RogerDodger (talk | contribs) (→Rage: remove sticky) |
RogerDodger (talk | contribs) (→KIN: update for Version 5.00) |
||
Line 4,295: | Line 4,295: | ||
|startup=i12~13 | |startup=i12~13 | ||
|recv=r40 | |recv=r40 | ||
|block=- | |block=-1 | ||
|hit=+9a (0a) | |hit=+9a (0a) | ||
|ch=[[Yoshimitsu_combos#Staples|+54a (+34a)]] | |ch=[[Yoshimitsu_combos#Staples|+54a (+34a)]] | ||
|notes=Weapon | |notes={{Plainlist| | ||
* {{Weapon}} | |||
* Wall crush on block +11g}} | |||
}} | }} | ||
Revision as of 07:05, 19 August 2022
Yoshimitsu (Tekken 7) |
---|
Movelist & frame data (Tekken 8) |
---|
NSS
No Sword Stance (NSS) refers to Yoshimitsu sheathing his left-hand sword. Yoshimitsu's default state at the start of the round is having the sword unsheathed (One Sword Stance, AKA 1SS). This movelist will specify when moves recover in a different state. This movelist will also mark moves as requiring 1SS or NSS accordingly by prefixing the input with 1SS or NSS.
Rage
Input
R.b+1+2
R.ub+1+4
- Rage armor absorbs 80% damage
- Attack only done if a move is absorbed
- Startup from when a move is absorbed
- Attack can't be interrupted but can whiff
- Damage increases with lower health
R.f,n,d,df+1+2
- Hit vs BT +13a (+3a)
- Bullet time 20f on hit
- Bullet time 10f on block
- Weapon
n
1SS.1,1
- Move can be delayed 3f
- Weapon
- Combo from 1st hit with 2f delay
- Spike
1SS.2,1
- Move can be delayed 2f
- Tailspin
- Weapon
- Combo from 1st CH with 2f delay
- Cancel to r15 with b on frames 10-15
NSS.2,1
- Jail from 2nd attack
- Combo from 1st hit
2,2
- Transition to r20 KIN with 1+2
- Jail from 1st attack
2,3
- Tailspin
- Move can be delayed 5f
- Combo from 1st CH with 2f delay
2,d+3
- Move can be delayed 2f
- Combo from 1st hit with 2f delay
3
3~4
- 4f input window
- 2nd hit tracks sidewalk right at +7
- Transition to r18 DGF with 1SS.U
- Combo from 1st hit
4~3
4
- Cancel to 1+4 with 1+4 on frames 1-2
4,4,4
- Input can be delayed 4f
- Tailspin
- Combo from 1st CH +58a (+41a)
- Combo from 2nd CH
1SS.1+4
- Weapon
- Alternate input: b+1+4, f+1+4, DB+1+4, DF+1+4, ws1+4
NSS.1+4
- Weapon
- Alternate input: b+1+4, f+1+4, DB+1+4, DF+1+4, ws1+4
1SS.1+2+3+4,b,n,f,n,u,n,d+1+4
NSS.1+2+3+4,b,n,f,n,u,n,d+1+4
1+2+3+4,b,n,f,n,u,n,d+3+4
f
f+2,db+2
- Input can be delayed 2f
- Connect to db+2 extensions
f+3,3
f+3,4
- 35f delay from 1st attack, easily interrupted
- Knee
1SS.f+3+4
- Floor break 3rd hit
- Transition to FLE on hit
- 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
df
df+1,2
- Input can be delayed 2f
- Tailspin
- Combos from 1st CH
- Can transition into db+2 string at i15
df+1,4
- Input can be delayed 2f
- Combos from 1st
- Jails
df+2
- On hit +4s against crouching opponent
- On CH launches crouching opponent
1SS df+3,1
- Combos from 1st
- Weapon
- Spike
- Input can be held to transition to d+1*
NSS df+3,1
- Combos from 1st
- Spike
df+1+2,2
- Move can be delayed 8f
- Combos from 1st with 1f delay
d
1SS.d+1*(1),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon
- Spike
1SS.d+1*(2),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon
- Spike
1SS.d+1*(3),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon
- Spike
