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Line 38: | Line 38: | ||
* {{ReversalBreak}} | * {{ReversalBreak}} | ||
* {{BB}} | * {{BB}} | ||
* Recovers health on hit | * Recovers 4 base health on hit | ||
* Enter DGF +10 r29 with U on block | * Enter DGF +10 r29 with U on block | ||
* Transition to attack throw after 1st hit | * Transition to attack throw after 1st hit | ||
Line 71: | Line 71: | ||
* {{Weapon}} | * {{Weapon}} | ||
* 18 chip damage on block | * 18 chip damage on block | ||
* Recovers health on hit}} | * Recovers 4 base health on hit}} | ||
}} | }} | ||
{{Move | {{Move | ||
Line 95: | Line 95: | ||
* {{Weapon}} | * {{Weapon}} | ||
* 17 chip damage on block | * 17 chip damage on block | ||
* Recovers health on hit}} | * Recovers 4 base health on hit}} | ||
}} | }} | ||
{{MoveQuery|Yoshimitsu-1,NSS.1}} | {{MoveQuery|Yoshimitsu-1,NSS.1}} | ||
Line 126: | Line 126: | ||
* Knockdown against BT opponent, +19a (+9) | * Knockdown against BT opponent, +19a (+9) | ||
* 4 chip damage on block | * 4 chip damage on block | ||
* Recovers health on hit | * Recovers 2 base health on hit | ||
}} | }} | ||
}} | }} | ||
Line 236: | Line 236: | ||
|crush= | |crush= | ||
|recv=r25 | |recv=r25 | ||
|tot= | |tot=64 | ||
|range= | |range= | ||
|tracksLeft= | |tracksLeft= | ||
Line 242: | Line 242: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{Tornado}} | * {{Tornado}} | ||
* Balcony break on airborne hit | |||
* Combo from 1st hit with 1f delay | * Combo from 1st hit with 1f delay | ||
* Enter KIN with 1+2 | * Enter KIN with 1+2 | ||
Line 327: | Line 328: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash|+62a (+42) | * {{HeatDash|+5g, +62a (+42)}} | ||
* {{BB}} | * {{BB}} | ||
* {{Weapon}} | * {{Weapon}} | ||
Line 785: | Line 786: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash|+62a (+42) | * {{HeatDash|+5g, +62a (+42)}} | ||
* {{BB}} | * {{BB}} | ||
* {{Weapon}} | * {{Weapon}} | ||
Line 1,043: | Line 1,044: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{Weapon}} | * {{Weapon}} | ||
* Enter KIN r30 with 1+2 | |||
* Can be buffered | * Can be buffered | ||
* Can be performed in FC | * Can be performed in FC | ||
* Power up input [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,n,d,df+1|f,n,d,df+1]] | * Power up input [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,n,d,df+1|f,n,d,df+1]] | ||
}} | |||
}} | }} | ||
{{Move | {{Move | ||
Line 1,070: | Line 1,071: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{BB}} | * {{BB}} | ||
* Can be buffered | |||
* Can be performed in FC | * Can be performed in FC | ||
* Power up input [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,n,d,df+2|f,n,d,df+2]]}} | * Power up input [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,n,d,df+2|f,n,d,df+2]]}} | ||
Line 1,305: | Line 1,307: | ||
* Input can be delayed 16f | * Input can be delayed 16f | ||
* Move can be delayed 10f | * Move can be delayed 10f | ||
* In 1SS | * In 1SS Enter NSS r31 with B | ||
}} | |||
}} | }} | ||
{{Move | {{Move | ||
Line 1,748: | Line 1,751: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Combo from 1st hit | * Combo from 1st hit | ||
* | * Enter IND r20 with d+3+4 | ||
}} | |||
}} | }} | ||
{{Move | {{Move | ||
Line 1,769: | Line 1,773: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Combo from 2nd CH | * Combo from 2nd CH | ||
* | * Enter IND r20 with d+3+4}} | ||
}} | }} | ||
{{Move | {{Move | ||
Line 1,790: | Line 1,794: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Combo from 3rd CH | * Combo from 3rd CH | ||
* | * Enter IND r20 with d+3+4}} | ||
}} | }} | ||
{{Move | {{Move | ||
Line 1,811: | Line 1,815: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Combo from 4th CH | * Combo from 4th CH | ||
* | * Enter IND r20 with d+3+4}} | ||
}} | }} | ||
{{Move | {{Move | ||
Line 2,028: | Line 2,032: | ||
|damage=,14 | |damage=,14 | ||
|startup=,i11~12 | |startup=,i11~12 | ||
|block=+4 | |block=+4 | ||
|hit=+5 | |hit=+5 | ||
|ch=+10 | |ch=+10 | ||
|crush= | |crush= | ||
|recv=r14 | |recv=r14 | ||
Line 2,100: | Line 2,104: | ||
* Combo from 3rd CH | * Combo from 3rd CH | ||
* Links to db+3 extensions | * Links to db+3 extensions | ||
* | * Enter IND r20 with d+3+4 | ||
* Can be performed from a single B+1}} | * Can be performed from a single B+1}} | ||
