Yoshimitsu

Tekken 8

Yoshimitsu

185 moves · frame data from wavu.wiki

Also in Tekken, Tekken 2, Tekken 3, Tekken Tag Tournament, Tekken 4, Tekken 5, Tekken 6, Tekken Tag Tournament 2, Tekken 7

Throws 10

  • Oni Killer

    Front 35 break 1 or 2
    or
    start
    i12~14
    block
    -3
    hit
    +1d

    Homing • Throw break 1 or 2

  • Sword Face Smash

    Front 35 break 1 or 2
    or
    start
    i12~14
    block
    +0
    hit
    +1

    Homing • Floor Break • Throw break 1 or 2 • Side switch on hit

  • Wheels of Hell

    Left 45 break 1
    or
    block
    -3
    hit
    +0d

    Throw break 1 • Side switch on hit

  • Neck Breaker

    Right 40 break 2
    or
    block
    -3
    hit
    -3d

    Throw break 2

  • Tornado Drop

    Back 50
    or
    hit
    +1d

    Floor Break • Unbreakable

  • Soul Siphon

    Front 22
  • Rainbow Drop

    Front 40 break 1+2
    start
    i11
    block
    +0
    hit
    +1

    Floor Break • Throw break 1+2 • Side switch on break

  • Soul Possession

    Front
  • Guillotine Crow Attack

    Mid, mid 22
    Timewithopponentattack
  • Low Parry

    Parry
    Timewithopponentlowattack

Attacks 166

  • Trailokya Pilgrimage

    M 55
    DuringRage
    start
    i20
    block
    -18
    hit
    +0d

    Rage Art • Removes Recoverable Health • Reversal Break • Damage increases with lower health, maximum 82 • Freezes match timer on activation and on hit • Restores recoverable health on hit • Transition to attack throw on hit • Consumes Rage

  • Naguri Kabuto Wari

    HM 24
    start
    i23
    block
    -9
    hit
    +4c

    Floor Break • Weapon • Combo from 1st hit with 1f delay • Move can be delayed 3f • Interrupt with i4 from 1st block • 3 chip damage on block • Power up in NSS or Heat

  • Seiken Douharai

    HM 33
    start
    i26~27
    block
    -9
    hit
    +12a

    Balcony Break • Weapon • Combo from 1st CH with 1f delay • Move cannot be delayed • Cancel to -12 -6 r30 with B • Interrupt with i8 from 1st block • Replaced by a different move in NSS

  • Mushibami

    HH 28
    start
    i24
    block
    -1
    hit
    +15g

    Tornado • Balcony Break (airborne) • Combo from 1st hit with 1f delay • Move cannot be delayed • Enter KIN r25 with 1+2 • Transitions to NSS on hit or block only • Recovers 2f faster on hit or block • Interrupt with i5 from 1st block • Hit vs BT +20a (+11)

  • PK Combo

    HH 34
    start
    i26~27
    block
    -10
    hit
    +16a (+7)

    Balcony Break • Combo from 1st CH with 2f delay • Interrupt with i6 from 1st block • Move can be delayed 5f

  • PDK Combo

    HL 21
    start
    i22
    block
    -12
    hit
    -1

    Combo from 1st hit with 2f delay • Interrupt with i4 from 1st block • Input can be delayed 2f • Move cannot be delayed

  • Enma's Flame

    MH 24
    start
    i22
    block
    -12
    hit
    +1

    Interrupt with i1 from 1st block

  • Enma's Cleansing Sword

    MH 50
    start
    i26~27
    block
    -14c
    hit
    +20a (+10)

    Balcony Break • Weapon • Combo from 2nd hit with 4f delay • Input can be delayed 10f • Move can be delayed 9f • Interrupt with i7 from 2nd block • 5 chip damage on block • Power up in NSS or Heat

  • Tobi Ushiwaka

    MM 28
    start
    i17~18 i28~29
    block
    -6
    hit
    +3

    Jail from 1st attack • Enter DGF +5 +14 r18 with 1SS.U • Cannot transition after frame 29

  • Kangaroo Kick

    M 25
    start
    i25~26
    block
    -13
    hit
    +52a (+42)