1SS.d+1*(4),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon
- Spike
1SS.d+1*(5),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon
- Spike
1SS.d+1*(6),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon
- Spike
1SS.d+2,1
- Tailspin
- Weapon
- Combo from 1st
NSS.d+2,1
- Tailspin
- Combo from 1st
d+2,2
- Weapon
- Combo from 1st
- In 1SS Transition to r30 NSS with 2+3
1SS.d+2,2,1
- Weapon
- Combo from CH 2nd
1SS.d+2,2,d+1
- Spike
- Weapon
- Combo from CH 2nd
d+3
1SS.d+1+4
- Weapon
- 60 self damage during 1st recovery frame
db
1SS.db+1,1
- Weapon
- Combo from 1st
- Can be delayed for 20 frames
- Delay does not change timing of the attack
DB+2,2,2,2
DB+2,2,2,2,2
- Combo from 4th
- Combo from CH 3rd
DB+2,2,2,2,2,2
DB+3,3,3,3
DB+3,3,3,3,3
DB+3,3,3,3,3,3
DB+3,3,3,3,3,4
- Alternate inputs:
- DB+3,3,4
- DB+3,3,3,4
- DB+3,3,3,3,4
db+1+2
- Continues as long as db is held
- Transition to r25 standing releasing db
BDS.3
b
b+1,1
- Combos from 1st
- Can transition to Spinning Evade with b+3 or b+4
b+1,1,1
- Combos from 1st
- Can transition to Spinning Evade with b+3 or b+4
b+1,1,1,1
- Combos from CH 3rd
- Can transition to Spinning Evade with b+3 or b+4
b+1,1,1,1,1
- Combos from CH 3rd
- Combos from 4th
- Can transition to Spinning Evade with b+3 or b+4
b+1,1,1,1,1,1
- Combos from CH 3rd
- Combos from 4th
b+1,1,1,db+3
- Alternate inputs:
- b+1,db+3 (Combos)
- b+1,1,db+3 (Combos)
b+1,1,1,DB+3,3
- Transition to r? IND with d+3+4
- Alternate inputs:
- b+1,DB+3,3 (Combos)
- b+1,1,DB+3,3
b+1,1,1,DB+3,3,3
- Alternate inputs:
- b+1,DB+3,3,3
- b+1,1,DB+3,3,3
b+1,1,1,DB+3,3,4
- Alternate inputs:
- b+1,DB+3,3,4
- b+1,1,DB+3,3,4
b+2
1SS.b+2,1
- Combos from CH 1st
- Transition to r30 KIN with 1+2
NSS.b+2,1
- Combos from CH 1st
- Transition to r30 KIN with 1+2
b+3
- 5 self-damage
- Recover r25 standing with f,f
- Alternate input b+4
- Evades jabs at -6 (-7 for b+4)
b+3,3
- Recovery is listed from initial spin
- 5 self-damage
- Alternate input b+4,4
b+3,3,3
- Recovery is listed from initial spin
- 5 self-damage
- Alternate input b+4,4,4
b+3,3,3,3
- Recovery is listed from initial spin
- 5 self-damage
- Alternate input b+4,4,4,4
b+3,3,3,3,3
- Recovery is listed from initial spin
- 5 self-damage
- Alternate input b+4,4,4,4,4
b+3,3,3,3,3,3
- Recovery is listed from initial spin
- 5 self-damage
- Alternate input b+4,4,4,4,4,4
ub
1SS.ub+1+2
- Punishable on close hit with FUFT 3
- Weapon
NSS.ub+1+2
- Punishable on close hit with FUFT 3
u~ub+1+2
- Punishable on close hit with FUFT 3
- Weapon
u~ub+1+2,1+2
- Weapon
1SS.ub+1+2,n+1
- Cancel early to r26 with B (earliest cancel -16a)
- Weapon
- Possible to double-hit
NSS.ub+1+2,n+1
- Cancel early to r26 with B (earliest cancel -8a (-34a))
u~ub+1+2,n+1
- Cancel early to r26 with B (earliest cancel -16a)
- Weapon
- Possible to double-hit
u
u+3+4
- Evades mid attacks from frames ?-?
- Can be floated out of invisibility frames
- Incredibly linear
- Spike
uf
1SS.uf+1
- Weapon
- Spike
uf+2
- Weapon
- Cancels to r27 FC with d on frame 27
uf+3
- Can evade jabs at frames 5-7
- Knee
uf+4
- Homing
- Alternate input u+4
- Spike
1SS.uf+1+2
- Weapon
- 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.
