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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= | ||
* | * '''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. | |||
|red= | |red= | ||
* | * '''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. | |||
}} | }} | ||
Revision as of 13:07, 6 February 2024
Yoshimitsu |
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Yoshimitsu | |
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Heat |
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Heat Smash | Mid, i18~19, +4 |
Heat Engagers |
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Stances |
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Fastest | |
Launch |
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CH launch |
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Wall splat |
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Archetypal moves | |
Parry |
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Mid check |
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Hopkick | uf+3 |
Power low |
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Snake edge | FC.DF+1 |
Shadow cutter | hFC.df+4 |
Clef cannon |
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Slash kick | f,f,F+3 |
Generic moves | |
Remapped |
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Missing |
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External links | |
Lore | Yoshimitsu |
#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
Characters (Tekken 8) |
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