Yoshimitsu movelist (Tekken 7): Difference between revisions

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Line 3,732: Line 3,732:
|crush=cs1~ fs1~
|crush=cs1~ fs1~
|recv=r32
|recv=r32
|notes=Spike
|notes={{Plainlist|
*Spike
*Alternate input: NSS.IND.1+2}}
}}
}}



Revision as of 22:57, 20 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 1SS
Damage increases with lower health
Supreme Soul Stealer (Rage Art 2)

R.u/b+1+4

ps6~40 pc6~40
r72 1SS
  • Parries any single hit (except rage art)
Rage Art 2 Parry

R.u/b+1+4,p

m
20–25
r? 1SS
  • Damage increases with lower health
Rage Drive

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

m
35
2.55
20
20
+2
i14~15
cs5~15
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
+4c
,i23
r34
  • Weapon Hit
  • Combo from 1st
Right Cross

2

h
10
2.1
7
8
-1
+5
i10
r20
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*
Karakuri Uzumaki

NSS.2,1

h,​h,​h
10,​5,​15
2.6
-5
+19a
,i23~24,i18
r30
  • Combo from 1st
  • Duckable
  • Jails from 2nd hit
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
  • Jailing
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
-12
-1
,i22
cs12~
r31c
Combo from 1st
Tragic Three

3

h
15
2.1
7
3
-9
+5
+20a (+10a)
i12~13
r29
Can be kara-canceled into 2+3 with 3~2+3
Tobi Ushiwaka

3~4

m,​m
6,​22
2.9
7
7
-6
+3
i17~18,i10~11
js12-37 fs38-40
r29
  • 2nd hit tracks sidewalk right at +7
  • In 1SS can r18 DGF with u*
Kangaroo Kick

4~3

m
25
2.7
5
12
-13
i25~26
cs4~25 fs10~50
r37
Spinning Roundhouse Kick

4

h
12
2.1
11
21
-11
+0
i15~16
r29
  • Can be kara-canceled into 1+4 with 4~1+4

4,4

h,​h
12,​12
2.1
-4
-2
,i24~25
r31
  • Non-jailing
  • Combos from 1st hit
Triple Roundhouse Combo

4,​4,4

h,​h,​h
12,​12,​20
2.1
-4
+18a (+9a)
,i24~25
r31
  • Non-jailing
  • Combos from CH 1st hit
  • Combos from CH 2nd hit
  • Tailspin
Soul Stealer "Flash"

1SS.1+4

m
25
0.8
-15
i6~9
r31
Weapon Hit
Soul Stealer "Flash"

NSS.1+4

m
25
1.27
-15
i8~11
r31 1SS
Weapon Hit
Spirit Shield

1SS.1+2+3

m
0
1.3
-8
+0
+16
i22~40
r20
Weapon Hit

NSS.1+2+3

h
25
1.3
-16
+26a (-32a)
i22~40
r30
Mutou no Kiwami

1SS.1+3

r32 NSS
Battou

NSS.1+3

r32 1SS

f

Manji Backfist

f+2

h
18
2.2
8
14
-4
+14g
+66a (+46a)
i17~18
r28
Tailspin

f+2,d/b+2

h,​m
18,​8
1.5
-5
+6
,i15
r24 FC

f+2,​d/b+2,2

h,​m,​m
18,​8,​7
1.2
-9
+2
,i10~14
r24 FC

f+2,​d/b+2,​2,2

h,​m,​m,​m
18,​8,​7,​6
1.2
-9
+2
,i10~14
r24 FC

f+2,​d/b+2,​2,​2,2

h,​m,​m,​m,​m
18,​8,​7,​6,​5
1.2
-9
+2
,i10~14
r24 FC

f+2,​d/b+2,​2,​2,​2,2

h,​m,​m,​m,​m,​m
18,​8,​7,​6,​5,​4
1.2
-9
+2
,i10~14
r24 FC
Backfist to Stone Fist

f+2,​d/b+2,​2,​2,​2,​2,2

h,​m,​m,​m,​m,​m,​m
18,​8,​7,​6,​5,​4,​3
1.2
-49
-37
,i10~14
r60 FUFT
Oni Kick

f+3

h
24
2.4
-10
+16a (+7a)
i16~17
r33
  • Tailspin
  • Homing Attack
Oni Kick Combo

f+3,3

h,​L
24,​16
2.1
-20
+6a
,i25~26
cs18~
r36 FC
Can recover in IND with d3+4
Zig Zag

f+3,4

h,​m
24,​20
2.6
-6
,i23~24
js12~20 fs21~23
r28 BT
Toita Daoshi

f+4

m
25
2.6
11
7
-9
+11a (+2a)
i18
r33
Wallbounce
Tsuka Splitter

1SS.f+1+2

m
22
3.2
15
12
-7
+16a
i18~19
r33
  • Spike
Prison Gate

NSS.f+1+2

m
22
2
15
15
-13
+4
+42a (-5a)
i16~17
cs7~
r34 FC
Kamikaze

1SS.f+3+4

m,​M,​M,​M
20,​3,​3,​3
-14
+65a (+45a)
i21~25
r34
  • Floorbreak
  • Transitions into final 3 attacks on hit, recovering in FLE
  • Final 3 hits always get scaled to 2,1,1 due to opponent being airborne
Kamikaze

