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.
- 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
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External links
- Discord= [2]
Characters (Tekken 8) |
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