Yoshimitsu movelist (Tekken 7)

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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.

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Mutou no Kiwami

1SS.2+3

r32 NSS
Battou

NSS.2+3

r32 1SS

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

R.ub+1+4

m
20–25
i11~15
pc6~42
r72 1SS
  • 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
Rage Drive

R.f,n,d,df+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

n

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab

1

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

1SS.1,1

h,​m
7,​19
3.05
-9
+4c
,i23
r34
  • Move can be delayed 3f
Weapon
  • Combo from 1st hit with 2f delay
Spike
Right Cross

2

h
10
2.1
7
8
-1
+5
i10
r20
Seiken Douharai

1SS.2,1

h,​m
10,​23
3.7
-9
+12a
,i26~27
r32
  • Move can be delayed 2f
Tailspin
Weapon
  • Combo from 1st CH with 2f delay
  • Cancel to r15 with b on frames 10-15
Karakuri Uzumaki

NSS.2,1

h,​h,​h
10,​5,​15
3.2
-5
+19a
,i23~24,i18
r30
  • Jail from 2nd attack
  • Combo from 1st hit
Flash Punch

2,2

h,​h
10,​8
2.5
-1
+5
,i18
r20
  • Transition to r20 KIN with 1+2
  • Jail from 1st attack
Flash Attack

2,3

h,​h
10,​24
3.1
-10
+16a (+7a)
,i26~27
r33
Tailspin
  • Move can be delayed 5f
  • Combo from 1st CH with 2f delay
Flash Punch Low Kick

2,d+3

h,​L
10,​11
3.1
-12
-1
,i22
cs12~
r31 FC
  • Move can be delayed 2f
  • Combo from 1st hit with 2f delay
Tragic Three

3

h
15
2.1
7
3
-9
+5
+20a (+10a)
i12~13
r29
Cancel to 2+3 with 2+3 on frames 1-2
Tobi Ushiwaka

3~4

m,​m
6,​22
2.9 3.8
7
7
-6
+3
i17~18 i28~29
js12-37 fs38-40
r29
  • 4f input window
  • 2nd hit tracks sidewalk right at +7
  • Transition to r18 DGF with 1SS.U
  • Combo from 1st hit
Kangaroo Kick

4~3

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

4

h
12
2.1
11
21
-11
+0
+20a (+10a)
i15~16
r29
  • Cancel to 1+4 with 1+4 on frames 1-2

4,4

h,​h
12,​12
2.9
-4
-2
,i28~29
r31
  • Input can be delayed 4f
  • Combo from 1st hit
Triple Roundhouse Combo

4,​4,4

h,​h,​h
12,​12,​20
3.9
-4
+18a (+9a)
,i28~29
r31
  • Input can be delayed 4f
Tailspin
Flash

1SS.1+4

m
25
0.8
-15
i6~9
r31
Weapon
  • Alternate input: b+1+4, f+1+4, DB+1+4, DF+1+4, ws1+4
Flash

NSS.1+4

m
25
1.27
-15
i8~11
r31 1SS
Weapon
  • Alternate input: b+1+4, f+1+4, DB+1+4, DF+1+4, ws1+4
Spirit Shield

1SS.1+2+3

m
0
1.3
-8~+10
+0~18
i22~40
r20
Weapon
Spirit Shield

NSS.1+2+3

h
25
1.3
-16
+26a (-32a)
i22~40
r30
Ki Charge

1+2+3+4

r54
cancel into extensions on frame 50
Spirit Shield

1SS.1+2+3+4,b,n,f,n,u,n,d+1+4

m!
1
1
-59a
,i20~105
r30
Weapon
Spirit Shield

NSS.1+2+3+4,b,n,f,n,u,n,d+1+4

h!
1
1
-59a
,i20~105
r30
Taunt to Poison Breath

1+2+3+4,b,n,f,n,u,n,d+3+4

m,​h!
0,​1
1.8 3.4
,i28~31,i82~120
r23
  • Only against Bryan
  • Same animation as Bryan's 1+3+4
  • Cancel to standing moves from frame 32
  • Cancel from 1st hit is at best +28

f

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Manji Backfist

f+2

h
18
2.45
8
14
-4
+14g
i17~18
r28
Tailspin

f+2,db+2

h,​m
18,​8
3.05
-5
+6
,i17
r24 FC
  • Input can be delayed 2f
  • Connect to db+2 extensions
Oni Kick