NSS.f+3+4

m
20
-14
+20a (+11a)
i21~25
r34

d/f

Tsuka Atemi

d/f+1

m
14
2.5
12
8
-4
+5
i13
r27
Tsuka Atemi to Back Knuckle

d/f+1,2

m,​h
18
2.4
-4
+14g
,i25~26
r28
  • Tailspin
  • Combos from CH 1st
  • Can transition into d/b+2 string at i15
Autumn Leaves

d/f+1,4

m,​m
14,​17
2.4
-12
+4
,i17
r31
  • Combos from 1st
  • Jails
Basic Uppercut

d/f+2

m
14
2.4
7
9
-7
i15~16
r31
  • On hit +4s against crouching opponent
  • On CH launches crouching opponent
Front Kick

d/f+3

m
10
2.5
11
9
-4
+4
i17~18
r25 FC
Wood Cutter

1SS d/f+3,1

m,​M
10,​20
2.7
-9
+4
i23~24
r33
  • Combos from 1st
  • Weapon hit
  • Input can be held to transition to d+1*
Wood Chopper

NSS d/f+3,1

m,​m
10,​12
2
-5
+5
i23~24
r29
  • Combos from 1st
Side Kick

d/f+4

m
15
2.2
8
8
-9
+4
i12
r26

d/f+1+2

L
12
2.55
19
18
-11
+4
i26~28
cs7~
r28 FC
Nebular Burst

d/f+1+2,2

L,​m
12,​20
2.8
-13
+0
+6g
i25~26
r36
Combos from 1st

d

Quick Slash

1SS.d+1

M
15
2.9
16
16
-9
+1
i24~25
r33
  • Weapon Hit
  • Floor break
Quick Chop

NSS.d+1

m
15
2.3
16
16
-7
+0
i24~25
r34
Floor break
Death Slash (1)

1SS.d+1*(1),n

M!
20
2.9
+1
i55~56
r33
  • Constantly realigns while charging
  • Can be canceled with b*
  • Weapon Hit
Death Slash (2)

1SS.d+1*(2),n

M!
25
2.9
+4
i99~100
r33
  • Constantly realigns while charging
  • Can be canceled with b*
  • Weapon Hit
Death Slash (3)

1SS.d+1*(3),n

M!
30
2.9
+4
i130~131
r33
  • Constantly realigns while charging
  • Can be canceled with b*
  • Weapon Hit
Death Slash (4)

1SS.d+1*(4),n

M!
25
2.9
i179~180
r33
  • Constantly realigns while charging
  • Can be canceled with b*
  • Weapon Hit
Death Slash (5)

1SS.d+1*(5),n

M!
60
2.9
i214~215
r33
  • Constantly realigns while charging
  • Can be canceled with b*
  • Weapon Hit
Death Slash (6)

1SS.d+1*(6),n

M!
180
2.9
i249~250
r33
  • Constantly realigns while charging
  • Can be canceled with b*
  • Weapon Hit

d+2

m
12
2.3
22
7
-9
+0
i16~17
r35
Weapon Hit
Heshikirigari

1SS.d+2,1

m,​h
12,​23
3.4
-9
+17a (+8a)
,i27~28
r32
  • Tailspin
  • Weapon Hit
  • Combo from 1st
Heshikirigari

NSS.d+2,1

m,​h
12,​18
2.9
-9
+10g
,i27~28
r32
  • Tailspin
  • Combo from 1st
Heshikirimutou

d+2,2

m,​m
12,​17
2.8
-12
+7
,i22~23
r30
  • Weapon Hit
  • Combo from 1st
  • In 1SS Transition to r30 NSS with 2+3
Heshikiribarai

1SS.d+2,​2,1

m,​m,​h
12,​17,​20
?
-9
+8a (+1a)
,i19~20
r40
  • Weapon Hit
  • Combo from CH 2nd
Heshikirinagi

1SS.d+2,​2,d+1

m,​m,​m
12,​17,​17
?
-12
+2c
,i29~30
r40
  • Floor break
  • Weapon Hit
  • Combo from CH 2nd
Low Sweep

d+3

L
12
2.3
21
21
-18
-4
i15~i17
cs4~
r32 FC
Most commonly impacts at frame 16, except when tracking right
Toe Check

d+4

l
7
2.2
18
18
-2
-12
i12
cs4~
r32 FC
Harakiri

1SS.d+1+4

m!
60
1
-37
i29~30
r87 FDFA
  • Weapon Hit
  • 60 self damage during 1st recovery frame
Fakeout

NSS.d+1+4

r50?

d/b

1SS.d/b+1

m
17
2.1
14
12
-16
+0
i20
r35
Weapon Hit
Nade Kujaku

1SS.d/b+1,1

m,​m
1723
2.9
-8
+11a
,i8-10
r31
  • Weapon Hit
  • Combo from 1st
  • Can be delayed for 20 frames
  • Delay does not change timing of the attack
Down Jab