    Tornado • Evasive, can go under some mids

  • Wheel of Arrows to Sword Stab

    HHHH! 73
    start
    i67
    hit
    -18

    Weapon

  • Triple Roundhouse Combo

    HHH 52
    start
    i24~25
    block
    -4
    hit
    +18a (+9)

    Balcony Break • Combo from 2nd CH with 4f delay • Move cannot be delayed

  • Kincho

    or FC
  • Doushi Kiri

    MMM 30
    DuringKincho
  • Tenshu Kuzushi

    MM 36
    DuringKincho
  • Shibakari

    L 17
    DuringKincho
  • Whirlwind

    H 23
    DuringKincho
  • Ashura Blade

    MMMM 36
    DuringKincho
  • Soul Stealer

    M 21
    DuringKincho
  • Ishigaki Kuzushi

    L 20
    DuringKincho
  • Submission Chakram

    MMM 22
    DuringKincho
  • Ganto

    H 25
    DuringKincho
  • Ikaruga

    MM 34
    DuringKincho
  • Mumyo Juji Ken

    ! 25
    DuringKincho
  • Kincho Dragonfly

    DuringKincho
  • Meditation

    orbacktotheopponent
  • Back Handspring

    M 15
    DuringMeditation
  • Meditation Healing

    DuringMeditation
  • Soul Stealer

    M 20
    start
    i6~9
    block
    -20
    hit
    +14c

    Weapon • 70% proration on standing hit • Recovers 12f faster on hit • Hit vs BT +11d (FDFT) • Power up in NSS or Heat • Can be done from Crouch Level 1

  • Spirit Shield

    M 0
    start
    i22~40
    block
    -8~+10g
    hit
    +0~+18
    ch
    +16~+34

    Weapon • Can hit grounded when up-close and off-axis

  • Ki Charge

  • Poison Sword Spin

    ! 21
  • Poison Knee Taunt

    ! 21
  • Manji Backfist Shredder

    HM 39
    start
    i26~27
    block
    -12
    hit
    +17a (+10)

    Tornado • Weapon • Combo from 1st CH +66a (+50)

  • Backfist to Stone Fist

    HMMMMMMM 38
  • Oni Kick

    H 24
    start
    i16~17
    block
    -9
    hit
    +17a (+8)

    Homing • Balcony Break

  • Zig Zag

    HM 44
    start
    i23~24
    block
    -6
    hit
    +37a (+23)

    Knee • 2nd hit delayed 18f • Interrupt with i17 from 1st block

  • Toita Daoshi

    M 20
    start
    i18
    block
    -13
    hit
    +21a (+11)

    Balcony Break • -9 on block after absorbing an attack • 8 chip damage on attack absorption

  • Kuzuryu

    M 23
    start
    i20
    block
    -12
    hit
    +8a (-1)

    Heat Engager • Heat Dash +5, +62a (+42) • Balcony Break • Weapon • 4 chip damage on block • Power up in NSS or Heat (29 damage and extended range)

  • Kamikaze

    MMMMM 27
    start
    i21~25
    block
    -13~-9
    hit
    -8a (-15)

    Balcony Break • Floor Break • Head • Floor break occurs on 4th hit • Transition to FLE on hit only • Attacks after 1st only come out on hit • Combo from 1st hit does 2,1,1 damage • Combo does 2 extra damage from FLE.n • Cancel to r65 BT earliest on frame 10 with b • Automatically transitions to r55 IND on self-wallsplat • Total and recovery frames on hit r19 t88

  • Tsuka Atemi Shredder

    MHM 49
    start
    i26~27
    block
    -12
    hit
    +17a (+10)

    Tornado • Weapon • Combo from 2nd CH +66a (+50) • Interrupt with i1 from 2nd block

  • Tsuka Atemi to Slap U Crazy

    MHMMMMMM 55
  • Autumn Leaves

    MM 31
    start
    i17
    block
    -12
    hit
    +4

    Jail from 1st attack with 2f delay • Input can be delayed 2f • Move cannot be delayed • 2nd hit can whiff at certain ranges, -20 on whiff

  • Basic Uppercut

    M 13
    start
    i15~16
    block
    -7
    hit
    +34a (+24)

    +4s against crouching • Launches crouching on CH • Can evade jabs on frames ?~?