}} | }} | ||
Line 2,171: | Line 2,175: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash|+36a (+26) | * {{HeatDash|+5g, +36a (+26)}} | ||
* {{Weapon}} | * {{Weapon}} | ||
* Combo from 1st with 1f delay | * Combo from 1st with 1f delay | ||
Line 2,197: | Line 2,201: | ||
|tracksRight= | |tracksRight= | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* | * 8 self-damage | ||
}} | }} | ||
}} | }} | ||
Line 2,219: | Line 2,223: | ||
|tracksRight= | |tracksRight= | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* | * 10 self-damage | ||
* | * 18 self-damage in total}} | ||
}} | }} | ||
{{Move | {{Move | ||
Line 2,242: | Line 2,246: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* 5 self-damage | * 5 self-damage | ||
* | * 23 self-damage in total}} | ||
}} | }} | ||
{{Move | {{Move | ||
Line 2,264: | Line 2,268: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* 5 self-damage | * 5 self-damage | ||
* | * 28 self-damage in total | ||
}} | }} | ||
}} | }} | ||
Line 2,287: | Line 2,291: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* 5 self-damage | * 5 self-damage | ||
* | * 33 self-damage in total | ||
}} | }} | ||
}} | }} | ||
Line 2,310: | Line 2,314: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* 5 self-damage | * 5 self-damage | ||
* | * 38 self-damage in total | ||
}} | }} | ||
}} | }} | ||
Line 2,649: | Line 2,653: | ||
|parent=Yoshimitsu-uf+3+4 | |parent=Yoshimitsu-uf+3+4 | ||
|input=,1 | |input=,1 | ||
|name= | |name=Poison Wind Bronze Fist | ||
|target=,h | |target=,h | ||
|damage=,8 | |damage=,8 | ||
Line 2,671: | Line 2,675: | ||
|parent=Yoshimitsu-uf+3+4,1 | |parent=Yoshimitsu-uf+3+4,1 | ||
|input=,4 | |input=,4 | ||
|name= | |name=Poison Wind Silver Fist | ||
|target=,m | |target=,m | ||
|damage=,15 | |damage=,15 | ||
Line 4,050: | Line 4,054: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash|+34a (+27) | * {{HeatDash|+5g, +34a (+27)}} | ||
* {{Homing}} | * {{Homing}} | ||
* {{BB}} | * {{BB}} | ||
* {{Weapon}} | * {{Weapon}} | ||
* {{WallCrush|on | * {{WallCrush|on block, +11g minimum}} | ||
}} | }} | ||
}} | }} | ||
Line 4,296: | Line 4,300: | ||
|tracksLeft= | |tracksLeft= | ||
|tracksRight= | |tracksRight= | ||
|notes=Recovers health | |notes=Recovers 12 base health | ||
}} | }} | ||
{{MoveInherit|Yoshimitsu-1+4 | {{MoveInherit|Yoshimitsu-1+4 | ||
Line 4,502: | Line 4,506: | ||
|ch= | |ch= | ||
|crush=js1~ | |crush=js1~ | ||
|recv= | |recv=r18? FLE | ||
|tot= | |tot= | ||
|range= | |range= | ||
Line 4,771: | Line 4,775: | ||
|tracksRight= | |tracksRight= | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* | * Recovers 3 recoverable health with each pulse | ||
* Can be cancelled into other IND moves | * Can be cancelled into other IND moves | ||
* Inputting anything other than IND.3+4 or IND.u will put Yoshimitsu in a spinning animation that takes 29 frames to complete before any move comes out}} | * Inputting anything other than IND.3+4 or IND.u will put Yoshimitsu in a spinning animation that takes 29 frames to complete before any move comes out}} | ||
Line 5,058: | Line 5,062: | ||
* Interrupt with i4 from 1st block | * Interrupt with i4 from 1st block | ||
* 11 chip damage on block | * 11 chip damage on block | ||
* Recovers health on hit}} | * Recovers 4 base health on hit}} | ||
}} | }} | ||
{{Move | {{Move | ||
Line 5,093: | Line 5,097: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash|+62a (+42) | * {{HeatDash|+5g, +62a (+42)}} | ||
* {{BB}} | * {{BB}} | ||
* {{Weapon}} | * {{Weapon}} | ||
* Combo from 1st hit | * Combo from 1st hit | ||
* 7 chip damage on block | * 7 chip damage on block | ||
* Recovers health | * Recovers 4 base health on hit | ||
* Does not transition to DGF during Heat Dash | * Does not transition to DGF during Heat Dash | ||
* Recovers in 1SS}} | * Recovers in 1SS}} | ||
Line 5,117: | Line 5,121: | ||
* 15 chip damage on block | * 15 chip damage on block | ||
* Clean hit 39 damage | * Clean hit 39 damage | ||
* Recovers health on hit}} | * Recovers 4 base health on hit}} | ||
}} | }} | ||
{{Move | {{Move | ||
Line 5,214: | Line 5,218: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash|+62a (+42) | * {{HeatDash|+5g, +62a (+42)}} | ||
* {{BB}} | * {{BB}} | ||
* {{Weapon}} | * {{Weapon}} | ||