NSS.d/b+1

s
5
1.5
2
2
-5
+6
i11
cs5~
r24 FC
Transition to r24 with f

d/b+2

m
8
1.7
10
13
-5
+6
i15
r24 FC

d/b*2,2

m,​m
8,​7
1.5
-9
+2
,i10~14
r24 FC
Combo from 1st

d/b*2,​2,2

m,​m,​m
8,​7,​6
1.5
-9
+2
,i10~14
r24 FC
Combo from 1st

d/b*2,​2,​2,2

m,​m,​m,​m
8,​7,​6,​5
1.5
-9
+2
,i10~14
r24 FC
Combos from CH 3rd

d/b*2,​2,​2,​2,2

m,​m,​m,​m,​m
8,​7,​6,​5,​4
1.5
-9
+2
,i10~14
r24 FC
  • Combo from 4th
  • Combo from CH 3rd
Stone Fists

d/b*2,​2,​2,​2,​2,2

m,​m,​m,​m,​m,​m
8,​7,​6,​5,​4,​3
1.5
-49
-38
,i10~14
r64 FUFT
Combo from CH 5th

d/b+3

l
8
2.5
15
24
-25
-14
i18~19
cs6~
r43 FC

d/b+3,3

l,​l
8,​7
2
-19
-7
,i15~17
cs1~
r35 FC
Combos from 1st

d/b*3,​3,3

l,​l,​l
8,​7,​7
2
-19
-7
,i15~17
cs1~
r35 FC
Combos from CH 2nd

d/b*3,​3,​3,3

l,​l,​l,​l
8,​7,​7,​5
2
-19
-7
,i15~17
cs1~
r35 FC
Combos from CH 3rd

d/b*3,​3,​3,​3,3

l,​l,​l,​l,​l
8,​7,​7,​5,​5
2
-19
-7
,i15~17
cs1~
r35 FC
Combos from CH 4th
Manji Spin Low Kicks

d/b*3,​3,​3,​3,​3,3

l,​l,​l,​l,​l,​l
8,​7,​7,​5,​5,​5
1
-26
-15
,i9~11
cs1~
r43 FUFT
Combos from CH 5th
Manji Spin Low Kicks Front Kick

d/b*3,​3,​3,​3,​3,4

l,​l,​l,​l,​l,​m
8,​7,​7,​5,​5,​15
3
-8
+23a (+13a)
,i12~13
r26
  • Alternate inputs:
  • d/b*3,3,4
  • d/b*3,3,3,4
  • d/b*3,3,3,3,4
Nozuchi Fumi

d/b+4

l
14
2.6
23
11
-12
-1
i17
r31
Bad Stomach (BDS)

d/b*1+2

cs11~
Transition to r25 standing releasing d/b
Poison Breath

BDS.1

h!
i21~40
r10
Alternate input: BDS.2
Bad Stomach to Backflip Kick

BDS.3

m
-13
-13
i17~30
js13~27 fs28~30
r30
Alternate input: BDS.4

b

b+1

h
8
2.1
9
9
+1
i17
r18
  • Can transition to Spinning Evade with b+3 or b+4

b+1,1

h,​h
8,​9
2.1
+4
+5
,i11~12
r14
  • Combos from 1st
  • Can transition to Spinning Evade with b+3 or b+4

b+1,​1,1

h,​h,​h
8,​9,​10
2.1
+4
+5
,i11~12
r14
  • Combos from 1st
  • Can transition to Spinning Evade with b+3 or b+4

b+1,​1,​1,1

h,​h,​h,​h
8,​9,​10,​12
2.1
+4
+5
,i11~12
r14
  • Combos from CH 3rd
  • Can transition to Spinning Evade with b+3 or b+4

b+1,​1,​1,​1,1

h,​h,​h,​h,​h
8,​9,​10,​12,​14
2.1
+4
+5
,i11~12
r14
  • Combos from CH 3rd
  • Combos from 4th
  • Can transition to Spinning Evade with b+3 or b+4
Slap U Silly

b+1,​1,​1,​1,​1,1

h,​h,​h,​h,​h,​h
8,​9,​10,​12,​14,​16
2.1
-73
-72
-67
,i11~12
r90d
  • Combos from CH 3rd
  • Combos from 4th

b+1,​1,​1,d/b+3

h,​h,​h,​l
8,​9,​10,​5
1.5
-19
-7
,i13~14
cs1~
r38 FC
  • Alternate inputs:
  • b+1,d/b+3 (Combos)
  • b+1,1,d/b+3 (Combos)

b+1,​1,​1,​d/b*3,3

h,​h,​h,​l,​l
8,​9,​10,​5,​5
1.5
-19
-7
,i13~14
cs1~
r38 FC
  • Transition to r? IND with d+3+4
  • Alternate inputs:
  • b+1,d/b*3,3 (Combos)
  • b+1,1,d/b*3,3
Slap U Silly to Manji Spin Low Kicks

b+1,​1,​1,​d/b*3,​3,3

h,​h,​h,​l,​l,​l
8,​9,​10,​5,​5,​5
1
-26
-15
,i9~11
cs1~
r43 FUFT
  • Alternate inputs:
  • b+1,d/b*3,3,3
  • b+1,1,d/b*3,3,3
Slap U Silly to Manji Spin Front Kick

b+1,​1,​1,​d/b*3,​3,4

h,​h,​h,​l,​l,​m
8,​9,​10,​5,​5,​15
3
-7
+23a (+13a)
,i12~13
r26
  • Alternate inputs:
  • b+1,d/b*3,3,4
  • b+1,1,d/b*3,3,4

b+2

m
12
2.7
7
20
-9
+2
i14~15
r27
Transition to r27 KIN with 1+2 (Can be delayed 12 frames)

1SS.b+2,1

m,​m
12,​20
3.3
-17
i27~28
js23~
r41
  • Combos from CH 1st
  • Transition to r30 KIN with 1+2

NSS.b+2,1

m,​m
12,​17
3.3
-17
i27~28
js23~
r41
  • Combos from CH 1st
  • Transition to r30 KIN with 1+2

