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.

Mutou no Kiwami

1SS.1+3

r32 NSS
Battou

NSS.1+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 (Rage Art 2)

R.u/b+1+4

ps6~42 pc6~42
r72 1SS
  • Parries any single hit (except rage art)
Rage Art 2 Parry

R.u/b+1+4,p

m
20–25
i11~15
r29 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

f

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
  • Alternate inputs:
  • b+1+4, f+1+4
  • D/B+1+4, D/F+1+4
  • ws1+4
Soul Stealer "Flash"

NSS.1+4

m
25
1.27
-15
i8~11
r31 1SS
  • Weapon Hit
  • Alternate inputs:
  • b+1+4, f+1+4
  • D/B+1+4, D/F+1+4
  • ws1+4
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
Kicharge (charge)

1+2+3+4

r54
54 frame window to input "charge" extensions
Poison Breath Spirit Shield

1SS.charge,b,n,f,n,u,n,d+1+4

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

NSS.charge,b,n,f,n,u,n,d+1+4

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

charge,b,n,f,n,u,n,d+3+4

m,​h!
10
1.5,3
,i28~31,i82~120
r0
  • Only usable against Bryan Fury
  • Same animation as Bryan 1+3+4
  • Can be canceled at any time after the initial hit into any standing move

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
15
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!
40
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
Solar Kick to Death Copter

1SS.f,​F+1+2,u/b+1+2

m,​M!
22,​40
3.5
,i113~114
js?~
r19 BT
  • Weapon Hit
  • Cancels to r? BT DGF with 1+2
Solar Kick Death Copter Slice (1)

1SS.f,​F+1+2,u/b+1+2,d

m,​M!
22,​20
3.5
+4
,i55~56
js?~
r25 BT
Weapon Hit
d">
Solar Kick Death Copter Slice (2)

1SS.f,​F+1+2,u/b+1+2>d

m,​M!
22,​30
3.5
+4
,i83~84
js?~
r25 BT
Weapon Hit
Solar Kick Death Copter Trick

1SS.f,​F+1+2,u/b+1+2,b

m,​M!
22,​25
3.5
,i93~94
js?~
r25
  • Weapon Hit
  • Cancels to r? DGF with 1+2
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
+4c
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
-8c
+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

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 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
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 Hit
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 Hit
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 Hit
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 Hit
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 Hit
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