3c <div class="plainlist">
  • js10~21
  • fs22~24
  • js25~29
  • fs30~32</div>
Spike
  • Cannot be buffered
  • Visually similar to f,F+3+4
Yoshimitsu-f,F+1+4 i45 m! 60 -65a
Weapon
  • Cannot be buffered
  • 60 self-damage during 1st recovery frame
  • NSS.f,F+1+4 will always cancel into Confusion
  • Dealing lethal damage will award the victory to Yoshimitsu
  • Holding any direction will trigger the attack, not just forward
Yoshimitsu-f,F+2 i15 m 15 -9 +4
Elbow
  • Cannot be buffered
  • Increased pushback on CH
Yoshimitsu-f,F+3 i23~24 m 20 -4 +5
  • Enter KIN r25 +3 +12 with 1+2
  • Cannot be buffered
Yoshimitsu-f,F+3+4 i22~24 m 15 -20 -9c <div class="plainlist">
  • js10~27
  • fs28~30</div>
Spike
  • Cannot be buffered
  • Visually similar to f,F+1+2
Yoshimitsu-f,F+4 i15~16 m 20 -6 +37a (+23) <div class="plainlist">
  • js13-21
  • fs22-24</div>
Balcony Break
Knee
  • Cannot be buffered
  • -12 if Yoshimitsu holds back to turn around and block
Yoshimitsu-f,f,F+3 i22~23 M 30 +5g +13a (+3) <div class="plainlist">
  • js3~33
  • fs34~36</div>
Balcony Break
  • 9 chip damage on block
  • Enter DGF +7 +15a (+5) r34 with 1SS.U
Yoshimitsu-FLE.1 <div class="plainlist">
  • fs1~25
  • cs26~</div>
Yoshimitsu-FLE.1+2 i18~19 h 20 -8 +31a (+21) cs6~17
Tornado
Head
Yoshimitsu-FLE.2 i24~28 L 20 -12~-8 +30a <div class="plainlist">
  • fs1~
  • cs6~</div>
  • Side switches on close hit
  • Can combo to ws4 on no side switch
Yoshimitsu-FLE.3 js1~
  • Evades like a sidestep
Yoshimitsu-FLE.3+4 i25~26 m 25 -13 +52a (+42) <div class="plainlist">
  • fs1~26
  • cs6~22</div>
Tornado
Yoshimitsu-FLE.d <div class="plainlist">
  • js1~4
  • fs5~15
  • js16~</div>
  • Evades jabs from frames 4-14
  • Evades mids from frames 7-12
  • Can be canceled into other FLE moves (except FLE.n)
Yoshimitsu-FLE.d+3+4 <div class="plainlist">
  • js1~16
  • cs16~30
  • fs17~</div>
Yoshimitsu-FLE.db <div class="plainlist">
  • js1~12
  • fs13~15</div>
Yoshimitsu-FLE.ds i10 M 0 +31a (+24) js1~
  • Evades jabs from frames 4-14
  • Evades mids from frames 7-12
  • Can be cancelled into other FLE moves (except FLE.n)
  • Only accessible after hitting with FLE.n
Yoshimitsu-FLE.f js1~
  • In WFL from frames 20-50
  • Cancel into FLE.f,f with f within 19 frames
Yoshimitsu-FLE.f+2
Yoshimitsu-FLE.f,f i17~19 i6~8 i5~7 i6~8 i6~8 M,M,M,M,M 3,3,3,3,3 -10 +1 js1~
  • Combos from any hit
  • Floor break on all hits
  • Sometimes combos into FLE.n
Yoshimitsu-FLE.n i2~60 m 7 -18~ +48a (+38a) js1~
Balcony Break
Weapon
  • Hitlines exist on the sword and directly behind Yoshimitsu
  • Can be canceled at any time into another FLE move
  • After hitting with this attack, FLE.n has no hitbox until another FLE action (other than FLE.d) is taken
Yoshimitsu-FLE.u+1+2 js1~
Yoshimitsu-FLE.u+3+4 i38~40 m 30 +4~+6 +21a (+12) <div class="plainlist">
  • js1~37
  • fs38~40</div>
Balcony Break
  • Tech roll to r33 FC on frames 41-42
Yoshimitsu-FLE.uf i30~45 m! 21 +30a (+20) js1~
Balcony Break
Yoshimitsu-f,n,d,df+1 i17~18 M 22 -17 +35a (+25a) <div class="plainlist">
  • js17~39
  • fs40~42</div>
Weapon
  • Can be buffered
  • Enter KIN r30 with 1+2
  • Can be performed from FC
Yoshimitsu-f,n,d,df+2 i14~15 m 20 -13 +6g +58a (+38) cs6~14
Balcony Break
Weapon
  • Can be buffered
  • Can be performed in FC
Yoshimitsu-FUFT.d+3+4 fs1~

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