1SS.b+2,2

m,​h
12,​21
2.7
-13
+2a
i22~23
r37
Combo from 1st

NSS.b+2,2

m,​h
12,​18
1.5
-10
+0
+5a
i22~23
r34
Combos from 1st
Spinning Evade

b+3

r31
  • 5 self-damage
  • Recover r25 standing with f,f
  • Alternate input b+4
  • Evades jabs at -6 (-7 for b+4)
Spinning Evade (2)

b+3,3

r36
  • Recovery is listed from initial spin
  • 5 self-damage
  • Alternate input b+4,4
Spinning Evade (3)

b+3,​3,3

r44
  • Recovery is listed from initial spin
  • 5 self-damage
  • Alternate input b+4,4,4
Spinning Evade (4)

b+3,​3,​3,3

r52
  • Recovery is listed from initial spin
  • 5 self-damage
  • Alternate input b+4,4,4,4
Spinning Evade (5)

b+3,​3,​3,​3,3

r60
  • Recovery is listed from initial spin
  • 5 self-damage
  • Alternate input b+4,4,4,4,4
Spinning Evade (6)

b+3,​3,​3,​3,​3,3

fs69~
r135d
  • Recovery is listed from initial spin
  • 5 self-damage
  • Alternate input b+4,4,4,4,4,4

u/b

Avoiding the Puddle

u/b+4

m
17
1.3
-19
+12a (+2a)
i20~22
js5~28 fs29~31
r36
Sword Stab

1SS.u/b+1+2

m!
40
3.3
-22a
i50~52
r77
  • Punishable on close hit with FUFT 3
  • Weapon Hit
Finger Stab

NSS.u/b+1+2

m!
50
2.8
-22a
i51~65
r64
  • Punishable on close hit with FUFT 3
Silent Sword Stab

u~u/b+1+2

m!
40
3.3 (NSS 2.8)
-22a
i50~52
r77
  • Punishable on close hit with FUFT 3
  • Weapon hit
Face Splitter

1SS.u/b+1+2,1+2

h!
18
2.7
24
0
+1
i18~19
r33
  • Weapon Hit
Face Slapper

NSS.u/b+1+2,1+2

h
18
2.3
-4
i18~19
r33
Silent Face Splitter

u~u/b+1+2,1+2

h!
18
2.7 (NSS 2.3)
+1
i18~19
r33
  • Weapon Hit
Sword Poke Windmill

1SS.u/b+1+2,n+1

m!
20
1.8
26
23
-59a
i20~105
r30
  • Cancel early to r26 with B (earliest cancel -16a)
  • Weapon Hit
  • Possible to double-hit
Index Poke Windmill

NSS.u/b+1+2,n+1

h!
20
1.4
-49a (-75a)
i20~105
r30
  • Cancel early to r26 with B (earliest cancel -8a (-34a))
Silent Windmill

u~u/b+1+2,n+1

m!
20
1.8 (NSS 1.3)
-59a
i20~105
r30
  • Cancel early to r26 with B (earliest cancel -16a)
  • Weapon Hit
  • Possible to double-hit

u

Right Hook

u+2

h
17
2.3
21
16
-12
+9
i15~16
r30
Alternate input u/b+2
Ishiusu Tsubushi

NSS.u+1+2

l
18
2
24
17
+20
i27~29
js11~42
r12 IND
Guillotine Crow Kick

u+3+4

m,​m
10,​22
2.2,2.1
+4c
i39~42,i3~6
js11~42
r20
  • Evades mid attacks from frames ?-?
  • Can be floated out of invisibility frames
  • Incredibly linear
  • Spike

u/f

Helmet Strike

1SS.u/f+1

m
24
2.4
-9
+5
i24~25
js9~27 fs28~30
r26
  • Weapon Hit
Helmet Strike

NSS.u/f+1

m
24
2
-4
+5
i24~25
js10~28 fs29~31
r24
Kurama Itto

u/f+2

L
25
2.8
41
21
-16
+6
i35~26
js10~29 fs30~32
r34
  • Weapon Hit
  • Cancels to r? FC with d
Rising Knee

u/f+3

m
15
2.2
6
7
-13
i15
js9~32 fs33~35
r32
  • Can evade jabs at frames 5-7
  • Knee hit
Avoiding the Puddle

u/f+4

m
21
1.3
-9
i20~22
js9~32 fs33~35
r26
  • Homing
  • Alternate input u+4
Death Copter

1SS.u/f+1+2

M!
40
4.7
i113~114
js9~
r19
  • Weapon Hit
  • Cancel to r? DGF with 1+2
Death Copter Trick

1SS.u/f+1+2,b

M!
40
?
i93~94
js9~
r19
  • Weapon Hit
  • Cancel to r? DGF with 1+2
Death Copter Slice (1)

1SS.u/f+1+2,d

M!
20
3.5
+4
i55~56
js9~
r25
  • Weapon Hit
Death Copter Slice (2)

