Yoshimitsu (Tekken 7) |
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Movelist & frame data (Tekken 8) |
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Rage
Input
R.b+1+2
R.u/b+1+4
- Parries any single hit (except rage art)
R.u/b+1+4,p
- Damage increases with lower health
R.f,n,d,d/f+1+2
- Hit vs BT +13a (+3a)
- Bullet time 20f on hit
- Bullet time 10f on block
- Weapon Hit
n
1SS.1,1
- Weapon Hit
- Combo from 1st
1SS.2,1
- Tailspin
- Combo from CH 1st
- Weapon Hit
- Can be canceled r32 with b*
NSS.2,1
- Combo from 1st
- Duckable
- Jails from 2nd hit
2,2
- Can transition to r20 KIN with 1+2
- Combo from 1st
- Jailing
2,3
- Tailspin
- Combo from CH 1st
3
3~4
- 2nd hit tracks sidewalk right at +7
- In 1SS can r18 DGF with u*
4
- Can be kara-canceled into 1+4 with 4~1+4
4,4,4
- Non-jailing
- Combos from CH 1st hit
- Combos from CH 2nd hit
- Tailspin
f
f+2,d/b+2,2,2,2
f+2,d/b+2,2,2,2,2
f+2,d/b+2,2,2,2,2,2
f+3,3
1SS.f+3+4
- 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
d/f
d/f+1,2
- Tailspin
- Combos from CH 1st
- Can transition into d/b+2 string at i15
d/f+2
- On hit +4s against crouching opponent
- On CH launches crouching opponent
1SS d/f+3,1
- Combos from 1st
- Weapon hit
- Input can be held to transition to d+1*
d
1SS.d+1*(1),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon Hit
1SS.d+1*(2),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon Hit
1SS.d+1*(3),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon Hit
1SS.d+1*(4),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon Hit
1SS.d+1*(5),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon Hit
1SS.d+1*(6),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon Hit
1SS.d+2,1
- Tailspin
- Weapon Hit
- Combo from 1st
NSS.d+2,1
- Tailspin
- Combo from 1st
d+2,2
- Weapon Hit
- Combo from 1st
- In 1SS Transition to r30 NSS with 2+3
1SS.d+2,2,1
- Weapon Hit
- Combo from CH 2nd
1SS.d+2,2,d+1
- Floor break
- Weapon Hit
- Combo from CH 2nd
d+3
1SS.d+1+4
- Weapon Hit
- 60 self damage during 1st recovery frame
d/b
1SS.d/b+1,1
- Weapon Hit
- Combo from 1st
- Can be delayed for 20 frames
- Delay does not change timing of the attack
d/b*2,2,2,2
d/b*2,2,2,2,2
- Combo from 4th
- Combo from CH 3rd
d/b*2,2,2,2,2,2
d/b*3,3,3,3
d/b*3,3,3,3,3
d/b*3,3,3,3,3,3
d/b*3,3,3,3,3,4
- Alternate inputs:
- d/b*3,3,4
- d/b*3,3,3,4
- d/b*3,3,3,3,4
BDS.3
b
b+1,1
- Combos from 1st
- Can transition to Spinning Evade with b+3 or b+4
b+1,1,1
- Combos from 1st
- Can transition to Spinning Evade with b+3 or b+4
b+1,1,1,1
- Combos from CH 3rd
- Can transition to Spinning Evade with b+3 or b+4
b+1,1,1,1,1