f+3

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

f+3,3

h,​L
24,​16
3.2
-20
+6a
,i25~26
cs18~
r36 FC
Can recover in IND with d+3+4
Zig Zag

f+3,4

h,​m
24,​20
3.75
-6
,i23~24
js12~20 fs21~23
r28 BT
  • 35f delay from 1st attack, easily interrupted
Knee
Toita Daoshi

f+4

m
25
2.65
11
7
-9
+11a (+2a)
i18
r33
Wall Bounce
Tsuka Splitter

1SS.f+1+2

m
22
3.2
15
12
-7
i18~19
r33
Floor Break
Prison Gate

NSS.f+1+2

m
22
2.3
15
15
-13
+4
+42a (-5a)
i16~17
cs7~
r34 FC
Kamikaze

1SS.f+3+4

m,​M,​M,​M
20,​3,​3,​3
3.44
-14
-8a (-15a)
i21~25
pc8~20
r34
  • 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
Kamikaze

NSS.f+3+4

m
20
3.44
-14
+20a (+11a)
i21~25
pc8~20
r34

df

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Tsuka Atemi

df+1

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

df+1,2

m,​h
18
3.55
-4
+14g
,i25~26
r28
  • Input can be delayed 2f
Tailspin
  • Combos from 1st CH
  • Can transition into db+2 string at i15
Autumn Leaves

df+1,4

m,​m
14,​17
3.05
-12
+4
,i17
r31
  • Input can be delayed 2f
  • Combos from 1st
  • Jails
Basic Uppercut

df+2

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

df+3

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

1SS df+3,1

m,​M
10,​20
3.9
-9
+4c
i23~24
r33
  • Combos from 1st
Weapon
Spike
  • Input can be held to transition to d+1*
Wood Chopper

NSS df+3,1

m,​m
10,​12
3.4
-5
+5c
i23~24
r29
  • Combos from 1st
Spike
Side Kick

df+4

m
15
2.2
8
8
-9
+4
i12
r26

df+1+2

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

df+1+2,2

L,​m
12,​20
3.6
-13
+0
+6g
i25~26
r36
  • Move can be delayed 8f
  • Combos from 1st with 1f delay

d

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Quick Slash

1SS.d+1

M
15
2.9
16
16
-9
+1
i24~25
r33
Weapon
Spike
Quick Chop

NSS.d+1

m
15
2.3
16
16
-7
+0
i24~25
r34
Spike
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
Spike
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
Spike
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
Spike
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
Spike
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
Spike
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
Spike

d+2

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

1SS.d+2,1

m,​h
12,​23
4.4
-9
+17a (+8a)
,i27~28
r32
Tailspin
Weapon
  • Combo from 1st
Heshikirigari

NSS.d+2,1

m,​h
12,​18
4.2
-9
+10g
,i27~28
r32
Tailspin
  • Combo from 1st
Heshikirimutou

d+2,2

m,​m
12,​17
4.15
-12
+7
,i22~23
r30
Weapon
  • Combo from 1st
  • In 1SS Transition to r30 NSS with 2+3
Heshikiribarai

1SS.d+2,​2,1

m,​m,​h
12,​17,​20
6.2
-9
+8a (+1a)
,i19~20
r40
Weapon
  • Combo from CH 2nd
Heshikirinagi

1SS.d+2,​2,d+1

m,​m,​m
12,​17,​17
5.9
-12
+2c
,i29~30
r40
Spike
Weapon
  • 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
  • 60 self damage during 1st recovery frame
Fakeout

NSS.d+1+4

r50?

db

Name
Alt

Input

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

1SS.db+1

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

1SS.db+1,1

m,​m
1723
3.8
-8
+11a
,i8-10
r31
Weapon
  • Combo from 1st with 20f delay
  • Move can be delayed 20f
  • Delay does not change timing of the attack
Down Jab

NSS.db+1

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

db+2

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

DB+2,2

m,​m
8,​7
2.4
-9
+2
,i10~14
r24 FC
Combo from 1st

DB+2,​2,2

m,​m,​m
8,​7,​6
3
-9
+2
,i10~14
r24 FC
Combo from 1st

DB+2,​2,​2,2

m,​m,​m,​m
8,​7,​6,​5
3.67
-9
+2
,i10~14
r24 FC
Combos from CH 3rd

DB+2,​2,​2,​2,2

m,​m,​m,​m,​m
8,​7,​6,​5,​4
4.2
-9
+2
,i10~14
r24 FC
  • Combo from 4th
  • Combo from CH 3rd
Stone Fists