  • Wood Cutter

    MM 30
    start
    i23~24
    block
    -9
    hit
    +4c
    ch
    +6a

    Floor Break • Weapon • Combo from 1st hit • Interrupt with i1 from 1st block • 4 chip damage on block • Power up in NSS or Heat • Input can be held to transition to d+1*

  • Gehosen

    M 20
    start
    i20~21
    block
    -17
    hit
    +35a (+25)

    Weapon • Can be performed in FC • Recovers 7f faster on hit • Transition to r34 KIN with 1+2 • Transition to r30 KIN with 1+2 only when performing KIN.f+2 immediately after • Faster startup and 22 damage with input f,n,d,df+1

  • Flashing Steel

    M 18
    start
    i17~18
    block
    -13
    hit
    +6g
    ch
    +58a (+38)

    Balcony Break • Weapon • Can be performed in FC • Faster startup and 20 damage with input f,n,d,df+2

  • Nebular Burst

    LM 32
  • Quick Slash

    M 15
    start
    i24~25
    block
    -9
    hit
    +1c
    ch
    +6a

    Floor Break • Weapon • 4 chip damage on block • Power up in NSS or Heat

  • Death Slash

    L 180
    Hold
  • Heshikirigari

    MM 27
    start
    i22~23
    block
    -12
    hit
    +7g
    ch
    +28a (+22)

    Weapon • Combo from 1st hit with 13f delay • Input can be delayed 16f • Move can be delayed 10f • In 1SS Enter NSS r31 with B

  • Heshikiribarai

    MMH 47
    start
    i19~20
    block
    -9
    hit
    +8a (-1)

    Balcony Break • Weapon • Input can be delayed 10f • Move can be delayed 9f

  • Heshikikiriseibatsu

    MMM 46
    start
    i25~27
    block
    -13
    hit
    +16a (+9)

    Tornado • Weapon • Input can be delayed 10f • Move can be delayed 9f • Steel pedal

  • Heshikirinagi

    MMM 44
    start
    i29~30
    block
    -12
    hit
    +2c
    ch
    +42a

    Floor Break • Weapon • Input can be delayed 10f • Move can be delayed 9f • Last hit has shorter range and no Weapon property in NSS

  • Flea

    tocancel
  • Flea Roll

    DuringFlea
  • Flea to Sliding Headbutt

    L 20
    DuringFlea
  • Flea Dance

    16
    DuringFlea or
    start
    i12~13
    block
    -11
    hit
    +0
    ch
    +20a (+10)

    Balcony Break (airborne)

  • Skull Splitter

    H 20
    DuringFlea
  • Flea to Kangaroo Kick

    M 25
    DuringFlea
  • Running Flea

    MMMMMM 18
    DuringFlea
  • Flea Digger

    DuringFlea
  • Flea Indian Stance

    DuringFlea
  • Flea to Manji Dragonfly

    DuringFlea
  • Flea to Dragonfly Feint

    M 30
    DuringFlea
  • Jumping Flea

    ! 21
    DuringFlea or or
  • Flea Step

    DuringFlea or
  • Sakanobori

    MT 57
    DuringFleaStep
  • Tsurubebi

    L 15
    DuringFleaStep
  • Indian Stance

  • Indian Stance Healing

  • Indian Stance Storm

    ! 15
    DuringIndianStanceHealing
  • Indian Stance Stone Fists

    MMMM 19
    DuringIndianStanceHealing
  • Indian Stance Cannon

    MM 29
    DuringIndianStanceHealing
  • Indian Stance Knee Cap

    L 18
    DuringIndianStanceHealing
  • Indian Stance Flea

    DuringIndianStanceHealing
  • Indian Tobi Ushiwaka

    MM 28
    DuringIndianStanceHealing
  • Indian Stance Vacuum Dance

    DuringIndianStanceHealing or
  • Indian Levitation

    DuringIndianStanceHealing hold
  • Indian Stance Manji Dragonfly

    DuringIndianStanceHealing
  • Harakiri

    ! 60
    start
    i29~30
    hit
    -32a

    Weapon • 60 self damage during 1st recovery frame • Can connect from the front if the opponent attacks into it