* 8 chip damage on block | * 8 chip damage on block | ||
* Recovers health on hit | * Recovers 4 base health on hit | ||
* Extended range}} | * Extended range}} | ||
}} | }} | ||
Line 5,225: | Line 5,229: | ||
|parent= | |parent= | ||
|input=NSS.f+3+4 | |input=NSS.f+3+4 | ||
|alias= | |||
|name=Bull Rush | |name=Bull Rush | ||
|target=m | |target=m | ||
Line 5,272: | Line 5,277: | ||
* {{Weapon}} | * {{Weapon}} | ||
* Combo from 1st hit | * Combo from 1st hit | ||
* Recovers health on hit | * Recovers 4 base health on hit | ||
* 12 chip damage on block | * 12 chip damage on block | ||
* Input can be held to transition to d+1*}} | * Input can be held to transition to d+1*}} | ||
Line 5,468: | Line 5,473: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash|+36a (+26) | * {{HeatDash|+5g, +36a (+26)}} | ||
* Combo from 1st with 1f delay | * Combo from 1st with 1f delay | ||
* Combo from 1st CH with 7f delay | * Combo from 1st CH with 7f delay | ||
Line 5,504: | Line 5,509: | ||
* 15 chip damage on block | * 15 chip damage on block | ||
* Clean hit 39 damage | * Clean hit 39 damage | ||
* Recovers health on hit | * Recovers 4 base health on hit | ||
* -12c if blocked at tip range}} | * -12c if blocked at tip range}} | ||
}} | }} | ||
Line 5,584: | Line 5,589: | ||
|damage=18 | |damage=18 | ||
|startup=i27~29 | |startup=i27~29 | ||
|block=+ | |block=+5 | ||
|hit=+ | |hit=+21g | ||
|ch= | |ch= | ||
|crush={{Plainlist| | |crush={{Plainlist| | ||
Line 5,648: | Line 5,653: | ||
* Can transition to d+1*,n | * Can transition to d+1*,n | ||
* 12 chip damage on block | * 12 chip damage on block | ||
* Recovers health on hit}} | * Recovers 4 base health on hit}} | ||
}} | }} | ||
{{Move | {{Move | ||
Line 5,853: | Line 5,858: | ||
* Combo from 1st hit with 2f delay | * Combo from 1st hit with 2f delay | ||
* 4 chip damage on block | * 4 chip damage on block | ||
* Recovers health on hit}} | * Recovers 4 base health on hit}} | ||
}} | }} | ||
{{Move | {{Move | ||
Line 5,880: | Line 5,885: | ||
* {{Weapon}} | * {{Weapon}} | ||
* 9 chip damage on block | * 9 chip damage on block | ||
* Recovers health on hit}} | * Recovers 7 base health on hit}} | ||
}} | }} | ||
{{Move | {{Move | ||
Line 5,908: | Line 5,913: | ||
* {{GuardBreak}} | * {{GuardBreak}} | ||
* 12 chip damage on block | * 12 chip damage on block | ||
* Recovers health on hit}} | * Recovers 2 base health on hit | ||
* +26d (+26) on airborne hit}} | |||
}} | }} | ||
{{MoveInherit|Yoshimitsu-NSS.1+4 | {{MoveInherit|Yoshimitsu-NSS.1+4 | ||
Line 5,942: | Line 5,948: | ||
* Combos from any hit | * Combos from any hit | ||
* 12 chip damage on block | * 12 chip damage on block | ||
* Recovers health on hit}} | * Recovers 4 base health on hit}} | ||
}} | }} | ||
{{Move | {{Move | ||
Line 5,966: | Line 5,972: | ||
* Combos from any hit | * Combos from any hit | ||
* 21 chip damage on block | * 21 chip damage on block | ||
* Recovers health on hit}} | * Recovers 8 base health on hit}} | ||
}} | }} | ||
{{MoveInherit|Yoshimitsu-KIN.d+1 | {{MoveInherit|Yoshimitsu-KIN.d+1 | ||
Line 6,163: | Line 6,169: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{HeatEngager}} | * {{HeatEngager}} | ||
* {{HeatDash|+62a (+42) | * {{HeatDash|+5g, +62a (+42)}} | ||
* {{BB}}}} | * {{BB}} | ||
}} | |||
}} | }} | ||
{{Move | {{Move |
Latest revision as of 18:40, 15 December 2024
Yoshimitsu |
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Movelist & frame data (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Yoshimitsu movelist (Tekken 7).
Yoshimitsu's default state at the start of the round is having the sword in his left hand unsheathed (One Sword Stance, AKA 1SS). This is considered to be his default stance and will mainly be listed for transitions (i.e. indicating when the move unsheathes).
Heat
Yoshimitsu's heat mechanic treats all attacks which unsheathe the sword (1SS) as though his sword were sheathed (NSS). This includes changes to hit effects, frame data, hitboxes, as well as activating the lifesteal mechanic. Performing these attacks in 1SS partially expends Heat gauge (~20%). Attacks unique to NSS which do not transition to 1SS (e.g. NSS.FC.df+3) are not included.
Input
2+3
- pc7~62
- On cancel: fs12~20 js21~29 fs30~32
- 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.