1SS.u/f+1+2>d

M!
30
4.2
+4
i83~84
js9~
r25
  • Weapon Hit
Frog Leap

NSS.u/f+1+2

js9-35 fs36-38
r41 FC
Poison Wind

u/f+3+4

M
20
2.6
-15
-4a
i31~35
js~
r31
  • On hit, jumps backward
  • Transitions to r? IND with d3+4 (or NSS d1+2)
  • in 1SS Transitions to r? FLE with d1+2
Poison Wind to Kangaroo Kick

u/f+3+4,3+4

M,​m
2025
2.6
+1
-42
,i25~26
cs?-? fs?~?
r37
  • On hit, jumps backward
  • Combos from 1st +7a (+0a)
Poison Wind Bronze Fist

u/f+3+4,b+1

M,​h
20
2.6
+1
-42
,i16~18
r18
  • On hit, jumps backward
  • Combos from 1st -17a (-24a)
Poison Wind Silver Fist

u/f+3+4,​b+1,4

M,​h,​M,​M
15,​?
2.6
-14
+27a (+17a)
,i17~28,i28~39
js?~
r11
  • Combos from 1st (requires wall)
Poison Wind Gold Fist

1SS.u/f+3+4,​b+1,​4,d+1

M,​h,​M,​M,​M
17?
?
?
?
?
,i25~26
r33
  • Can transition to d*1,n
  • Weapon hit
Poison Wind Gold Fist

NSS.u/f+3+4,​b+1,​4,d+1

M,​h,​M,​m,​M
15?
?
?
?
?
,i25~26
r33
Poison Wind Bronze Fist Steel Fist

u/f+3+4,​b+1,3+4

M,​h,​M
20
2.5
+0
-14a
,i31~35
js?~
r26
  • On hit jumps backward
Poison Wind Eclipse Kick

u/f+3+4,u+3+4

M,​M,​M
10,​10
2.2,2.1
-4
i39~42,i3~6
js11~42
r20
  • Evades mid attacks from frames ?-?
  • Can be floated out of invisibility frames
  • Incredibly linear
  • Spike

Motion Input

Sword Smash

f,F+2

m
15
2.9
21
1
-9
+4
i15
r33
Cannot be buffered
Yomi Kakenuke

f,​F+2:2

m,​t
15,​20
r54 BT
  • Transitions to attack throw only on front hit (air hit OK)
  • Restore 4 health and transition to r108bt IND with d3+4
Iwatsubute

f,F+3

m
25
3.6
-5
+4
i23~24
r32
  • Cannot be buffered
  • Transitions to r26 KIN with 1+2
Fubuki Knee

f,F+4

m
20
3.2
2
5
-6
i15~16
js13-21 fs22-24
r28 BT
  • Cannot be buffered
  • Knee hit
Solar Kick

f,F+1+2

m
22
3.5
-8
+3
i22~24
js10~21 fs22-32 js25-29
r26 BT
  • Cannot be buffered
  • Visually similar to f,F+3+4
Reverse Cartwheel

f,F+3+4

m
15
3.5
-20
-9
i22~24
js10~27 fs28~30
r37
  • Cannot be buffered
  • Visually similar to f,F+1+2

f,​F+3+4,1+2

m,​m
15,​15
3?
-39
-2a (-12a)
,i12~18
js1~9 fs10~12 js32~
r46
  • Tremendous forward travel
  • Combos from 1st
Solar Kick Shark Attack

f,​F+3+4,​1+2,3+4

m,​m,​m
15,​15,​20
1.5?
-13
,i27
js1~13 fs14~54
r38
  • Tremendous forward travel
  • Combos from 1st and 2nd
Suicide

1SS f,F+1+4

m!
60
3.6
-65a
i45
r125 FDFT
  • Cannot be buffered
  • Weapon Hit
  • 60 self-damage during 1st recovery frame
  • NSS f,F+1+4 will always cancel into Confusion
Double Suicide

1SS f,​F+1+4,F

m!,​m!
60,​185
1.8
-69a
,i35~37
r124 FDFT
  • Weapon Hit
  • 185 self-damage during 1st recovery frame
Confusion

f,F+1+4,N

r33 BT
  • Cannot be buffered
Thunder Blade

1SS b,B+1+4

m!
50
2.7
+2a
i59~61
r51
  • Cannot be buffered
  • Weapon Hit
Thunder Blade

NSS b,B+1+4

m!
40
3
-3a (-12a)
i65~70
r42
Cannot be buffered
Thunder Blade Feint to Soul Stealer

b,B+1+4,B

m
21
1.2
-15
i22~25
r31 1SS
  • Cannot be buffered
  • Weapon Hit
Gehosen

1SS f,n,d,d/f+1

M
22
3.3
14
13
-17
i17~18
r41
  • Can be buffered
  • Weapon hit
  • Can transition to r37 KIN with 1+2
Gehosen

NSS f,n,d,d/f+1

m
19
2.7
9
9
-17
i17~18
r41
  • Can be buffered
  • Can transition to r37 KIN with 1+2
Flashing Steel

f,n,d,d/f+2

m
20
2.8
20
20
-13
+6g
i14~15
cs6~14
r36
  • Can be buffered
  • Weapon Hit
  • Tailspin
Moonsault Slayer

1SS qcf+1

M!
25
4.3
+0s
i58~60
js10~55 fs56~58
r28
  • Can be buffered
  • Weapon Hit
Moonsault

NSS qcf+1

M
30
3.9
+5a
i53~56
js10~55 fs56~58
r28
  • Can be buffered

Throw

Soul Siphon

qcf+2

t
22
2.17
+0
+0
i15~16
r23
  • 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
Soul Possession

qcb,f+2

t
0
2.17
+0
i15~16
r23
  • Unbreakable
  • Opponent recovers 26 health
  • Yoshimitsu loses 35 health
Rainbow Drop

qcb+1+2

t
50
1.8
+0
+1a
i11
r28
  • Throw break 1+2
  • Side switch on break
  • Floor break