DB+2,​2,​2,​2,​2,2

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

db+3

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

DB+3,3

l,​l
8,​7
3
-19
-7
,i15~17
cs1~
r35 FC
Combos from 1st

DB+3,​3,3

l,​l,​l
8,​7,​7
3.7
-19
-7
,i15~17
cs1~
r35 FC
Combos from CH 2nd

DB+3,​3,​3,3

l,​l,​l,​l
8,​7,​7,​5
4.3
-19
-7
,i15~17
cs1~
r35 FC
Combos from CH 3rd

DB+3,​3,​3,​3,3

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

DB+3,​3,​3,​3,​3,3

l,​l,​l,​l,​l,​l
8,​7,​7,​5,​5,​5
5.2
-26
-15
,i9~11
cs1~
r43 FUFT
Combos from CH 5th
Manji Spin Low Kicks Front Kick

DB+3,​3,​3,​3,​3,4

l,​l,​l,​l,​l,​m
8,​7,​7,​5,​5,​15
5.7
-8
+23a (+13a)
,i12~13
r26
  • Alternate inputs:
  • DB+3,3,4
  • DB+3,3,3,4
  • DB+3,3,3,3,4
Nozuchi Fumi

db+4

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

db+1+2

cs11~
  • Continues as long as db is held
  • Transition to r25 standing releasing db
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

Name
Alt

Input

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

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
2.55
+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
3.13
+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
3.9
+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
4.47
+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
5.1
-73
-72
-67
,i11~12
r90d
  • Combos from CH 3rd
  • Combos from 4th

b+1,​1,​1,db+3

h,​h,​h,​l
8,​9,​10,​5
4.2
-19
-7
,i13~14
cs1~
r38 FC
  • Alternate inputs:
  • b+1,db+3 (Combos)
  • b+1,1,db+3 (Combos)

b+1,​1,​1,​DB+3,3

h,​h,​h,​l,​l
8,​9,​10,​5,​5
4.9
-19
-7
,i13~14
cs1~
r38 FC
  • Transition to r? IND with d+3+4
  • Alternate inputs:
  • b+1,DB+3,3 (Combos)
  • b+1,1,DB+3,3
Slap U Silly to Manji Spin Low Kicks

b+1,​1,​1,​DB+3,​3,3

h,​h,​h,​l,​l,​l
8,​9,​10,​5,​5,​5
5.2
-26
-15
,i9~11
cs1~
r43 FUFT
  • Alternate inputs:
  • b+1,DB+3,3,3
  • b+1,1,DB+3,3,3
Slap U Silly to Manji Spin Front Kick

b+1,​1,​1,​DB+3,​3,4

h,​h,​h,​l,​l,​m
8,​9,​10,​5,​5,​15
5.8
-7
+23a (+13a)
,i12~13
r26
  • Alternate inputs:
  • b+1,DB+3,3,4
  • b+1,1,DB+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
4.55
-17
i27~28
js23~
r41
  • Combos from CH 1st
  • Transition to r30 KIN with 1+2

NSS.b+2,1

m,​m
12,​17
4.03
-17
i27~28
js23~
r41
  • Combos from CH 1st
  • Transition to r30 KIN with 1+2

1SS.b+2,2

m,​h
12,​21
3.9
-13
+2a
i22~23
r37
Combo from 1st

NSS.b+2,2

m,​h
12,​18
3.05
-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

ub

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Avoiding the Puddle

ub+4

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

1SS.ub+1+2

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

NSS.ub+1+2

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

u~ub+1+2

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

1SS.ub+1+2,1+2

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

NSS.ub+1+2,1+2

h
15
2.3
-4
i18~19
r33
Silent Face Splitter

u~ub+1+2,1+2

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

1SS.ub+1+2,n+1

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

NSS.ub+1+2,n+1

h!
40
1.4
-49a (-75a)
i20~105
r30
  • Cancel early to r26 with B (earliest cancel -8a (-34a))
Silent Windmill

u~ub+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

u

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Right Hook

u+2

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

NSS.u+1+2

L
18
2
24
17
+4
+20
i27~29
js11~42
r12 IND
Spike
Guillotine Crow Kick

u+3+4

M,​M
10,​22
2.2 2.1
+4c
i39~42 i45~48
js11~42
r20
  • Evades mid attacks from frames ?-?
  • Can be floated out of invisibility frames
  • Incredibly linear
Spike

uf

Helmet Strike

1SS.uf+1

m
24
2.4
-4
+5c
i24~25
js9~27 fs28~30
r26
Weapon
Spike
Helmet Strike

NSS.uf+1

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

uf+2

L
25
2.8
41
21
-16
+6
i35~26
js10~29 fs30~32
r34
Weapon
  • Cancels to r27 FC with d on frame 27
Rising Knee

uf+3

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

uf+4

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

1SS.uf+1+2

M!
40
4.7
i113~114
js9~
r19
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
Death Copter Trick