H.2+3
- js68~89
- fs90~92
- Recovers 4 base health on hit
- Enter DGF +10 r29 with U on block
- Transition to attack throw after 1st hit
- 14 chip damage on block
- Jail from 1st attack
- Ends Heat
3,1
- 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
f+1+2
- 4 chip damage on block
- 29 damage and extended range in NSS or Heat
b+2,2
- Combo from 1st with 1f delay
- Combo from 1st CH with 7f delay
- Input can be delayed 14f
H.DGF.1
- 18 chip damage on block
- Recovers 4 base health on hit
H.DGF.f+1+2
- 17 chip damage on block
- Recovers 4 base health on hit
1,NSS.1
- 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
3,NSS.1
- 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
3,2,NSS.1+2
- 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
- NSS.ws1+4
- NSS.FC.D+1+4
NSS.1+4
- Knockdown against BT opponent, +19a (+9)
- 4 chip damage on block
- Recovers 2 base health on hit
NSS.f+1+2
- 8 chip damage on block
- Recovers 4 base health on hit
- Extended range
df+3,NSS.1
- Combo from 1st hit
- Recovers 4 base health on hit
- 12 chip damage on block
- Input can be held to transition to d+1*
NSS.d+1
- Recovers health on hit
- 12 chip damage on block
- Input can be held to transition to d+1*
NSS.ub+1+2
- 15 chip damage on block
- Clean hit 39 damage
- Recovers 4 base health on hit
- -12c if blocked at tip range
uf+3+4,1,4,NSS.1
- Can transition to d+1*,n
- 12 chip damage on block
- Recovers 4 base health on hit
KIN.1,NSS.1
- Combo from 1st hit with 2f delay
- 4 chip damage on block
- Recovers 4 base health on hit
- NSS.KIN.1,1
- KIN.NSS.1,1
KIN.2,NSS.1+2
- 9 chip damage on block
- Recovers 7 base health on hit
- NSS.KIN.2,1+2
- KIN.NSS.2,1+2
KIN.2,1+2*
- 9 chip damage on block
- Power in NSS or Heat
- 1SS.KIN.2,1+2*
- KIN.2,1SS.1+2*
NSS.KIN.1+4
- Knockdown against BT opponent, +19a (+9)
- 4 chip damage on block
- Recovers 2 base health on hit
NSS.KIN.f+1
- Combos from any hit
- 12 chip damage on block
- Recovers 4 base health on hit
NSS.KIN.f+1*
- Combos from any hit
- 21 chip damage on block
- Recovers 8 base health on hit
n
Input
1,1
- 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
- 1SS.1,1
- 1,1SS.1
2,1
- Combo from 1st CH with 2f delay
- Cancel to r15 with b
- Interrupt with i8 from 1st block
- Becomes a different move in NSS
- 1SS.2,1
- 2,1SS.1
2,2
- 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
2,3
- Combo from 1st CH with 2f delay
- Input can be delayed 5f
2,d+3
- Combo from 1st hit with 2f delay
3,1
- 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
3,2,1+2
- 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
3~4
- js12-37
- fs38-40
- Enter DGF +5 +14 r18 with 1SS.U
4,4,2
4,4,2,2
- Combo from 3rd hit
- Opponent recovers BT on hit
4,4,2,2,1
- 1SS.4,4,2,2,1
- 4,4,2,2,1SS.1
4,4,2,2,1~1
- Cancel early to r26 with B (earliest cancel -12a)
- Possible to double-hit
- 1SS.4,4,2,2,1~1
- 4,4,2,2,1SS.1~1
4,4,4
- Combo from 2nd CH with 4f delay
- b+1+4
- f+1+4
- db+1+4
- ws1+4
- FC.D+1+4
1+4
- 70% proration on standing hit
- Knockdown against BT opponent +11a (FDFT)
- Power up in NSS or Heat
- 1SS.1+4
- Flash
1+2+3
- Can hit grounded when up-close and off-axis
f
Input
f+2,1
- Combo from 1st CH with 1f delay
- 1SS.f+2,1
- f+2,1SS.1
f+2,db+2
f+3,4
- ,js22~29
- fs30~32
- 18f delay after 1st attack
- Interrupt with i17 from 1st block
f+4
- -9 on block after absorbing an attack
- 8 chip damage on attack absorbtion
f+1+2
- 4 chip damage on block
- 29 damage and extended range in NSS or Heat
f+3+4
- 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
df
Input
df+1,2
- Combo from 1st CH with 2f delay
df+1,2,1
- Combo from 2nd CH with 1f delay
- 1SS.df+1,2,1
- df+1,2,1SS.1
df+1,2,db+2
- Links to db+2 extensions
df+1,4
- Jail from 1st attack with 2f delay
- 2nd hit can whiff at certain ranges, -20 on whiff
df+2
- +4s against crouching
- Launches crouching on CH
df+3,1
- Combo from 1st hit
- 4 chip damage on block
- Power up in NSS or Heat
- Input can be held to transition to d+1*
- 1SS.df+3,1
- df+3,1SS.1
- BT.df+1+4
- NSS.BT.df+1+4
df+1+4
- js20~42
- fs43~45
- Enter KIN r30 with 1+2
- Can be buffered
- Can be performed in FC
- Power up input f,n,d,df+1
df+2+3
- Can be buffered
- Can be performed in FC
- Power up input f,n,d,df+2
d
Input
d+1
d+1*(1),n
- Slowly realigns while charging
- Can be canceled with b*
d+1*(2),n
