Yoshimitsu: Difference between revisions

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* '''Unique Punishment'''. Yoshimitsu can launch punish or interrupt a collection of usually-safe moves using Flash, Spinning Evade or Kincho parry.
* '''Unique Punishment'''. Yoshimitsu can launch punish or interrupt a collection of usually-safe moves using Flash, Spinning Evade or Kincho parry. Flash is so fast that it can even punish some strings that are safe on block or interrupt them outright.
* '''Special Movement'''. Meditation backdash cancel and Spinning Evade are unusually evasive.
* '''Special Movement'''. Meditation backdash cancel and Spinning Evade are unusually evasive. Many of Yoshi's attacks also manuver him about the screen, making it difficult to keep track of him.
* '''Irritating Keepout'''. Meditation stance cancel, long-range mids with pushback, and high-crushing moves make it difficult for opponents to just dash in.
* '''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.
* '''Stance Barrage''': Yoshi's stances give him strong combo or mixup opportunities and are very easy to get into with normal strings. Special note goes to NSS, which results powered up attacks that heal him.
* '''Power Up'''. Some of his moves are boosted when in No Sword Stance, dealing greater damage and healing him.
* '''Just Plain Weird''': Yoshimitu's toolkit is so unconventional that it becomes a huge boon if mastered. Even the most dedicated of opponents can be confused by his wide range of strange stances and strong defensive tools.
* '''Can commit seppuku'''.  
* '''Can commit seppuku'''.  



Revision as of 05:13, 17 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. Flash is so fast that it can even punish some strings that are safe on block or interrupt them outright.
  • Special Movement. Meditation backdash cancel and Spinning Evade are unusually evasive. Many of Yoshi's attacks also manuver him about the screen, making it difficult to keep track of him.
  • Irritating Keepout. Meditation stance cancel, long-range mids with pushback, and high-crushing moves make it difficult for opponents to just dash in.
  • Stance Barrage: Yoshi's stances give him strong combo or mixup opportunities and are very easy to get into with normal strings. Special note goes to NSS, which results powered up attacks that heal him.
  • Just Plain Weird: Yoshimitu's toolkit is so unconventional that it becomes a huge boon if mastered. Even the most dedicated of opponents can be confused by his wide range of strange stances and strong defensive tools.
  • Can commit seppuku.
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. No Down Jab in 1SS.
  • Weak Backdash. Single backdash distance is poor.
  • Can commit seppuku.
Mashing
importance
★★★★★
value
★★★★★
dexterity
★☆☆☆☆
rhythm
★★☆☆☆
Blocking
importance
☆☆☆☆☆
value
☆☆☆☆☆
dexterity
★★★★★
rhythm
★★★★★

External links