Yoshimitsu movelist (Tekken 7): Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
(→‎n: 2-jab extensions (1SS only))
Line 83: Line 83:
|hit=+4s
|hit=+4s
|ch=[[Yoshimitsu_combos|+6a]]
|ch=[[Yoshimitsu_combos|+6a]]
|notes=Weapon hit
|notes={{Plainlist|
*Weapon Hit
*Combo from 1st}}
}}
 
{{MoveData
|id=Yoshimitsu-2
|name=2 Jab
|input=2
|target=h
|damage=10
|range=2.1
|tracksLeft=7
|tracksRight=8
|startup=i10
|recv=r20
|block=-1
|hit=+5
|ch=[[Yoshimitsu_combos|+8]]
}}
{{MoveData
|id=Yoshimitsu-2,2
|name=Flash Punch
|inputLead=2
|input=,2
|targetLead=h
|target=,h
|damageLead=10
|damage=,8
|range=1.7
|startup=i18
|recv=r20
|block=-1
|hit=+5
|notes={{Plainlist|
*Can transition to r20 KIN with 1+2
*Combo from 1st}}
}}
{{MoveData
|id=Yoshimitsu-2,3
|name=Flash Attack
|inputLead=2
|input=,3
|targetLead=h
|target=,h
|damageLead=10
|damage=,24
|range=2.4
|startup=i26~27
|recv=r33
|block=-10
|hit=+16a (+7a)
|notes={{Plainlist|
*Tailspin
*Combo from CH 1st}}
}}
{{MoveData
|id=Yoshimitsu-2,d+3
|name=Flash Punch Low Kick
|inputLead=2
|input=,d+3
|targetLead=h
|target=,l
|damageLead=10
|damage=,11
|range=1.9
|startup=i22
|crush=tc?~22
|recv=r31c
|block=-13
|hit=-1
|notes=Combo from 1st
}}
{{MoveData
|id=Yoshimitsu-2,1
|name=Seiken Douharai
|inputLead=1SS.2
|input=,1
|targetLead=h
|target=,m
|damageLead=10
|damage=,23
|range=2.8
|startup=i26~27
|recv=r32
|block=-9
|hit=+12a
|notes={{Plainlist|
*Tailspin
*Combo from CH 1st
*Weapon Hit
*Can be canceled r32 with b*}}
}}
}}



Revision as of 02:01, 9 May 2021

Rage

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Rage Art 1

R.b+1+2

m
55–82
3.05
26
26
-22
0d
i20
pc8~19
r46
Damage increases with lower health
Supreme Soul Stealer (Rage Art 2)

R.u/b+1+4

20–25
i6-i40
pc6~40
r32
  • Damage increases with lower health
  • Absorbs any single hit (except rage art)
  • Reversal
Rage Drive

R.f,n,d,d/f+1+2

m
35
2.55
20
20
+2
i14~15
tc5~15
r35
  • Hit vs BT +13a (+3a)
  • Bullet time 20f on hit
  • Bullet time 10f on block
  • Weapon Hit

n

Jab

1

h
7
2.05
6
7
+1
+8
i10
r17
Naguri Kabuto Wari

1SS.1,1

h,​m
7,​19
2.4
-9
+4s
,i23
r34
  • Weapon Hit
  • Combo from 1st
2 Jab

2

h
10
2.1
7
8
-1
+5
i10
r20
Flash Punch

2,2

h,​h
10,​8
1.7
-1
+5
i18
r20
  • Can transition to r20 KIN with 1+2
  • Combo from 1st
Flash Attack

2,3

h,​h
10,​24
2.4
-10
+16a (+7a)
i26~27
r33
  • Tailspin
  • Combo from CH 1st
Flash Punch Low Kick

2,d+3

h,​l
10,​11
1.9
-13
-1
i22
tc?~22
r31c
Combo from 1st
Seiken Douharai

1SS.2,1

h,​m
10,​23
2.8
-9
+12a
i26~27
r32
  • Tailspin
  • Combo from CH 1st
  • Weapon Hit
  • Can be canceled r32 with b*

10 String

1SS 10 Hit Combo (2)

1SS.1,2

h,​m
7,​12
2.4
-9
-3
,i17
r28
1SS 10 Hit Combo (3)

1SS.1,​2,1

h,​m,​h
7,​12,​15
2.4
-6
+7
,i17
r25
Despite appearance, attack is a punch, not a weapon hit.