- Slowly realigns while charging
- Can be canceled with b*
d+1*(3),n
- Slowly realigns while charging
- Can be canceled with b*
d+1*(4),n
- Slowly realigns while charging
- Can be canceled with b*
d+1*(5),n
- Slowly realigns while charging
- Can be canceled with b*
d+1*(6),n
- Slowly realigns while charging
- Can be canceled with b*
d+2,1
- Combo from 1st hit with 8f delay
- Input can be delayed 16f
- Move can be delayed 10f
- 1SS.d+2,1
- d+2,1SS.1
d+2,2
- Combo from 1st hit with 13f delay
- Input can be delayed 16f
- Move can be delayed 10f
- In 1SS Enter NSS r31 with B
d+2,2,1
- Input can be delayed 10f
- Move can be delayed 9f
- 1SS.d+2,2,1
- d+2,2,1SS.1
d+2,2,2
- Input can be delayed 10f
- Move can be delayed 9f
d+2,2,d+1
- Input can be delayed 10f
- Move can be delayed 9f
- Last hit has shorter range and no Weapon property in NSS
d+3
d+1+4
- 60 self damage during 1st recovery frame
- Can connect from the front if the opponent attacks into it
d+1+4,B+1,1,1
- 10 self damage
d+1+4,B+1,1,1,1
- 12 self damage
d+1+4,B+1,1,1,1,1
- 17 self-damage
- The entire string deals 111 self damage
db
Input
db+1,2
- Balcony break on airborne or CH
- Combo from 1st with 1f delay
- Combo from 1st CH with 8f delay
- Input can be delayed 8f
db+2,2,2,2
db+2,2,2,2,2
- Combo from 4th hit
- Combo from 3rd CH
db+2,2,2,2,2,2
db+3,3
- Combo from 1st hit
- Enter IND r20 with d+3+4
db+3,3,3
- Combo from 2nd CH
- Enter IND r20 with d+3+4
db+3,3,3,3
- Combo from 3rd CH
- Enter IND r20 with d+3+4
db+3,3,3,3,3
- Combo from 4th CH
- Enter IND r20 with d+3+4
db+3,3,3,3,3,3
- Combo from 5th CH
db+3,3,3,3,3,4
- Enter KIN -6 +25a (+15) r21 with 1+2
- Enter NSS -6 +25a (+15) r24 with B
- Same animation as ws4
- Can be performed following any number of db+3 lows except the first one
DB+1+2
- Continues as long as DB is held
- Transition to r25 releasing db
BDS.3
- js14~27
- fs28~30
b
Input
B+1,1,1
B+1,1,1,1
B+1,1,1,1,1
B+1,1,1,1,1,1
B+1,1,DB+3
- Combo from 1st hit
- Links to db+3 extensions
- Can be performed from a single B+1
B+1,1,DB+3,3
- Combo from 3rd CH
- Links to db+3 extensions
- Enter IND r20 with d+3+4
- Can be performed from a single B+1
b+2,1
- js28~49
- fs50~52
- Combo from 1st CH with 2f delay
- Enter KIN r30 with 1+2
- Input can be delayed 14f
- 1SS.b+2,1
- b+2,1SS.1
b+2,2
- Combo from 1st with 1f delay
- Combo from 1st CH with 7f delay
- Input can be delayed 14f
b+3,3,3,3,3,3
- 5 self-damage
- 38 self-damage in total
u
Input
ub+1+2
ub+1+3
- Punishable on close hit with FUFT.3
ub+1+3,1+2
- 1SS.ub+1+3,1+2
- ub+1+3,1SS.1+2
ub+1+3,n+1
- Cancel early to r21 with B (earliest cancel -12a)
- Possible to double-hit during cancel
- 1SS.ub+1+3,n+1
- ub+1+3,1SS.n+1
u+3+4
- js11~42
- fs43~45
- Floor break occurs on 2nd hit
- Evades some mid attacks from frames ?-?
- Yoshimitsu becomes invisible on frames 15~30 but can still be floated
- -1 if the 2nd hit whiffs
uf+1
- js9~27
- fs28~30
- ub+2
- u+2
uf+2
- js10~29
- fs30~32
- Cancel to r20 FC with D
- ub+3
- u+3
uf+3
- js9~33
- fs34~36
- Can evade jabs at frames 5-7
- Recovers 1f faster on hit or block
uf+3+4
- js10~32
- fs33~35
- In 1SS cancel to DGF r18 with 1+2
- In 1SS enter FLE r28 with d+1+2
- In 1SS enter IND r28 with d+1+2 (or NSS.d+1+2)
- On hit, transitions to -4a r49 backward jump automatically
- Landing on opponent's head, transitions to -48a (-58) r75 hop automatically, hitting Yoshimitsu during this animation forces him into BT
uf+3+4,1
- On hit, transitions to r49 backward jump automatically
- Combo from 1st hit vs grounded
- Combo from 1st hit
uf+3+4,1,4
- ,js14~41
- fs42~44
uf+3+4,1,4,1
- 1SS.uf+3+4,b+1,4,1
- uf+3+4,b+1,4,1SS.1
uf+3+4,1,3+4
- ,js10~32
- fs33~35
- On hit, transitions to r49 backward jump automatically
uf+3+4,3
- ,js11~42
- fs43~45
- Floor break occurs on 3rd hit
- Evades mid attacks from frames ?-?
uf+3+4,3+4
- ,cs4~22
- fs10~50
- Combo from 1st hit
uf+1+3
- js9~110
- fs111~113
- Cancel to r34 DGF with 1+2 on frames 1~34
- Cancel to r30 DGF with 1+2 on frame 35. delayable up to frame 92
- Becomes a different move in NSS
uf+1+3,d
- js9~52
- fs53~55
- 10 chip damage on block
- Input during frames 1-31 of uf+1+2
uf+1+3>d
- js9~80
- fs81~83
- 12 chip damage on block
- Input during frames 35-60 of uf+1+2
uf+1+3,b
- js9~90
- fs91~93
- Cancel to r27 DGF with 1+2
- Input during frames 1-31 of uf+1+2