1SS.uf+1+2,b

M!
40
3.8
i93~94
js9~
r19
  • 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
Death Copter Slice (1)

1SS.uf+1+2,d

M!
20
3.5
+4
i55~56
js9~
r25
  • input during frames 1-31 of uf+1+2
Weapon
Spike
Death Copter Slice (2)

1SS.uf+1+2>d

M!
30
4.2
+4
i83~84
js9~
r25
  • input during frames 35-60 of uf+1+2
Weapon
Spike
Frog Leap

NSS.uf+1+2

js9-35 fs36-38
r41 FC
Poison Wind

uf+3+4

M
20
2.6
-15
-4a
i31~35
js~
r31
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
Poison Wind to Kangaroo Kick

uf+3+4,3+4

M,​m
2025
4.15
+1
-42
,i25~26
cs?-? fs?~?
r37
  • On hit, jumps backward
  • Combos from 1st +7a (+0a)
Poison Wind Bronze Fist

uf+3+4,b+1

M,​h
20
3.7
+1
-42
,i16~18
r18
  • On hit, jumps backward
  • Combo from 1st hit vs grounded
  • Combo from 1st hit
Poison Wind Silver Fist

uf+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.uf+3+4,​b+1,​4,d+1

M,​h,​M,​M,​M
17
?
-9
+1c
,i25~26
r33
  • Can transition to d+1*,n
Weapon
Spike
Poison Wind Gold Fist

NSS.uf+3+4,​b+1,​4,d+1

M,​h,​M,​m,​m
15
?
-7c
+0c
,i25~26
r33
Spike
Poison Wind Bronze Fist Steel Fist

uf+3+4,​b+1,3+4

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

uf+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 ?-?
  • 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)
  • 3f input window for the transition (i13~15)
  • 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
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
Spike
Solar Kick to Death Copter

1SS.f,​F+1+2,ub+1+2

m,​M!
22,​40
,i113~114
js?~
r19 BT
Weapon
  • Cancels to r? BT DGF with 1+2
Spike
Solar Kick Death Copter Slice (1)

1SS.f,​F+1+2,ub+1+2,d

m,​M!
22,​20
+4
,i55~56
js?~
r25 BT
Weapon
Spike
d">
Solar Kick Death Copter Slice (2)

1SS.f,​F+1+2,ub+1+2>d

m,​M!
22,​30
+4
,i83~84
js?~
r25 BT
Weapon
Spike
Solar Kick Death Copter Trick

1SS.f,​F+1+2,ub+1+2,b

m,​M!
22,​25
,i93~94
js?~
r25
Weapon
  • Cancels to r? DGF with 1+2
Spike
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
Spike

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
  • 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
  • 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
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
Gehosen

1SS f,n,d,df+1

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

NSS f,n,d,df+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,df+2

m
20
2.8
20
20
-13
+6g
i14~15
cs6~14
r36
  • Can be buffered
Weapon
Tailspin
Manji Spin Kick

f,f,F+3

m
30
3.5
+9g
+13a (+3a)
i22~23
js?~
r36
Cannot be buffered
Moonsault Slayer

1SS qcf+1

m!,​m!,​M!
24,​15,​25
4.3
+0~2c
i28~34 i37 i58~60
js10~55 fs56~58
r28
  • 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
Moonsault

NSS qcf+1

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

Throw

Oni Killer

1+3

t
35
2.05
-3
+1 FUFA
i12~14
r25
  • Throw break 1 or 2
  • Position switch on hit or break
Oni Killer

f+1+3

t
35
2.5
-3
+1 FUFA
i15~17
r33
  • Throw break 1 or 2
  • Position switch on hit or break
Sword Face Smash