- Spike
1SS.uf+1+2,b
- Range listed is when Yoshimitsu will fully sideswitch to deliver the attack
- input during frames 1-31 of uf+1+2
- Weapon
- Cancel to r27 DGF with 1+2
- Spike
1SS.uf+1+2,d
- input during frames 1-31 of uf+1+2
- Weapon
- Spike
1SS.uf+1+2>d
- input during frames 35-60 of uf+1+2
- Weapon
- Spike
uf+3+4
- Spike
- On hit, jumps backward
- Transitions to r28 IND with d3+4 (or NSS d1+2)
- in 1SS Transitions to r28 FLE with d1+2
uf+3+4,3+4
- On hit, jumps backward
- Combos from 1st +7a (+0a)
uf+3+4,b+1
- On hit, jumps backward
- Combo from 1st hit vs grounded
- Combo from 1st hit
uf+3+4,b+1,4
- Combos from 1st (requires wall)
1SS.uf+3+4,b+1,4,d+1
- Can transition to d+1*,n
- Weapon
- Spike
NSS.uf+3+4,b+1,4,d+1
- Spike
uf+3+4,b+1,3+4
- On hit jumps backward
- Spike
uf+3+4,u+3+4
- Evades mid attacks from frames ?-?
- Incredibly linear
- Spike
Motion Input
f,F+2:2
- Transitions to attack throw only on front hit (air hit OK)
- Restore 4 health and transition to r108bt IND with d3+4
f,F+3
- Cannot be buffered
- Transitions to r26 KIN with 1+2
f,F+4
- Cannot be buffered
- Knee
f,F+1+2
- Cannot be buffered
- Visually similar to f,F+3+4
- Spike
1SS.f,F+1+2,ub+1+2
- Weapon
- Cancels to r? BT DGF with 1+2
- Spike
1SS.f,F+1+2,ub+1+2,d
- Weapon
- Spike
1SS.f,F+1+2,ub+1+2>d
- Weapon
- Spike
1SS.f,F+1+2,ub+1+2,b
- Weapon
- Cancels to r? DGF with 1+2
- Spike
f,F+3+4
- Cannot be buffered
- Visually similar to f,F+1+2
- Spike
f,F+3+4,1+2
- Tremendous forward travel
- Combos from 1st
f,F+3+4,1+2,3+4
- Tremendous forward travel
- Combos from 1st and 2nd
1SS f,F+1+4
- Cannot be buffered
- Weapon
- 60 self-damage during 1st recovery frame
- NSS f,F+1+4 will always cancel into Confusion
1SS f,F+1+4,F
- Weapon
- 185 self-damage during 1st recovery frame
b,B+1+4,B
- Cannot be buffered
- Weapon
1SS f,n,d,df+1
- Can be buffered
- Weapon
- Can transition to r37 KIN with 1+2
NSS f,n,d,df+1
- Can be buffered
- Can transition to r37 KIN with 1+2
f,n,d,df+2
- Can be buffered
- Weapon
- Tailspin
f,f,F+3
1SS qcf+1
- 1st and 2nd hits connect only vs airborne opponent
- Typically +1c when hit as a tech catch
- Can be buffered
- Weapon
- Spike 2nd and 3rd
NSS qcf+1
- Can be buffered
- Spike
Throw
1+3
- Throw break 1 or 2
- Position switch on hit or break
f+1+3
- Throw break 1 or 2
- Position switch on hit or break
2+4
- Throw break 1 or 2
- Position switch on hit
- Opponent off-axis on hit
- Yoshimitsu sideturned on break
- Floor break
f+2+4
- Throw break 1 or 2
- Position switch on hit
- Opponent off-axis on hit
- Yoshimitsu sideturned on break
- Floor break
qcf+2
- 35 damage as a backthrow
- Yoshimitsu recovers 16 health
- Throw break 1+2
- 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
qcb+1+2
- Throw break 1+2
- Position switch on break
- Floor break
Grounded Opponent
1SS.OTG.u+1
- Spike
- 16 damage -16a against airborne opponent
- 19 damage -13a (-23a) against a grounded opponent
SS
SS.4
- Homing Attack
- Tailspin
- Transitions to r26 KIN with 1+2
- Transitions to r28 MED with 3+4
WS
ws1,1,1,1
ws1,2
- Combos from 1st
- Tailspin
1SS.ws2,1
- Combos from 1st
- Weapon
NSS.ws2,1,2
- Combos from CH 2nd
- Elbow Hit
NSS.ws2,1,3
- Combos from CH 2nd
NSS.ws1+4
- Weapon
- Alternate input: NSS FC d+1+2
FC
FC.d+1
- Alternate input
- FC.db+1
- FC.df+1
- Transition to r24 with f
- Transition input can be delayed 16f
1SS.FC.DF+1
NSS.FC.DF+1,2
- Alternate input: NSS.FC.b+1,2
- Combos from 1st
BT
DGF
DGF.3+4
- Transitions to attack throw on front hit (air hit OK)
- Attack throw recovers standing
- Floor break
DGF.f+2
- Tailspin
- Homing attack
- Weapon
FLE
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
- Weapon
FLE.2
- Side switches on close hit
- Alternate input: FLE.1~df+3+4
FLE.u+3+4
- Tech roll to r33 FC on frames ?-?