- Yoshimitsu will recover BT if the opponent is far
Motion Input
Input
f,F+2
- Cannot be buffered
- Increased pushback on CH
f,F+2:2
- Transitions to attack throw only on front hit (air hit OK)
- 3f input window for the transition (frames 13~15)
- After hit, enter IND r20 with d+3+4
f,F+3
- Enter KIN r25 +3 +12 with 1+2
- Cannot be buffered
f,F+4
- js13-21
- fs22-24
- Cannot be buffered
- -12 if Yoshimitsu holds back to turn around and block
f,F+1+2
- js10~21
- fs22~24
- js25~29
- fs30~32
- Cannot be buffered
- Visually similar to f,F+3+4
f,F+3+4
- js10~27
- fs28~30
- Cannot be buffered
- Visually similar to f,F+1+2
f,F+3+4,1+2
- ,js24~46
- fs47~90
- Combo from 1st CH
- Tremendous forward travel
- Automatically recovers to r55 IND on self-wallsplat
f,F+3+4,1+2,3+4
- ,js1~13
- fs14~54
- Combo from 2nd hit
- Combo from 1st CH
- Tremendous forward travel
f,F+1+4
- 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
f,F+1+4,F
- 185 self-damage during 1st recovery frame
- Dealing lethal damage will award the victory to Yoshimitsu
b,B+1+4
- Cannot be buffered
- Poor hitbox, will go over crouching opponents sometimes
b,B+1+4,B
- 70% proration on standing hit
- Knockdown against BT opponent +11a (FDFT)
- Power up in NSS or Heat
f,n,d,df+1
- js17~39
- fs40~42
- Can be buffered
- Enter KIN r30 with 1+2
- Can be performed from FC
- 1SS.f,n,d,df+1
- CD+1
f,n,d,df+2
- Can be buffered
- Can be performed in FC
qcf+1
- js10~55
- fs56~58
- 17 chip damage on block
- Can be buffered
- Can be performed in FC
- 1st and 2nd hits connect only vs airborne opponent
f,f,F+3
- js3~33
- fs34~36
- 9 chip damage on block
- Enter DGF +7 +15a (+5) r34 with 1SS.U
Crouch
Input
- FC.db+1
- FC.df+1
FC.d+1
- Transition to r25? with f
- Transition input can be delayed 16f
FC.df+4
- Enter IND -26 +8c +35a r24 with d+3+4
- Can be done from Crouch Level 2
- Sword Sweep
- Samurai Cutter
FC.DF+1
WS
Input
ws1,1
- Combo from 1st hit with 11f delay
- Combo from 1st CH with 13f delay
- Input can be delayed 13f
- Move can be delayed 8f
- Cancel to Spinning Evade -5 -16 r25 with b+3_b+4
ws1,1,1
- Combo from 1st CH with 13f delay
- Input can be delayed 12f
ws1,1,1,1
- Combos from 3rd CH with 5f delay
- Input can be delayed 12f
ws1,2
- Combos from 1st hit with 4f delay
- Combos from 1st CH with 9f delay
- Input can be delayed 15f
- Move can be delayed 13f
ws1,2,1
- Combo from 2nd CH
- 1SS.ws1,2,1
- ws1,2,1SS.1
ws1,2,db+2
ws2,1
- Combo from 1st hit with 1f delay
- 1SS.ws+2,1
- ws+2,1SS.1
KIN (Kincho)
Input
- BT.1+2
- FC.db+1+2
- FC.d+1+2
1+2
- Can recover to r17 FC with D
- Strong Attack Reversal: parries all highs or mids, except throws, unblockables and charge moves
1+2,P
- is1~20
- js11~42
- fs43~45
KIN.1,1
- 1SS.KIN.1,1
- KIN.1,1SS.1
KIN.2,1+2
- 6 chip damage on block
- Power in NSS or Heat
- 1SS.KIN.2,1+2
- KIN.2,1SS.1+2
KIN.2,1+2*
- 9 chip damage on block
- Power in NSS or Heat
- 1SS.KIN.2,1+2*
- KIN.2,1SS.1+2*
KIN.4
- Enter KIN +3 +23a (+14) r26 with 1+2
- Enter MED -1 +19a (+10) r28 with 3+4
KIN.1+2
- js25~39
- fs40~42
- Combos from any hit
- Despite being i12, it always connects on i13 after f,F+3,1+2 on hit
KIN.1+4
- 70% proration on standing hit
- Knockdown against BT opponent +11a (FDFT)
- Power up in NSS or Heat
KIN.d+1
- Cancel to r34 FC with DB on frame 16
KIN.f+1
- Combos from any hit
- 8 chip damage on block
- Powers in NSS or Heat
KIN.f+1*
- Combos from any hit
- 14 chip damage on block
- Powers in NSS or Heat
KIN.b+2,1
- Combo from 1st hit
KIN.b+1+2
- Backswing blow
- Unavailable in NSS
- Move is delayed by 5f
KIN.u+1+2
MED (Meditation)
Input
MED.n
- May be canceled into another MED move
- at 26-28 frames into the animation:
- Restores recoverable health successively
- +1 health (1st pulse)
- +2 health (2nd pulse)
- +3 health (3rd onward)
MED.f
- Can be cancelled into a backturned attack
- Can be cancelled into instant while standing
- Closes distance with the opponent
MED.3
- js14~41
- fs42~44
- BT.d+3 is guaranteed on meaty block
- 1st hit only connects if the opponent is close enough
MED.1+4
- 70% proration on standing hit
- Knockdown against BT opponent +11a (FDFT)
- Power up in NSS or Heat
FLE (Flea)
Input
FLE.n
- 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
FLE.2
- fs1~
- cs6~
- Side switches on close hit
- Can combo to ws4 on no side switch
FLE.f,f
- Combos from any hit
- Floor break on all hits