2+4

t
35
2.05
0
+1 FUFA
i12~14
r25
  • Throw break 1 or 2
  • Position switch on hit
  • Opponent off-axis on hit
  • Yoshimitsu sideturned on break
Floor Break
Sword Face Smash

f+2+4

t
35
2.5
+0
+1 FUFT
i15~17
r33
  • Throw break 1 or 2
  • Position switch on hit
  • Opponent off-axis on hit
  • Yoshimitsu sideturned on break
Floor Break
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
+1d
i11
r28
  • Throw break 1+2
  • Position switch on break
Floor Break

Grounded Opponent

1SS.OTG.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
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

NSS.ws2,1

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

NSS.ws2,​1,2

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

1SS.ws1+4

m
22
1
-15
i6~9
r31
Weapon
Flash

NSS.ws1+4

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

FC

FC.d+1

s
5
1.57
-5
+6
i10
cs1~
r24 FC
  • Alternate input
    • FC.db+1
    • FC.df+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.db+2
    • FC.df+2

FC.d+3

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

FC.d+4

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

NSS.FC.df+3

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

FC.df+4

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

FC.db+3

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

1SS.FC.DF+1

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

NSS.FC.DF+1

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

NSS.FC.DF+1,2

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

BT

Name
Alt

Input

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

BT.1

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

BT.1,2

h,​m
16,​18
2.6
-5
+5
i25
r27 BT
Elbow
  • 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
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
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
Weapon
Manji Dragonfly to Indian Stance

DGF.d+3+4

js1~30 cs?~
r30 IND

FLE

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
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
Flea Cancel

FLE.db

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~df+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.uf

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

IND

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
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
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 DB+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

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Kincho

1+2

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

1+2,p

M,​M
10,​12
2,2.2
+4c
i35~38 i41~44
inv1~20,js21~
r20

1SS.KIN.1

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

1SS.KIN.1,1

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

NSS.KIN.1

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

KIN.2

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

1SS.KIN.2,1+2

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

1SS.KIN.2,1+2*

m,​M
30
2.7
-1
-1a
i47~49
r49
Weapon
  • 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
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 i19~20 i27~28 i41~43
r37 BT
Weapon
  • Floor break final hit
  • Combos from any hit
  • Realigns between hits
Flash

1SS.KIN.1+4

m
21
1
-15
i10~13
r31
Weapon
Flash

NSS.KIN.1+4

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

1SS.KIN.f+1

L
20
3.3
-13
+3
i23~24
r31 FC
Weapon
  • Cancels into r16 FC with d on frame 16
Ishigaki Kuzushi

NSS.KIN.f+1

L
17
3
-13
+3
i23~24
r31 FC
Cancels into r16 FC with d on frame 16
Ganto

KIN.f+2

h
20
3.3
-1
+9a (0a)
i12~13
r40
Weapon
  • Wall crush on block +11g

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
  • 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
  • Backswing blow
Kincho Dragonfly

1SS.KIN.u+1+2

tj~?
r30? DGF
Can be counterhit

MED

Name
Alt

Input

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

r7
  • Can be canceled into a backturned attack
  • Can be canceled into instant while standing
Meditation Backward Turn Around

MED.b

r7
  • Can be canceled into a backturned move
  • Can be canceled into instant while standing
Meditation Foreground Sidestep

MED.u

r15
Transitions into sidewalk with held input
Meditation Background Sidestep

MED.d

r15
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
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

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
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
1SS 10 Hit Combo (4)

1SS.1,​2,​1,4

h,​m,​h,​h
7,​12,​15,​9
2.2
-25
-14
,i29
r44
1SS 10 Hit Combo 1 (5)

1SS.1,​2,​1,​4,4

h,​m,​h,​h,​h
7,​12,​15,​9,​9
2.2
-25
-14
,i33
r44
1SS 10 Hit Combo 1 (6)

1SS.1,​2,​1,​4,​4,4

h,​m,​h,​h,​h,​L
7,​12,​15,​9,​9,​5
?
-25
-14
,i33
r44 FC
1SS 10 Hit Combo 1 (7)

1SS.1,​2,​1,​4,​4,​4,1

h,​m,​h,​h,​h,​L,​m
7,​12,​15,​9,​9,​5,​5
?
-12
-1
,i30~31
r30
Combos from 6th hit
1SS 10 Hit Combo 1 (8)