  • Harakiri to Manji Blood Dance

    !!!!!! 177
    start
    i1~35
    hit
    -30a

    Weapon • 17 self-damage • The entire string deals 111 self damage

  • Nebular Burst

    LM 32
    start
    i25~26
    block
    -13
    hit
    +0
    ch
    +6g

    Balcony Break (airborne or CH) • Combo from 1st with 1f delay • Combo from 1st CH with 8f delay • Input can be delayed 8f

  • Stone Fists

    MMMMM 33
    start
    i10~14
    block
    -49
    hit
    -37

    Combo from 5th CH

  • Manji Spin Low Kicks

    LLLLL 37
    start
    i9~11
    block
    -26
    hit
    -15

    Combo from 5th CH

  • Manji Spin Low Kicks Front Kick

    M 15
    DuringManjiSpinLowKicks
  • Nozuchi Fumi

    L 14
    start
    i17
    block
    -12
    hit
    -1
  • Bad Stomach

  • Poison Breath

    ! 10
    DuringBadStomach or
    start
    i11
    block
    -1
    hit
    +5
    ch
    +8
  • Bad Stomach to Backflip Kick

    M 16
    DuringBadStomach or
    start
    i12~13
    block
    -11
    hit
    +0
    ch
    +20a (+10)

    Balcony Break (airborne)

  • Slap U Silly

    HHHHHH 69
    start
    i11~12
    block
    -73
    hit
    -71
    ch
    -67

    Combo from 4th hit • Combo from 3rd CH

  • Oma Gehosen

    MM 32
    start
    i27~28
    block
    -17
    hit
    +28a (+18)

    Weapon • Combo from 1st CH with 2f delay • Enter KIN r30 with 1+2 • Input can be delayed 14f

  • Oma Kugiuchi

    MH 33
    start
    i22~23
    block
    -9
    hit
    +2a

    Heat Engager • Heat Dash +5, +43d (+35) • Weapon • Combo from 1st with 1f delay • Combo from 1st CH with 7f delay • Input can be delayed 14f

  • Spinning Evade

    or
  • Mutou no Kiwami

  • Karakuri Uzumaki

    HHH 30
    DuringMutounoKiwami
  • Enma's Soul Blade

    MMM 63
    DuringMutounoKiwami
  • Soul Stealer

    M 24
    DuringMutounoKiwami
  • Indian Stance

    DuringMutounoKiwami
  • Unfinished Business

    ! 60
    DuringMutounoKiwami
  • Manji Shagapan

    L 5
    DuringMutounoKiwami
  • Battou Kakugo

    DuringMutounoKiwami
  • Soul Blade Yoshimitsu

    M 30
    DuringMutounoKiwami
  • Ishiusu Tsubushi

    L 18
    DuringMutounoKiwami
  • Safe Heron Jump

    DuringMutounoKiwami
  • Scowling Aratama

    MHM 47
    DuringMutounoKiwamior WS
  • Scowling Spirit

    MHH 54
    DuringMutounoKiwamior WS
  • Agonbaku

    LL 26
    DuringMutounoKiwami FC
  • Spinning Cleave

    L 12
    DuringMutounoKiwamior FC
  • Cleansing Sword Yoshimitsu

    M 25
    start
    i24~25
    block
    -8c
    hit
    +27a (+17)

    Balcony Break • Weapon • 5 chip damage on block • Power up in NSS or Heat

  • Sword Stab

    ! 40
    start
    i50~52
    hit
    -24

    Weapon • Punishable on close hit with FUFT.3

  • Face Splitter

    ! 58
    start
    i18~19
    hit
    +1~+2
    ch
    +45a

    Floor Break • Weapon

  • Sword Poke Windmill

    ! 62
    start
    i28~113 i2~4
    hit
    -57a

    Weapon • Cancel early to r25 with B on frame 64 • Possible to double-hit during cancel

