Yoshimitsu: Difference between revisions

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{{Infobox fighter
{{Infobox fighter
|name=Yoshimitsu
|name=Yoshimitsu
|heat={{Plainlist|
* Can perform powered up NSS moves in 1SS.}}
|heatSmash=Mid, {{MoveGet|Yoshimitsu-H.2+3|startup}}, {{MoveGet|Yoshimitsu-H.2+3|block}}
|heatEngagers={{Dotlist|
* 3,1
* f+1+2
* b+2,2
* KIN.f+2
* DGF.4}}
|stances={{Plainlist|
* DGF ''(Manji Dragonfly)'' – 1SS.u+1+2
* FLE ''(Flea)'' – 1SS.d+1+2
* IND ''(Indian Stance)'' – d+3+4
* KIN ''(Kincho)'' – 1+2
* MED ''(Meditation)'' – 3+4
* NSS ''(No Sword Stance)'' – b+1+2}}
|launch={{Plainlist|
*i8 – NSS.1+4 ''(situational)''
*i15 – df+2
*i15 – uf+3 ''(crouching)''}}
|splat={{Plainlist|
* i10 – NSS.2,1 ''(high)''
* i10 – NSS.1,1 ''(high)''
* i14 – f,n,d,df+2 ''(mid)''}}
|chLaunch={{Plainlist|
* i11 – NSS.2 1+4 ''(high, situational)''
* i14 – f,n,d,df+2 ''(mid)''
* i14 – b+2,1 ''(mid)''
* i15 – df+2 ''(mid)''}}
|parry={{Plainlist|
*1+2 ''(all highs/mids, except unblockables and some charge moves)''
*1+4 ''(strings with gaps)''
}}
|remappedGenerics={{Plainlist|
* d+1 → NSS.db+1}}
|missingGenerics={{Plainlist|
* 1SS.d+1
* d+2
* uf,n,4
}}
|midCheck={{Plainlist|
* i12 – df+4 ''(standing)''
* i13 – df+1 ''(standing)''
* i11 – ws4  ''(crouching)''}}
|hopkick=uf+3
|powerLow={{Plainlist|
*db+1,2
*NSS.FC.df+3}}
|snakeEdge=FC.DF+1
|clefCannon={{Plainlist|
*1SS.2,1
*2,3}}
|shadowCutter=hFC.df+4
|slashKick=f,f,F+3
|lore=[[fandom:Yoshimitsu|Yoshimitsu]]
|twitter=T8_Yoshimitsu
|twitter=T8_Yoshimitsu
|discord=[https://discord.gg/PNwfjk8u6y]
}}
}}
{{See other}}
{{See other}}


'''Yoshimitsu''' is...
'''Yoshimitsu''' is one of the Tekken fighters of all time.


{{BlueRed
{{BlueRed
|blue=
|blue=
 
* The best sets of unblockables in the gamer
* '''Unique Punishment'''. Yoshimitsu can launch punish or interrupt a collection of usually-safe moves using Flash, Spinning Evade or Kincho parry.
* One of the best okizeme
* '''Special Movement'''. Meditation backdash cancel and Spinning Evade are unusually evasive.
* Strong turn-stealing tools
* '''Irritating Keepout'''. Meditation stance cancel, long-range mids with pushback, and high-crushing moves make it difficult for opponents to just dash in.
* '''Turn-Stealing'''. Flash, NSS Flash and Kincho parry can counter most disadvantageous situations.
* '''Power Up'''. Some of his moves are boosted when in No Sword Stance, dealing greater damage and healing him.
 
|red=
|red=
 
* Poor basics
* '''Unique Punishment'''. Yoshimitsu requires in-depth match-up knowledge to use tools like Flash, Spinning Evade and Kincho parry to effect.
* Combo damage on the lower end
* '''Poor Fundamentals'''. Most pokes either end his turn on block, or don't give enough advantage on hit. No knockdown on his WS punishment. Missing a Down Jab in 1SS, but he gains one in NSS although it's 1 frame slower than a generic one.
* '''Weak Backdash'''. Single backdash distance is poor.
}}
}}



Revision as of 13:07, 6 February 2024

Yoshimitsu
Heat
  • Can perform powered up NSS moves in 1SS.
Heat Smash Mid, i18~19, +4
Heat Engagers
  • 3,1
  • f+1+2
  • b+2,2
  • KIN.f+2
  • DGF.4
Stances
  • DGF (Manji Dragonfly) – 1SS.u+1+2
  • FLE (Flea) – 1SS.d+1+2
  • IND (Indian Stance) – d+3+4
  • KIN (Kincho) – 1+2
  • MED (Meditation) – 3+4
  • NSS (No Sword Stance) – b+1+2
Fastest
Launch
  • i8 – NSS.1+4 (situational)
  • i15 – df+2
  • i15 – uf+3 (crouching)
CH launch
  • i11 – NSS.2 1+4 (high, situational)
  • i14 – f,n,d,df+2 (mid)
  • i14 – b+2,1 (mid)
  • i15 – df+2 (mid)
Wall splat
  • i10 – NSS.2,1 (high)
  • i10 – NSS.1,1 (high)
  • i14 – f,n,d,df+2 (mid)
Archetypal moves
Parry
  • 1+2 (all highs/mids, except unblockables and some charge moves)
  • 1+4 (strings with gaps)
Mid check
  • i12 – df+4 (standing)
  • i13 – df+1 (standing)
  • i11 – ws4 (crouching)
Hopkick uf+3
Power low
  • db+1,2
  • NSS.FC.df+3
Snake edge FC.DF+1
Shadow cutter hFC.df+4
Clef cannon
  • 1SS.2,1
  • 2,3
Slash kick f,f,F+3
Generic moves
Remapped
  • d+1 → NSS.db+1
Missing
  • 1SS.d+1
  • d+2
  • uf,n,4
External links
Lore Yoshimitsu
Twitter #T8_Yoshimitsu
Discord [1]

This page is for Tekken 8. For Tekken 7, see Yoshimitsu (Tekken 7).

Yoshimitsu is one of the Tekken fighters of all time.

Strengths
  • Unique Punishment. Yoshimitsu can launch punish or interrupt a collection of usually-safe moves using Flash, Spinning Evade or Kincho parry.
  • Special Movement. Meditation backdash cancel and Spinning Evade are unusually evasive.
  • Irritating Keepout. Meditation stance cancel, long-range mids with pushback, and high-crushing moves make it difficult for opponents to just dash in.
  • Turn-Stealing. Flash, NSS Flash and Kincho parry can counter most disadvantageous situations.
  • Power Up. Some of his moves are boosted when in No Sword Stance, dealing greater damage and healing him.
Weaknesses
  • Unique Punishment. Yoshimitsu requires in-depth match-up knowledge to use tools like Flash, Spinning Evade and Kincho parry to effect.
  • Poor Fundamentals. Most pokes either end his turn on block, or don't give enough advantage on hit. No knockdown on his WS punishment. Missing a Down Jab in 1SS, but he gains one in NSS although it's 1 frame slower than a generic one.
  • Weak Backdash. Single backdash distance is poor.
Mashing
importance
★★★★★
value
★★★★★
dexterity
★☆☆☆☆
rhythm
★★☆☆☆
Blocking
importance
☆☆☆☆☆
value
☆☆☆☆☆
dexterity
★★★★★
rhythm
★★★★★

External links