1SS.1,​2,​1,​4,​4,​4,​1,1

h,​m,​h,​h,​h,​L,​m,​m!
7,​12,​15,​9,​9,​5,​5,​8
?
-4
,i23~24
r33
Weapon
1SS 10 Hit Combo 1 (9)

1SS.1,​2,​1,​4,​4,​4,​1,​1,1

h,​m,​h,​h,​h,​L,​m,​m!,​m!
7,​12,​15,​9,​9,​5,​5,​8,​8
?
+27a?
,i15~16
r52
Weapon
1SS 10 Hit Combo 1 (10)

1SS.1,​2,​1,​4,​4,​4,​1,​1,​1,1

h,​m,​h,​h,​h,​L,​m,​m!,​m!,​m!
7,​12,​15,​9,​9,​5,​5,​8,​8,​25
?
+6a
,i14~15
r50
Weapon
1SS 10 Hit Combo 2 (5)

1SS.1,​2,​1,​4,2

h,​m,​h,​h,​m
7,​12,​15,​9,​3
1.5
-7
+4
,i23~26
r? FC
Combos from 4th CH
1SS 10 Hit Combo 2 (6)

1SS.1,​2,​1,​4,​2,2

h,​m,​h,​h,​m,​m
7,​12,​15,​9,​3,​3
1.5
-9
+2
,i10~12
r? FC
Combos from 4th CH
1SS 10 Hit Combo 2 (7)

1SS.1,​2,​1,​4,​2,​2,2

h,​m,​h,​h,​m,​m,​m
7,​12,​15,​9,​3,​3,​3
1.5
-7
+4
,i12
r? FC
Combos from 4th CH
1SS 10 Hit Combo 2 (8)

1SS.1,​2,​1,​4,​2,​2,​2,4

h,​m,​h,​h,​m,​m,​m,​m
7,​12,​15,​9,​3,​3,​3,​7
1.5
-18
-7
,i28~30
js?~
r35
1SS 10 Hit Combo 2 (9)

1SS.1,​2,​1,​4,​2,​2,​2,​4,1

h,​m,​h,​h,​m,​m,​m,​m,​m!
7,​12,​15,​9,​3,​3,​3,​7,​8
1.5
-15
,i35~36
r44
1SS 10 Hit Combo 2 (10)

1SS.1,​2,​1,​4,​2,​2,​2,​4,​1,1

h,​m,​h,​h,​m,​m,​m,​m,​m!,​l!
7,​12,​15,​9,​3,​3,​3,​7,​8,​20
1.5
-8a
,i32~33
r67
NSS 10 Hit Combo (2)

NSS.1,2

h,​m
7,​8
2
-13
-2
,i15~16
r31
Combos from 1st hit
NSS 10 Hit Combo (3)

NSS.1,​2,1

h,​m,​m
7,​8,​6
2.1
-12
-1
,i23~24
r30
Combos from 1st hit
NSS 10 Hit Combo (4)

NSS.1,​2,​1,4

h,​m,​m,​h
7,​8,​6,​9
2.2
-25
-14
,i29
r44
Combos from 3rd CH
NSS 10 Hit Combo 1 (5)

NSS.1,​2,​1,​4,4

h,​m,​m,​h,​h
7,​8,​6,​9,​9
2.2
-25
-14
,i33
r44
10 Hit Combo 3 (3)

4,​4,2

h,​h,​m
12,​12,​5
2
-23
-12
,i30~31
r41 BT
Combos from 1st CH
10 Hit Combo 3 (4)

4,​4,​2,2

h,​h,​m,​h
12,​12,​5,​6
1.2
-24
-13 BT
,i22~23
r42
  • Combos from 1st CH
  • Combos from 3rd hit
1SS 10 Hit Combo 3 (5)

4,​4,​2,​2,1SS.1

h,​h,​m,​h,​m!
12,​12,​5,​6,​30
3
-17a
,i67
r73
Weapon
1SS 10 Hit Combo 3 (5)

4,​4,​2,​2,1SS.1,1

h,​h,​m,​h,​m!
12,​12,​5,​6,​20
1.2
-58a
,i20~105
r30
Weapon
NSS 10 Hit Combo 3 (5)

4,​4,​2,​2,NSS.1

h,​h,​m,​h,​m!
12,​12,​5,​6,​30
2
-17a
,i67
r73
NSS 10 Hit Combo 3 (5)

4,​4,​2,​2,NSS.1,1

h,​h,​m,​h,​h!
12,​12,​5,​6,​40
1.2
-70a
,i20~105
r30