- Combos from CH 3rd
- Combos from 4th
- Can transition to Spinning Evade with b+3 or b+4
b+1,1,1,1,1,1
- Combos from CH 3rd
- Combos from 4th
b+1,1,1,d/b+3
- Alternate inputs:
- b+1,d/b+3 (Combos)
- b+1,1,d/b+3 (Combos)
b+1,1,1,d/b*3,3
- Transition to r? IND with d+3+4
- Alternate inputs:
- b+1,d/b*3,3 (Combos)
- b+1,1,d/b*3,3
b+1,1,1,d/b*3,3,3
- Alternate inputs:
- b+1,d/b*3,3,3
- b+1,1,d/b*3,3,3
b+1,1,1,d/b*3,3,4
- Alternate inputs:
- b+1,d/b*3,3,4
- b+1,1,d/b*3,3,4
b+2
1SS.b+2,1
- Combos from CH 1st
- Transition to r30 KIN with 1+2
NSS.b+2,1
- Combos from CH 1st
- Transition to r30 KIN with 1+2
b+3
- 5 self-damage
- Recover r25 standing with f,f
- Alternate input b+4
- Evades jabs at -6 (-7 for b+4)
b+3,3
- Recovery is listed from initial spin
- 5 self-damage
- Alternate input b+4,4
b+3,3,3
- Recovery is listed from initial spin
- 5 self-damage
- Alternate input b+4,4,4
b+3,3,3,3
- Recovery is listed from initial spin
- 5 self-damage
- Alternate input b+4,4,4,4
b+3,3,3,3,3
- Recovery is listed from initial spin
- 5 self-damage
- Alternate input b+4,4,4,4,4
b+3,3,3,3,3,3
- Recovery is listed from initial spin
- 5 self-damage
- Alternate input b+4,4,4,4,4,4
u/b
1SS.u/b+1+2
- Punishable on close hit with FUFT 3
- Weapon Hit
NSS.u/b+1+2
- Punishable on close hit with FUFT 3
u~u/b+1+2
- Punishable on close hit with FUFT 3
- Weapon hit
1SS.u/b+1+2,1+2
- Weapon Hit
u~u/b+1+2,1+2
- Weapon Hit
1SS.u/b+1+2,n+1
- Cancel early to r26 with B (earliest cancel -16a)
- Weapon Hit
- Possible to double-hit
NSS.u/b+1+2,n+1
- Cancel early to r26 with B (earliest cancel -8a (-34a))
u~u/b+1+2,n+1
- Cancel early to r26 with B (earliest cancel -16a)
- Weapon Hit
- Possible to double-hit
u
u+3+4
- Evades mid attacks from frames ?-?
- Can be floated out of invisibility frames
- Incredibly linear
- Spike
u/f
1SS.u/f+1
- Weapon Hit
u/f+2
- Weapon Hit
- Cancels to r? FC with d
u/f+3
- Can evade jabs at frames 5-7
- Knee hit
u/f+4
- Homing
- Alternate input u+4
1SS.u/f+1+2
- Weapon Hit
- Cancel to r? DGF with 1+2
1SS.u/f+1+2,b
- Weapon Hit
- Cancel to r? DGF with 1+2
1SS.u/f+1+2,d
- Weapon Hit
1SS.u/f+1+2>d
- Weapon Hit
u/f+3+4
- On hit, jumps backward
- Transitions to r? IND with d3+4 (or NSS d1+2)
- in 1SS Transitions to r? FLE with d1+2
u/f+3+4,3+4
- On hit, jumps backward
- Combos from 1st +7a (+0a)
u/f+3+4,b+1
- On hit, jumps backward
- Combos from 1st -17a (-24a)
u/f+3+4,b+1,4
- Combos from 1st (requires wall)
1SS.u/f+3+4,b+1,4,d+1
- Can transition to d*1,n
- Weapon hit
NSS.u/f+3+4,b+1,4,d+1
u/f+3+4,b+1,3+4
- On hit jumps backward
u/f+3+4,u+3+4
- Evades mid attacks from frames ?-?