- Sometimes combos into FLE.n
FLE.d
- js1~4
- fs5~15
- js16~
- Evades jabs from frames 4-14
- Evades mids from frames 7-12
- Can be canceled into other FLE moves (except FLE.n)
FLE.d
- 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
FLE.f+2
FLE.u+3+4
- js1~37
- fs38~40
- Tech roll to r33 FC on frames 41-42
FLE.f
- In WFL from frames 20-50
- Cancel into FLE.f,f with f within 19 frames
WFL.3
- FLE step takes 19 frames, effective startup i36
- Clean hit, 1st hit 25 > 37 damage
- Transition to attack throw on close standing hit, +15a r43 FLE and 20 extra damage
- Can side switch on throw hit
WFL.4
- js1~12
- cs12~
- fs13~
IND (Indian Stance)
Input
- FC.d+3+4
- BT.d+3+4
d+3+4
- cs6~
- fs6~
- All stance moves are bufferable
IND.n
- cs1~
- fs1~
- Recovers 3 recoverable health with each pulse
- Can be cancelled into other IND moves
- Inputting anything other than IND.3+4 or IND.u will put Yoshimitsu in a spinning animation that takes 29 frames to complete before any move comes out
IND.u
- Evasive, can go under some attacks if timed
IND.f
- fs1~50
- If closer than 1.75 units, recovers r49, 1 unit behind the opponent
- If in BT.IND closer than 1.75 units, recovers r49, 4.2 units away from the opponent
- If farther than 1.75 units, recovers r49 BT in the same location
- Evasive, can go under some attacks
IND.1
- js30~52
- fs53~55
IND.2
- Links to db+2 extensions
- Greater forward momentum than a standing db+2
IND.3
- ,js12~34
- fs35~90
- Automatically recovers to r55 IND on self-wallsplat
- Tremendous forward travel
IND.3,3+4
- ,js1~13
- fs14~54
- Combo from 1st hit
- Tremendous forward travel
IND.4
- Enter IND -26 +8 +35a r24 with d+3+4
IND.3+4
- js12-37
- fs38-40
- Enter DGF r18 with 1SS.U
IND.D+3+4*
- Allows 8-way directional movement in IND
- Continues as long as 3+4 is held
- Holding a directional input and pressing 1, 2 or 1+2 will play different voicelines
- Yoshimitsu must rest his arms before he can move, this animation takes 30 frames, this animation does not occur when using NSS.d+1+2
NSS (Mutou no Kiwami)
Input
1,NSS.1
- 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
2,NSS.1
- Combo from 1st hit
- Jail from 2nd attack
3,NSS.1
- 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
3,2,NSS.1+2
- 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
4,4,2,2,NSS.1
4,4,2,2,NSS.1~1
- Cancel early to r30 with B
- NSS.ws1+4
- NSS.FC.D+1+4
NSS.1+4
- Knockdown against BT opponent, +19a (+9)
- 4 chip damage on block
- Recovers 2 base health on hit
f+2,NSS.1
- Combo from 1st CH
NSS.f+1+2
- 8 chip damage on block
- Recovers 4 base health on hit
- Extended range
NSS.f+3+4
- Cancel to r55 BT with b
- Enter IND +12a (+3) r29 with d+3+4 on hit
- Automatically recovers to r55 IND on self-wallsplat
- Recovers 12f faster on hit
- +20a on side hit
df+1,2,NSS.1
- Combo from 2nd CH
df+3,NSS.1
- Combo from 1st hit
- Recovers 4 base health on hit
- 12 chip damage on block
- Input can be held to transition to d+1*
NSS.df+1+4
- js20~42
- fs43~45
- Enter KIN r37 with 1+2
- Can be buffered
- Can be performed in FC
- Power up input NSS.f,n,d,df+1
- Replaced by 1SS.df+1+4 when performed in BT
NSS.d+1
- Recovers health on hit
- 12 chip damage on block
- Input can be held to transition to d+1*
d+2,NSS.1
- Combo from 1st hit with 8f delay
- Input can be delayed 16f
- Move can be delayed 10f
d+2,2,NSS.1
- Input can be delayed 10f
- Move can be delayed 9f
d+2,2,NSS.d+1
- Input can be delayed 10f
- Move can be delayed 9f
NSS.d+1+4
NSS.db+1
- Transition to r24 with f
b+2,NSS.1
- js28~49
- fs50~52
- Enter KIN r30 with 1+2
- Combo from 1st CH with 2f delay
- Input can be delayed 14f
b+2,NSS.2
- Combo from 1st with 1f delay
- Combo from 1st CH with 7f delay
- Input can be delayed 14f
NSS.ub+1+2
- 15 chip damage on block
- Clean hit 39 damage
- Recovers 4 base health on hit
- -12c if blocked at tip range
NSS.ub+1+3
- Punishable on close hit with FUFT.3
NSS.ub+1+3,n+1
- Cancel to r94 with B on frame 64
NSS.u+1+2
- js9~24
- fs25~
- Can't be low parried
- Opponent recovers crouching
uf+3+4,1,4,NSS.1
- Can transition to d+1*,n
- 12 chip damage on block
- Recovers 4 base health on hit
NSS.b,B+1+4
NSS.b,B+1+4,B
- Knockdown against BT opponent, +19a (+9)
- 4 chip damage on block
- Recovers 2 base health on hit
NSS.f,n,d,df+1
- js17~39
- fs40~42
- Can be buffered
