Throws 8
Oni Killer
or +- start
- i12~14
- block
- -3
- hit
- +0d
Throw break 1 • Opponent recovers FUFA
Sword Face Smash
or +- start
- i12~14
- block
- +0
- hit
- +0d
Tag Buffer • Throw break 2, turns 90° to the right on break • Side switch • Opponent recovers FU(side) • Yoshimitsu sideturned on break
Wheels of Hell
or- start
- i12~14
- block
- -3
- hit
- +0d
Throw break 1 • Side switch • Opponent recovers FDFT
Neck Breaker
or- start
- i12~14
- block
- -3
- hit
- -3d
Throw break 2 • Can side switch • Opponent recovers FDFA
Tornado Drop
or- start
- i12~14
- hit
- +0d
Floor Break • Unbreakable • Can side switch
Soul Siphon
+Rainbow Drop
+Soul Possession
+
Attacks 151
Naguri Kabuto Wari
- start
- i22~23
- block
- -9
- hit
- +0c
Bound • Weapon • Combo from 1st hit with 3f delay • Interrupt with i3 from 1st block • 2nd hit unavailable in NSS
Seiken Douharai
- start
- i29~30
- block
- -9
- hit
- +8a
Balcony Break • Weapon • Cancel to r15 with b • Becomes a different move in NSS
Flash Punch
- start
- i18
- block
- -1
- hit
- +5
Jail from 1st attack with 1f delay
Flash Attack
- start
- i26~27
- block
- -12
- hit
- +14a (+5)
Balcony Break • Combo from 1st CH with 2f delay • Input can be delayed 10f
Flash Punch Low Kick
+- start
- i22
- block
- -12
- hit
- -1
Combo from 1st hit with 2f delay
Tobi Ushiwaka
- start
- i17~18,i28~29
- block
- -5
- hit
- +4
Enter DGF +5 +14 r23 with 1SS.U • DGF.2 can be performed 5f faster than other moves after stance transition
Kangaroo Kick
- start
- i25~26
- hit
- +53a (+43)
Tag Buffer
Triple Roundhouse Combo
- start
- i24~25
- block
- -4
- hit
- +18a (+9)
Balcony Break • Combo from 2nd CH with 4f delay
Kincho
or FC+Doushi Kiri
DuringKinchoTenshu Kuzushi
DuringKinchoShibakari
DuringKinchoWhirlwind
DuringKincho or SSAshura Blade
DuringKinchoGanto
DuringKincho +Mumyo Juji Ken
DuringKincho +Kincho Dragonfly
DuringKincho +Meditation
orbacktotheopponentBack Handspring
DuringMeditationMeditation Healing
DuringMeditationMeditation Harakiri
DuringMeditationSoul Stealer
- start
- i6~9
- block
- -15~-12
- hit
- +22a
Weapon
Mutou no Kiwami
Karakuri Uzumaki
DuringMutounoKiwamiUtsusemi
DuringMutounoKiwamiBattou
DuringMutounoKiwamiPrison Gate
DuringMutounoKiwami +Ishiusu Tsubushi
DuringMutounoKiwami +Harakiri Feint
DuringMutounoKiwami +Death Copter (fail)
DuringMutounoKiwami +Agonbaku
DuringMutounoKiwami FC+ +Spirit Shield
- start
- i22~40
- block
- -8~+10g
- hit
- +0~+18
- ch
- +16~+34
Weapon
Ki Charge
Poison Sword Spin
+- start
- i20~105
- hit
- -59a~+26a
Weapon • Less range in NSS but identical otherwise
Poison Knee Taunt
+- start
- i28~31,i82~120
- hit
- +114a~+152a
Knee • Only against Bryan • Same animation as Bryan's 1+3+4 taunt • Cancel to standing moves from frame 32~ • 1st hit +17g~+20g on block, +28c~+31c on hit
Manji Backfist 1
+ orbacktotheopponent- start
- i17~18
- block
- -4
- hit
- +6b
- ch
- +58a
Balcony Break (airborne)
