Yoshimitsu (Tekken 7)

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Revision as of 00:28, 17 May 2021 by DarkSoulslsAFightingGame (talk | contribs) (input correction)
Yoshimitsu
Key techniques
  • Flash Punishment
  • MED Cancel
  • No Sword Stance
  • Silent Sword Stab
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances {{{stances}}}
Fastest
Launch
  • i6 – 1SS.1+4 (situational)
  • i8 – NSS.1+4 (situational)
  • i14 – R.f,n,d,d/f+1+2 (rage)
  • i15 – d/f+2 (punish)
  • i15 – d/f+3 (crouching)
CH launch
  • i14 – f,n,d,d/f+2 (mid)
  • i14 – b+2,1 (mid)
  • i15 – d/f+2 (mid)
Wall splat
  • i10 – NSS.2,1
  • i14 – f,n,d,d/f+2
Archetypal moves
Parry
  • 1+2 (high or mid, punch or kick)
  • R.u/b+1+4 (rage, any non-rage art attack or throw)
Mid check
  • i13 – d/f+1 (standing)
  • i11 – ws4 (crouching)
Hopkick u/f+3
Power low
  • d/f+1+2,2
  • NSS FC d/f+3
Snake edge FC d/f+1
Generic moves
Remapped
  • d+1 → NSS d/b+1
Missing
  • 1SS d+1
  • d+2
  • u/f,n,4
External links
Lore Yoshimitsu
Twitter #{{{twitter}}}
Discord [1]

Yoshimitsu is a wildly unconventional trickster who zigzags the rules of Tekken. Outside of powerful stance-based 50/50s, his main demand is creativity. He is a slippery character able to play a retreating spacing game, heal himself, and escape his opponent's pressure in unexpected ways. However, his conventional tools tend to range from average to mediocre. This includes most of his punishment.

Fortunately he has a deep movelist with many hidden properties to make up for this. If you want to bamboozle your opponent and use a bespoke hammer for each individual nail, there is no better character.