- Enter KIN r30 with 1+2
- Can be performed from FC
NSS.qcf+1
- js10~55
- fs56~58
- Can be buffered
- Can be performed in FC
NSS.FC.DF+1
NSS.FC.DF+1,2
- Combo from 1st hit
- Interrupt with i7 from 1st block
NSS.FC.df+3
ws2,NSS.1
- Combo from 1st hit
ws2,NSS.1,2
- Balcony break on airborne hit
- Combo from 2nd CH
ws2,NSS.1,3
- Combo from 2nd CH
KIN.1,NSS.1
- Combo from 1st hit with 2f delay
- 4 chip damage on block
- Recovers 4 base health on hit
- NSS.KIN.1,1
- KIN.NSS.1,1
KIN.2,NSS.1+2
- 9 chip damage on block
- Recovers 7 base health on hit
- NSS.KIN.2,1+2
- KIN.NSS.2,1+2
KIN.2,NSS.1+2*
- 12 chip damage on block
- Recovers 2 base health on hit
- +26d (+26) on airborne hit
- NSS.KIN.2,1+2*
- KIN.NSS.2,1+2*
NSS.KIN.1+4
- Knockdown against BT opponent, +19a (+9)
- 4 chip damage on block
- Recovers 2 base health on hit
NSS.KIN.f+1
- Combos from any hit
- 12 chip damage on block
- Recovers 4 base health on hit
NSS.KIN.f+1*
- Combos from any hit
- 21 chip damage on block
- Recovers 8 base health on hit
NSS.KIN.d+1
NSS.IND.1
- js30~52
- fs53~55
- Same animation as the ending of NSS.qcf+1
NSS.BT.d+1
DGF (Manji Dragonfly)
Input
u+1+2
- Cancel to r12 with db_d_df (js1~10)
- Unavailable in NSS
- Actionable after 15 frames, except when using DGF.2 which can be performed after 10 frames
DGF.f
DGF.1
DGF.2,4
- ,js1~46
- fs47~49
- Combo from 1st hit
- Enter NSS r33 with B
DGF.3
DGF.3+4
- Transitions to attack throw on front hit (air hit OK)
- Attack throw recovers standing
DGF.f+2
DGF.f+1+2
BT
Input
BT.1,2
- Balcony break on airborne hit
- Combo from 1st CH
BT.d+1
Others
Input
R.df+1+2
- Damage increases with lower health, maximum 82
- Freezes match timer on activation and on hit
- Restores recoverable health on hit
- Transition to attack throw on hit
- Consumes Rage
- Ki Charge
- Supercharger
1+2+3+4
- Can't block for 5 seconds
- CH state for 5 seconds
SS.1
SS.2
- Sidestep adds minimum 9f, effective startup i27~28
OTG.u+1
- js8~23
- fs24~26
- 16 damage -16a against airborne opponent
- 19 damage -13a (-23) against a grounded opponent
- Unavailable in NSS
Throws
Input
2+4
- Throw break 1 or 2
- Side switch on hit
qcf+2
- Throw break 1+2
- 35 damage as a backthrow
- Yoshimitsu recovers 16 health
- On break:
- -Opponent recovers 22 health (35 on backthrow)
- -Yoshimitsu loses 16 health
qcb,f+2
- Unbreakable
- Opponent recovers 26 health
- Yoshimitsu loses 35 health
10 Strings
1SS 10 Hit Combo 1 | ||||||
Input | Hit level | Damage | Startup | Block | Hit | Combo |
---|---|---|---|---|---|---|
1 | h | 7 | i10 | +1 | +8 | |
2 | m | 12 | i17 | -9 | -3 | Hit |
1 | h | 15 | i28 | -6[1] | +7[1] | |
4 | h | 9 | i29 | -25 | -14 | Hit |
4 | h | 9 | i33 | -25 | -14 | |
4 | l[2] | 5 | i33 | -25 | -14 | |
1 | m | 5 | i30~31 | -12 | -1 | Hit |
1 | m![3] | 8 | i23~24 | - | -4 | Hit |
1 | m![3] | 8 | i15~16 | - | +27a | Hit |
1 | m![3] | 25 | i14~15 | - | +6a | Hit |
1SS 10 Hit Combo 2 | ||||||
Input | Hit level | Damage | Startup | Block | Hit | Combo |
---|---|---|---|---|---|---|
1 | h | 7 | i10 | +1 | +8 | |
2 | m | 12 | i17 | -9 | -3 | Hit |
1 | h | 15 | i28 | -6[1] | +7[1] | |
4 | h | 9 | i29 | -25 | -14 | Hit |
2 | m | 3 | i23~26 | -6 | +5 | CH |
2 | m | 3 | i10~12 | -8 | +2 | Hit |
2 | m | 3 | i12 | +4 | -7 | Hit |
4[4] | m | 7 | i28~30 | -18 | -7 | CH |
1 | m![3] | 8 | i35~36 | - | -15 | |
1 | l![3] | 20 | i32~33 | - | +36a (+20) |
NSS 10 Hit Combo 1 | ||||||
Input | Hit level | Damage | Startup | Block | Hit | Combo |
---|---|---|---|---|---|---|
1 | h | 7 | i10 | +1 | +8 | |
2 | m | 12 | i15~16 | -13 | -2 | Hit |
1 | h | 15 | i23~24 | -12 | -1 | Hit |
4 | h | 9 | i29 | -25 | -14 | Hit |
4 | h | 9 | i33 | -25 | -14 | |
4 | l[2] | 5 | i33 | -25 | -14 | |
1 | m | 5 | i30~31 | -12 | -1 | Hit |
1 | m | 8 | i23~24 | -15 | -4 | Hit |
1 | m | 8 | i15~16 | -34 | -23 | Hit |
1 | m | 25 | i14~15 | -32 | +5a | Hit |
NSS 10 Hit Combo 2 | ||||||
Input | Hit level | Damage | Startup | Block | Hit | Combo |
---|---|---|---|---|---|---|
1 | h | 7 | i10 | +1 | +8 | |
2 | m | 12 | i15~16 | -13 | -2 | Hit |
1 | h | 15 | i23~24 | -12 | -1 | Hit |
4 | h | 9 | i29 | -25 | -14 | Hit |
2 | m | 3 | i23~26 | -6 | +5 | CH |
2 | m | 3 | i10~12 | -8 | +2 | Hit |
2 | m | 3 | i12 | +4 | -7 | Hit |
4[4] | m | 7 | i28~30 | -18 | -7 | CH |
1 | m | 8 | i35~36 | -26 | -15 | |
1 | l | 20 | i32~33 | -52 | +36a (+20) |