  • Manji Dragonfly

  • Dragonfly Blade

    M 15
    DuringManjiDragonfly
  • Ubume

    HM 30
    DuringManjiDragonfly
  • Dragonfly Sweep

    L 18
    DuringManjiDragonfly
  • Dragonfly Twister

    M 24
    DuringManjiDragonfly
  • Manji Dragonfly to Flea

    DuringManjiDragonfly
  • Spirited Away

    ! 35
    DuringManjiDragonfly
  • Dragonfly Slash

    H 23
    DuringManjiDragonfly
  • Red Spider Lily

    HHH 40
    DuringManjiDragonfly
  • Manji Dragonfly to Indian Stance

    DuringManjiDragonfly
  • Guillotine Crow Kick

    MM 22
    start
    i39~42 i3~6
    block
    +1c~+4c
    hit
    +24a

    Floor Break • Floor break occurs on 2nd hit • Evades some mid attacks from frames ?-? • Yoshimitsu becomes invisible on frames 15~30 but can still be floated

  • Helmet Strike

    M 10
    start
    i17
    block
    -10
    hit
    +2c

    Weapon • Good right sidestep tracking • Transition to KIN -3 +9 r26 with 1+2 • H.uf+1: Consumes 90F of remaining Heat time

  • Kurama Itto

    L 25
    start
    i35~36
    block
    -16
    hit
    +6g
    ch
    +25a

    Weapon • Cancel to r47 FC with D on frame 27

  • Rising Knee

    M 15
    start
    i15
    block
    -13
    hit
    +32a (+22)

    Knee • Can evade jabs at frames 5-7

  • Avoiding the Puddle

    M 21
    or or
    start
    i20~22
    block
    -9
    hit
    +22a

    Homing • Balcony Break • Floor Break

  • Poison Wind

    M 20
    start
    i31~35
    block
    -16~-12
    hit
    -4a

    Floor Break • In 1SS cancel to DGF r41 with 1+2 on frame 23 • In 1SS enter FLE r28 with d+1+2 • In 1SS enter IND r28 with d+1+2 (or NSS.d+1+2) • On hit, transitions to -4a r49 backward jump automatically • Landing on opponent's head, transitions to -48a (-58) r75 hop automatically, hitting Yoshimitsu during this animation forces him into BT

  • Poison Wind Gold Strike

    MHMM 58
    start
    i24~25
    block
    -9
    hit
    +1c
    ch
    +6a

    Floor Break • Weapon • 4 chip damage on block • Power up in NSS or Heat

  • Poison Wind Steel Smash

    MHM 41
  • Poison Wind Eclipse Kick

    MMM 40
    start
    i39~42 i3~6
    block
    -4c~-1c
    hit
    +27a

    Floor Break • Floor break occurs on 3rd hit • Evades mid attacks from frames ?-?

  • Poison Wind to Kangaroo Kick

    MM 45
    start
    i25~26
    block
    -13
    hit
    +52a (+42)

    Tornado • Combo from 1st hit

  • Death Copter

    ! 40
    start
    i113~114
    hit
    +30a

    Floor Break • Weapon • Cancel to r64 DGF with 1+2 on frame 34 • Cancel to r60 DGF with 1+2 on frame 35, delayable up to frame 92 • Becomes a different move in NSS

  • Death Copter Slice

    M 25
    start
    i55~56
    block
    -3
    hit
    +34a

    Floor Break • Weapon • 10 chip damage on block • Input during frames 1-31 of uf+1+3

  • Death Copter Trick

    ! 35
    start
    i93~94
    hit
    +24a

    Floor Break • Weapon • Cancel to r106 DGF with 1+2 on frame 79 • Input during frames 1-31 of uf+1+3 • Yoshimitsu will transition to BT if the opponent is far

  • Sword Smash

    M 15
    start
    i15
    block
    -9
    hit
    +4

    Elbow • Cannot be buffered • Increased pushback on CH

  • Yomi Kakenuke

    M 35
    duringattack
  • Iwatsubute

    M 20
    start
    i23~24
    block
    -4
    hit
    +5

    Enter KIN r25 +3 +12 with 1+2 • Cannot be buffered

  • Fubuki

    M 20
    start
    i15~16
    block
    -6
    hit
    +37a (+23)