Grounded Opponent

1SS.OG.u+1

M
24
2.9
-13
-8
i27~28
r41
  • Spike
  • 16 damage -16a against airborne opponent
  • 19 damage -13a (-23a) against a grounded opponent

SS

Inner Palm

SS.1

m
21
2.7
-9
+2
i17~18
r32
Evades jabs around frames ?
Shrine

SS.2

m
20
2.6
-13
i18~19
r31
Whirlwind

SS.4

h
23
2.4
+0
+20a (+11a)
i16~17
r29
  • Homing Attack
  • Tailspin
  • Transitions to r26 KIN with 1+2
  • Transitions to r28 MED with 3+4

WS

ws1

m
12
2.4
20
17
-10
+1
i14~15
r28

ws1,1

m,​h
12,​12
1.8
-11
+0
i18
r30
Combos from 1st

ws1,​1,1

m,​h,​,​h
12,​12,​12
1.8
-11
+0
i18
r30
Combos from CH 2nd
Door Knocker

ws1,​1,​1,1

m,​h,​h,​,​m
12,​12,​12,​21
2.7
+0c
+6c
i25~26
r27
Combos from CH 3rd
Door Knocker to Back Knuckle

ws1,2

m,​h
12,​18
1.8
-4
+14g
i25~26
r28
  • Combos from 1st
  • Tailspin

ws2

m
13
2.1
21
21
-4
+7
i15~16
r35 BT
Scowling Moon God

1SS.ws2,1

m,​m
13,​14
2.7
-3
i27~28
r27 DGF
  • Combos from 1st
  • Weapon Hit

NSS.ws2,1

m,​h
13,​16
2.3
-6
+5
i23
r25 BT
  • Combos from 1st
  • Elbow Hit
Scowling Aratama

NSS.ws2,​1,2

m,​h,​h
13,​16,​25
2.4
-5
+5
i25
r27bt
  • Combos from CH 2nd
  • Elbow Hit
Scowling Spirit

NSS.ws2,​1,3

m,​h,​h
13,​16,​25
2.8
-7
+45a (-13a)
i25~26
r27
  • Combos from CH 2nd

ws3

m
12
2.7
21
22
-6
+3
i16
r29
Kimon Matagi

ws3,2

m,​m
12,​20
3.5
-12s
+0a
i32
r27
  • Combos from 1st
  • Weapon Hit
Front Kick

ws4

m
14
2.2
14
15
-6
+5
i11
r24
Transitions to r24 KIN with 1+2

ws1+2

m
12
2
-4
+7
i10~11
r22
Soul Stealer

1SS.ws1+4

m
22
1
-15
i6~9
r31
Weapon Hit
Soul Stealer

NSS.ws1+4

m
22
1.3
-15
i8~11
r31 1SS
  • Weapon Hit
  • Alternate input: NSS FC d+1+2

FC

FC.d+1

s
5
1.57
-5
+6
i10
cs1~
r24 FC
  • Alternate input
    • FC.d/b+1
    • FC.d/f+1
  • Transition to r24 with f
  • Transition input can be delayed 16f

FC.d+2

s
8
1.77
-4
+7
i11
cs1~
r23 FC
  • Alternate input
    • FC.d/b+2
    • FC.d/f+2

FC.d+3

l
12
-17
-3
i13
cs1~
r33 FC
Alternate input 1SS.FC.d/f+3

FC.d+4

l
10
-15
-4
i12
cs1~
r34 FC
Alternate input FC.d/b+4
Spinning Cleave

NSS.FC.d/f+3

L
12
-26
i20~21
cs1~
r36 FC
Knee Cap

FC.d/f+4

L
18
3
-26
+4
i18~19
cs1~
r28 FC

FC.d/b+3

l
8
2.5
15
24
-25
-14
i18~19
cs1~
r43 FC
Leads to d/b+3 extensions
Samurai Cutter

1SS.FC.D/F+1

l!
12
1.9
i26
cs1~
r44
Alternate input: 1SS.FC.b+1

NSS.FC.D/F+1

l
12
1.9
-15
i25~26
cs1~
r34
Alternate input: NSS.FC.b+1
Agonbaku

NSS.FC.D/F+1,2

l,​L
20
2.7
-14
i26~27
cs1~
r32
  • Alternate input: NSS.FC.b+1,2
  • Combos from 1st

BT

BT.1

h
16
1.9
-3
+8
i15
r22 BT
  • Elbow Hit
Aratama

BT.1,2

h,​m
16,​18
2.6
-5
+5
i25
r27 BT
  • Elbow Hit
  • Combos from CH 1st
Magatama

BT.1,3

h,​h
16,​25
2.8
-7
+45a (-13a)
i25~26
r27
Combos from CH 1st

BT.2

h
18
2.4
-4
+14g
i16~17
r28
  • Tailspin
  • Leads into f+2 extensions
Perilous Spirit

