Yoshimitsu (Tekken 7) |
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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
55â82
3.05
26
26
-22
0d
i20
pc8~19
r46
Damage increases with lower health
Supreme Soul Stealer (Rage Art 2)
R.u/b+1+4
20â25
- Damage increases with lower health
- Absorbs any single hit (except rage art)
- Reversal
Rage Drive
R.f,n,d,d/f+1+2
m
35
2.55
- Hit vs BT +13a (+3a)
- Bullet time 20f on hit
- Bullet time 10f on block
- Weapon Hit
n
Naguri Kabuto Wari
1SS.1,1
h,m
7,19
2.4
- Weapon Hit
- Combo from 1st
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
10,5,10
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
Flash Attack
2,3
h,h
10,24
2.4
-10
+16a (+7a)
i26~27
r33
- Tailspin
- Combo from CH 1st
Front Kick
3
h
15
2.1
7
3
-9
+5
+20a (+10a)
i12~13
r29
Can be kara-canceled into 1+3 with 3~1
Tobi Ushiwaka
3~4
m,m
6,22
2.9
7
7
-6
+3
i17~18,i10~11
tj12-37,js38-40
r29
- 2nd hit tracks sidewalk left at +7 or better
- In 1SS can r18 DGF with u*
Spinning Roundhouse Kick
4
h
12
2.1
- Can be kara-canceled into 1+4 with 4~1
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
10 String
1SS 10 Hit Combo (3)
1SS.1,2,1
h,m,h
7,12,15
2.4
Despite appearance, attack is a punch, not a weapon hit.