    Balcony Break • Knee • Cannot be buffered • -12 if Yoshimitsu holds back to turn around and block

  • Solar Kick

    M 22
    start
    i22~24
    block
    -8
    hit
    +3c

    Floor Break • Cannot be buffered • Visually similar to f,F+3+4

  • Reverse Cartwheel

    M 15
    start
    i22~24
    block
    -20
    hit
    -9c

    Floor Break • Cannot be buffered • Visually similar to f,F+1+2

  • Solar Kick Shark Attack

    MMM 50
    start
    i27
    block
    -13
    hit
    +52a (+42)

    Tornado • Combo from 2nd hit • Combo from 1st CH • Tremendous forward travel

  • Suicide

    ! 60
    start
    i45
    hit
    -65a

    Weapon • Cannot be buffered • 60 self-damage during 1st recovery frame • NSS.f,F+1+4 will always cancel into f,F+1+4,n • Dealing lethal damage will award the victory to Yoshimitsu • Holding any direction will trigger the attack, not just forward

  • Confusion

  • Double Suicide

    !! 180
  • Thunder Blade

    ! 50
    start
    i59~61
    hit
    +2a

    Weapon • Cannot be buffered • Poor hitbox, will go over crouching opponents sometimes

  • Moonsault Slayer

    M 35
  • Manji Spin Kick

    M 30
    start
    i22~23
    block
    +5g
    hit
    +13a (+3)

    Balcony Break • 9 chip damage on block • Enter DGF +7 +15a (+5) r34 with 1SS.U

  • Door Knocker

    MHHM 57
    WS
  • Door Knocker Shredder

    MHM 51
    WS
  • Door Knocker to Back Knuckle Slap U Crazy

    MHMMMMM 55
    WS
  • Scowling Moon God

    MM 27
    WS
  • Kimon Matagi

    MM 32
    WS
  • Toe Smash

    M 14
    WS
  • Knee Cap

    L 18
    FC
  • Samurai Cutter

    ! 12
    FC
  • Inner Palm

    M 21
    SS
  • Shrine

    M 20
    SS
  • Aratama

    HM 34
    Backtoopponent
  • Magatama

    HH 41
    Backtoopponent
  • Perilous Spirit

    M 20
    Backtoopponent
  • Shisetsu Genman

    L 20
    Backtoopponent
  • Mutou no Kiwami

    Backtoopponent
  • Indian Stance Healing

    Onthegroundontheback
  • Kaishaku

    M 19
    Withopponentdown

During Heat 7

  • Heat Burst

    M 12
    WhenHeatactivationisavailable
  • Enma's Flame

    MH 24
    start
    i22
    block
    -12
    hit
    +1

    Interrupt with i1 from 1st block

  • Kuzuryu

    M 23
    start
    i20
    block
    -12
    hit
    +8a (-1)

    Heat Engager • Heat Dash +5, +62a (+42) • Balcony Break • Weapon • 4 chip damage on block • Power up in NSS or Heat (29 damage and extended range)

  • Oma Kugiuchi

    MH 33
    start
    i22~23
    block
    -9
    hit
    +2a

    Heat Engager • Heat Dash +5, +43d (+35) • Weapon • Combo from 1st with 1f delay • Combo from 1st CH with 7f delay • Input can be delayed 14f

  • Ganto

    H 25
    DuringKincho
  • Dragonfly Twister

    M 24
    DuringManjiDragonfly
  • Divine Sword Kagekiyo

    MT 51
    DuringHeat
    start
    i18~19
    block
    +4
    hit
    -3d

    Heat Smash • Reversal Break • Balcony Break • Recovers 4 base health or 14 additional recoverable health on hit • Enter DGF +10 r29 with U on block • Transition to attack throw after 1st hit • 9 chip damage on block • Jail from 1st attack

10 Hit Combo 2

  • HMHHHLM!!! 95
  • HMHHMMMM!! 87

Yoshimitsu's Tekken 8 movelist from the Tekken Wiki, frame data from wavu.wiki.