- Bullet time 10 frames on hit
FLE.d
- 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 canceled into other FLE moves (except FLE.n)
- Only accessible after hitting with FLE.n
FLE.f
- In WFL from frames 20-50
- Cancel into FLE.f,f with f within 19 frames
WFL.3
WFL.3 (Close Hit)
- Range listed is for Clean Hit property
- Goes into Attack Throw only on front hit.
FLE.f,f
- Sometimes combos into FLE.n
- Combos from 1st
IND
IND.n
- Recovers 3 health on frame 30
- Can be canceled into other IND moves
NSS.IND.1
- Spike
- Alternate input: NSS.IND.1+2
IND.2
IND.3,3+4
IND.3+4*
- Allows 8-way directional movement in IND
- Continues as long as 3+4 is held
IND.f
IND.b
KIN
1+2
- Alternate inputs: FC.df+1+2 1SS.FC.d+1+2, FC.db+1+2
- Parries mid or high punches or kicks
1SS.KIN.1,1
1SS.KIN.2,1+2*
- Weapon
- Combos from 1st
KIN.4
- Homing Attack
- Tailspin
- Transitions to r26 KIN with 1+2
- Transitions to r28 MED with 3+4
KIN.1+2
- Weapon
- Floor break final hit
- Combos from any hit
- Realigns between hits
1SS.KIN.f+1
- Weapon
- Cancels into r16 FC with d on frame 16
NSS.KIN.f+1
KIN.f+2
- Wall crush on block +11g
1SS.KIN.b+2,1
- Weapon
- Combos from 1st
NSS.KIN.b+2,1
MED
MED.n
- May be canceled into another MED move
- at 26-28 frames into the animation:
- Recovers successively more health
- +1 health (1st pulse)
- +2 health (2nd pulse)
- +3 health (3rd onward)
MED.f
- Can be canceled into a backturned attack
- Can be canceled into instant while standing
MED.b
- Can be canceled into a backturned move
- Can be canceled into instant while standing
MED.u
MED.d
1SS.MED.3,d+1
- Can transition to d*1,n
- Weapon
- Floor break
NSS.MED.3,d+1
MED.1+2
10 String
1SS.1,2,1,4
1SS.1,2,1,4,4
1SS.1,2,1,4,4,4
1SS.1,2,1,4,4,4,1
1SS.1,2,1,4,4,4,1,1
1SS.1,2,1,4,4,4,1,1,1
1SS.1,2,1,4,4,4,1,1,1,1
1SS.1,2,1,4,2
1SS.1,2,1,4,2,2
1SS.1,2,1,4,2,2,2
1SS.1,2,1,4,2,2,2,4
1SS.1,2,1,4,2,2,2,4,1
1SS.1,2,1,4,2,2,2,4,1,1
NSS.1,2,1
NSS.1,2,1,4
NSS.1,2,1,4,4
4,4,2
4,4,2,2
- Combos from 1st CH
- Combos from 3rd hit
4,4,2,2,1SS.1
4,4,2,2,1SS.1,1
4,4,2,2,NSS.1
4,4,2,2,NSS.1,1