BT.3

m
18
2.4
-3
i16~17
js6~
r28 BT
Shisetsu Genman

1SS.BT.d+1

L
20
2.5
-13
+3
i17~18
cs7~
r31 FC
Weapon Hit
Shisetsu Genman

NSS.BT.d+1

L
18
1.9
-13
+3
i17~18
cs7~
r31 FC

DGF

Manji Dragonfly

1SS.u+1+2

js8~
r10 DGF
Dragonfly Cancel

DGF.d

js1~10
r12
Dragonfly Forward

DGF.f

js1~
r1 DGF
realigns with opponent, closes distance
Dragonfly Backward

DGF.b

js1~
r1 DGF
realigns with opponent, creates distance
Dragonfly Blade

DGF.1

M!
15
+0
i30~31
js1~27
r29
Weapon Hit
Dragonfly Fist

DGF.2

h
15
1.98
+4
i16~18
js1~
r15 DGF
Dragonfly Sweep

DGF.3

L
18
2.3
-13
+6
i22~23
js1~18
r31
Dragonfly Twister

DGF.4

m
24
2.7
-4
+14g
i18~19
js1~
r28
Tailspin
Manji Dragonfly to Flea

DGF.1+2

js1~
r16 FLE
Spirited Away

DGF.3+4

h!,​t
17,​18
+0a
i20~21
js1~
r34 DGF
  • Transitions to attack throw on front hit (air hit OK)
  • Attack throw recovers standing
  • Floor break
Dragonfly Slash

DGF.f+2

h
24
2.7
+7
+19a (+10a)
i18~19
js1~
r30 DGF
  • Tailspin
  • Homing attack
  • Weapon Hit
Manji Dragonfly to Indian Stance

DGF.d+3+4

js1~30 cs?~
r30 IND

FLE

Flea

1SS.d+1+2

js8~
r20 FLE
Flea Idle

FLE.n

M
8
0
+37g
+48a (+38a)
i2~60
js1~
r0 FLE
  • 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 Hit
Flea Cancel

FLE.d/b

js1~13,fs14~15
r38
Flea Roll

FLE.1

fs1~25,cs26~
r40 FC
Flea to Sliding Headbutt

FLE.2

L
20
4
-12
i24~28
fs1~
r27 FDFA
  • Side switches on close hit
  • Alternate input: FLE.1~d/f+3+4
Flea Dance

FLE.3

js1~
r14 FLE
  • Evades like a sidestep
  • Alternate input: FLE.4
Skull Splitter

FLE.1+2

h
20
2.5
-8
i18~19
cs6~18
r28
Flea to Kangaroo Kick

FLE.3+4

m
25
2.6
-13
i25~26
fs1~26,cs1~26
r37
Flea to Indian Stance

FLE.d+3+4

js1~3 cs4~ fs4~
r34 IND
Flea to Manji Dragonfly

FLE.u+1+2

js1~
r45 DGF
Flea to Dragonfly Feint

FLE.u+3+4

m
30
2.6
-13
+21a (+12a)
i38~40
js1~38 fs38~41
r20 FUFT
  • Tech roll to r33 FC on frames ?-?
  • Bullet time 10 frames on hit
Flea Digger

FLE.d

js1~4,fs5~15,js16~
r30 FLE
  • Evades jabs from frames 4-14
  • Evades mids from frames 7-12
  • Can be canceled into other FLE moves (except FLE.n)
Flea Digger Strike

FLE.d

M
7
0
+30a (+20a)
i10
js1~
r20 FLE
  • 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
Flea Step (WFL)

FLE.f

r50 FLE
  • In WFL from frames 20-50
  • Cancel into FLE.f,f with f within 19 frames
Flea Step Backward (WFL)

FLE.b

r50 FLE
In WFL from frames 20-50
Sakanobori

WFL.3

m
25
2.5
-16
+2a (-7a)
i17
js1~
r43 FLE
Does 37 damage on Clean Hit (See next entry)
Sakanobori

WFL.3 (Close Hit)

m,​t
37,​20
2
+15a
i17
js1~
r?
  • Range listed is for Clean Hit property
  • Goes into Attack Throw only on front hit.
Tsurubebi

WFL.4

L
15
2.8
-9
+12
i23~24
js1~?,fs?~
r26 FUFT
Running Flea

FLE.f,f

M,​M,​M,​M,​M
3,​3,​3,​3,​3
-10
+1
i17~19,i6~8(x4)
js1~
r19? FLE
  • Sometimes combos into FLE.n
  • Combos from 1st
Jumping Flea

FLE.u/f

M!
2.3
i30~45
r10 FLE
Alternate inputs: FLE.u and FLE.u/b

IND

Indian Stance

d+3+4

cs4~ fs4~
r23 IND
Alternate input: BT.d+3+4
Indian Stance

NSS.d+1+2

cs4~ fs4~
r23 IND
Indian Stance Cancel

IND.u

cs1~ fs1~
r28
Alternate input: IND.d
Indian Stance Healing

IND.n

cs1~ fs1~
r30 IND
  • Recovers 3 health on frame 30
  • Can be canceled into other IND moves
Indian Stance Storm

1SS.IND.1

M!
15
2.8
+0
i53~55
cs1~ fs1~
r28
Weapon Hit
Indian Stance Storm

NSS.IND.1

M
15
2.3
-8
+5a
i48~51
cs1~ fs1~
r32
  • Spike
  • Alternate input: NSS.IND.1+2
Indian Stance Stone Fists

