Yoshimitsu: Difference between revisions

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* '''Turn-Stealing'''. Flash, NSS Flash and Kincho parry can counter most disadvantageous situations.
* '''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.
* '''Power Up'''. Some of his moves are boosted when in No Sword Stance, dealing greater damage and healing him.
* '''Can commit seppuku'''.


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* '''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.
* '''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.
* '''Weak Backdash'''. Single backdash distance is poor.
* '''Can commit seppuku'''.
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Revision as of 20:58, 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.
  • 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. 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.
  • Can commit seppuku.
Mashing
importance
★★★★★
value
★★★★★
dexterity
★☆☆☆☆
rhythm
★★☆☆☆
Blocking
importance
☆☆☆☆☆
value
☆☆☆☆☆
dexterity
★★★★★
rhythm
★★★★★

External links