- Can be floated out of invisibility frames
- Incredibly linear
- Spike
Motion Input
f,F+2:2
- Transitions to attack throw only on front hit (air hit OK)
- Restore 4 health and transition to r108bt IND with d3+4
f,F+3
- Cannot be buffered
- Transitions to r26 KIN with 1+2
f,F+4
- Cannot be buffered
- Knee hit
f,F+1+2
- Cannot be buffered
- Visually similar to f,F+3+4
f,F+3+4
- Cannot be buffered
- Visually similar to f,F+1+2
f,F+3+4,1+2
- Tremendous forward travel
- Combos from 1st
f,F+3+4,1+2,3+4
- Tremendous forward travel
- Combos from 1st and 2nd
1SS f,F+1+4
- Cannot be buffered
- Weapon Hit
- 60 self-damage during 1st recovery frame
- NSS f,F+1+4 will always cancel into Confusion
1SS f,F+1+4,F
- Weapon Hit
- 185 self-damage during 1st recovery frame
1SS b,B+1+4
- Cannot be buffered
- Weapon Hit
b,B+1+4,B
- Cannot be buffered
- Weapon Hit
1SS f,n,d,d/f+1
- Can be buffered
- Weapon hit
- Can transition to r37 KIN with 1+2
NSS f,n,d,d/f+1
- Can be buffered
- Can transition to r37 KIN with 1+2
f,n,d,d/f+2
- Can be buffered
- Weapon Hit
- Tailspin
1SS qcf+1
- Can be buffered
- Weapon Hit
Throw
qcf+2
- 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
qcb,f+2
- Unbreakable
- Opponent recovers 26 health
- Yoshimitsu loses 35 health
qcb+1+2
- Throw break 1+2
- Side switch on break
- Floor break
Grounded Opponent
1SS.OG.u+1
- Spike
- 16 damage -16a against airborne opponent
- 19 damage -13a (-23a) against a grounded opponent
SS
SS.4
- Homing Attack
- Tailspin
- Transitions to r26 KIN with 1+2
- Transitions to r28 MED with 3+4
WS
ws1,1,1,1
ws1,2
- Combos from 1st
- Tailspin
1SS.ws2,1
- Combos from 1st
- Weapon Hit
NSS.ws2,1,2
- Combos from CH 2nd
- Elbow Hit
NSS.ws2,1,3
- Combos from CH 2nd
ws3,2
- Combos from 1st
- Weapon Hit
NSS.ws1+4
- Weapon Hit
- Alternate input: NSS FC d+1+2
FC
FC.d+1
- Alternate input
- FC.d/b+1
- FC.d/f+1
- Transition to r24 with f
- Transition input can be delayed 16f
1SS.FC.D/F+1
NSS.FC.D/F+1,2
- Alternate input: NSS.FC.b+1,2
- Combos from 1st
BT
DGF
DGF.3+4
- Transitions to attack throw on front hit (air hit OK)
- Attack throw recovers standing
- Floor break
DGF.f+2
- Tailspin
- Homing attack
- Weapon Hit
FLE
FLE.n
- 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
FLE.2
- Side switches on close hit
- Alternate input: FLE.1~d/f+3+4
FLE.u+3+4
- Tech roll to r33 FC on frames ?-?
- Bullet time 10 frames on hit
FLE.d
- Evades jabs from frames 4-14
- Evades mids from frames 7-12
- Can be canceled into other FLE moves (except FLE.n)
FLE.d
- 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
FLE.f
- In WFL from frames 20-50
- Cancel into FLE.f,f with f within 19 frames
WFL.3
WFL.3 (Close Hit)
- Range listed is for Clean Hit property
- Goes into Attack Throw only on front hit.
FLE.f,f
- Sometimes combos into FLE.n
- Combos from 1st
IND
IND.n
- Recovers 3 health on frame 30
- Can be canceled into other IND moves
NSS.IND.1
- Spike
- Alternate input: NSS.IND.1+2
IND.2
IND.3,3+4
IND.3+4*
- Allows 8-way directional movement in IND
- Continues as long as 3+4 is held
IND.f
IND.b
KIN
1+2
- Alternate inputs: FC.d/f+1+2 1SS.FC.d+1+2, FC.d/b+1+2
- Parries mid or high punches or kicks
1SS.KIN.1,1
1SS.KIN.2,1+2*
- Weapon Hit
- Combos from 1st
KIN.4
- Homing Attack
- Tailspin
- Transitions to r26 KIN with 1+2
- Transitions to r28 MED with 3+4
KIN.1+2
- Weapon Hits
- Spike
- Combos from any hit
- Realigns between hits
1SS.KIN.f+1
- Weapon Hit
- Cancels into r23? FC with d
NSS.KIN.f+1
1SS.KIN.b+2,1
- Weapon Hit
- Combos from 1st
NSS.KIN.b+2,1
1SS.KIN.b+1+2
- Weapon Hit
- Backswing blow
MED
MED.n
- 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)
MED.f
- Can be canceled into a backturned attack
- Can be canceled into instant while standing
MED.b
- Can be canceled into a backturned move
- Can be canceled into instant while standing
1SS.MED.3,d+1
- Can transition to d*1,n
- Weapon hit
- Floor break
NSS.MED.3,d+1
MED.1+2
10 String
1SS.1,2,1,4
1SS.1,2,1,4,4
1SS.1,2,1,4,4,4
1SS.1,2,1,4,4,4,1
1SS.1,2,1,4,4,4,1,1
1SS.1,2,1,4,4,4,1,1,1
1SS.1,2,1,4,4,4,1,1,1,1
NSS.1,2,1