IND.2

m
7
1.95
-8
+2
i39~43
cs1~ fs1~
r27 FC
Leads to d/b*2,2 extensions

IND.3

m
15
2.5
-31
-2a (-12a)
i32~33
cs1~ fs1~
r46
Indian Stance Cannon

IND.3,3+4

m,​m
15,​20
1.4
-13
i27
cs1~ fs1~
r38
Indian Stance Knee Cap

IND.4

L
18
2.9
-26
+4
i47~38
cs1~ fs1~
r28 FC
Indian Stance to Flea

1SS.IND.1+2

js2~
r29 FLE
Indian Levitation

IND.3+4*

cs1~ fs1~
r1 IND
  • Allows 8-way directional movement in IND
  • Continues as long as 3+4 is held
Indian Stance Vacuum Dance

IND.f

cs1~ fs1~
r51 BT
If closer than 1.75 units, recovers r51, 1 unit behind the opponent
Indian Stance Vacuum Dance

IND.b

cs1~ fs1~
r51 BT
If in BT.IND closer than 1.75 units, recovers r51, 4.2 units away from the opponent
Indian Stance Manji Dragonfly

1SS.IND.u+1+2

js2~
r24 DGF

KIN

Kincho

1+2

ps2~9
r15 KIN
  • Alternate inputs: FC.d/f+1+2 1SS.FC.d+1+2, FC.d/b+1+2
  • Parries mid or high punches or kicks
Kincho Crow Kick

1+2,p

M,​M
10,​12
2,2.2
+4s
i35~38,i3~6
inv1~20,js21~
r20

1SS.KIN.1

m
10
2.6
-12
-1
i17
r31
Weapon Hit
Doushi Kiri

1SS.KIN.1,1

m,​m,​m
10,​5,​15
2.6
-9
+7
i23~24,i14~15
r27
Weapon Hits
Utsusemi

NSS.KIN.1

M
15
2.5
-8s
+2a
i16~18
r36

KIN.2

m
15
2.8
-14
i21~22
r43
Weapon Hit
Tenshu Kuzushi

1SS.KIN.2,1+2

m,​M
30
2.7
-18s
-1a
i32~34
r49
Weapon Hit
Tenshu Kuzushi (Hold)

1SS.KIN.2,1+2*

m,​M
30
2.7
-1
-1a
i47~49
r49
  • Weapon Hit
  • Combos from 1st
Shibakari

KIN.3

L
17
3.3
-16
i25~32
js?~ cs?~
r28 FC
Whirlwind

KIN.4

h
23
2.4
+0
+20a (+11a)
i16~17
r29
  • Homing Attack
  • Tailspin
  • Transitions to r26 KIN with 1+2
  • Transitions to r28 MED with 3+4
Ashura Blade

KIN.1+2

m,​m,​m,​m
4,​4,​4,​24
2,2.5,3,3.5
-6
i12~13,i6~7,i7~8,i11~13
r37 BT
  • Weapon Hits
  • Spike
  • Combos from any hit
  • Realigns between hits
Soul Stealer "Flash"

1SS.KIN.1+4

m
21
1
-15
i10~13
r31
Weapon Hit
Soul Stealer "Flash"

NSS.KIN.1+4

m
21
1.3
-15
i12~15
r31 1SS
Weapon Hit
Ishigaki Kuzushi

1SS.KIN.f+1

L
20
3.3
-13
+3
i23~24
r31 FC
  • Weapon Hit
  • Cancels into r23? FC with d
Ishigaki Kuzushi

NSS.KIN.f+1

L
17
3
-13
+3
i23~24
r31 FC
Cancels into r23? FC with d
Ganto

KIN.f+2

h
20
3.3
-13
+9a (0a)
i12~13
r40
Weapon Hit

KIN.b+2

m
15
2.6
-9
+2
i15~16
r27
Ikaruga

1SS.KIN.b+2,1

m,​M
19
3
-12
i23~24
r29
  • Weapon Hit
  • Combos from 1st
Ikaruga

NSS.KIN.b+2,1

m,​m
16
2.5
-12
i23~24
r29
Combos from 1st
Mumyo Juji Ken

1SS.KIN.b+1+2

m!
25
2.5
i46
r49
  • Weapon Hit
  • Backswing blow
Kincho Dragonfly

1SS.KIN.u+1+2

tj~?
r30? DGF
Can be counterhit

MED

Meditation

3+4

r20 MED
Alternate input: BT.3+4
Heal Pulse

MED.n

r30 MED
  • 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)
Meditation Forward Turn Around

MED.f

r6?
  • Can be canceled into a backturned attack
  • Can be canceled into instant while standing
Meditation Backward Turn Around

MED.b

r10?
  • Can be canceled into a backturned move
  • Can be canceled into instant while standing
Meditation Foreground Sidestep

MED.u

Transitions into sidewalk with held input
Meditation Background Sidestep

MED.d

Transitions into sidewalk with held input
Back Handspring

MED.3

M
15
3
+2
i28~39
r11 BT
Back Handspring to Quick Slash

1SS.MED.3,d+1

M,​M
15
?
-9
+1
,i24~25
r33 BT
  • Can transition to d*1,n
  • Weapon hit
  • Floor break
Back Handspring to Quick Chop

NSS.MED.3,d+1

M,​M
15
?
-7
+0
+5a
,i24~25
r34 BT
Floor break
Meditation Healing

MED.1+2

m!
10
0.8
-1a
i30~34
r53
Recovers 12 health on frame 37
Meditation to Backturn

MED.3+4

r20 BT

10 String

1SS 10 Hit Combo (2)

1SS.1,2

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

1SS.1,​2,1

h,​m,​h
7,​12,​15
2.4
-6
+7
,i17
r25