Backfist to Stone Fist
+ +Oni Kick Combo
+- start
- i25~28
- block
- -20
- hit
- +21a
Enter r20 IND with d+3+4 on frame 52
Zig Zag
+- start
- i23~24
- block
- -6
- hit
- +37a (+23)
Balcony Break • Knee • 2nd hit delayed 18f • Interrupt with i17 from 1st block
Toita Daoshi
+- start
- i18
- block
- -9
- hit
- +12a (+3)
Balcony Break
Tsuka Splitter
+- start
- i18~19
- block
- -7
- hit
- +16a
Bound • Weapon
Kamikaze
+- start
- i21~25,i23~26, i35,i43,i2~60
- block
- -13~-9
- hit
- -8a (-15)
Balcony Break • Floor Break(4th hit) • Head • Later hits available on hit only • 35 damage in total with scaling • Transition to r20 FLE on hit only • Cancel to r60 BT earliest on frame 5 with B • Transition to IND on self-wallsplat with d+3+4
Kamikaze Feint
+Tsuka Atemi
+- start
- i13
- block
- -4
- hit
- +5
Kasane Wakizashi
+- start
- i21
- block
- -14
- hit
- +45a
Spike • Weapon • Combo from 1st hit with 3f delay
Wood Cutter
+- start
- i23~24
- block
- -10~-9
- hit
- +3~+4
- ch
- +5a
Spike • Weapon • Combo from 1st hit • Input can be held to transition to d+1*
Nebular Burst
+- start
- i25~26
- block
- -16
- hit
- -3
- ch
- -1b?
Balcony Break (airborne) • Combo from 1st with 2f delay • Combo from 1st CH with 9f delay • Input can be delayed 9f
Quick Slash
+- start
- i24~25
- block
- -5
- hit
- +0c
- ch
- +5a
Spike • Weapon
Death Slash
+ HoldHeshikirigari
+- start
- i22~23
- block
- -14
- hit
- +5
- ch
- +27a (+21)
Weapon • Combo from 1st hit with 13f delay • In 1SS transition to r33 NSS with 2+3 • Input can be delayed 16f • Move can be delayed 10f
Heshikiribarai
+- start
- i19~20
- block
- -9
- hit
- +9a (+0)
Balcony Break • Weapon • Input can be delayed 10f • Move can be delayed 9f • 3rd hit unavailable in NSS
Heshikirinagi
+ +- start
- i29~30
- block
- -10
- hit
- +4c
- ch
- +23d
Bound • Weapon • Input can be delayed 10f • 3rd hit unavailable in NSS
Heshikirimutou
+Flea
+ tocancelFlea Roll
DuringFleaFlea to Sliding Headbutt
DuringFleaFlea Dance
DuringFlea or- start
- i15~16
- block
- -11
- hit
- +0
- ch
- +20a (+10)
Balcony Break (airborne)
Skull Splitter
DuringFleaFlea to Kangaroo Kick
DuringFleaFlea Step
DuringFleaSakanobori
DuringFleaStepTsurubebi
DuringFleaStepRunning Flea
DuringFleaFlea Digger
DuringFleaFlea Indian Stance
DuringFlea +Flea to Manji Dragonfly
DuringFlea +Flea to Dragonfly Feint
DuringFlea +Jumping Flea
DuringFlea or orIndian Stance
+Indian Stance Healing
+Indian Stance Storm
DuringIndianStanceHealingIndian Stance Stone Fists
DuringIndianStanceHealing +Indian Stance Cannon
DuringIndianStanceHealingIndian Stance Kangaroo Kick
DuringIndianStanceHealingIndian Levitation
DuringIndianStanceHealing HoldIndian Stance Vacuum Dance
DuringIndianStanceHealing orHarakiri
+- start
- i29~30
- hit
- -32a
Weapon • 60 self-damage • Can connect from the front if the opponent attacks into it
Harakiri to Manji Blood Dance
+ +- start
- i1~35
- hit
- -30a
Weapon • 17 self-damage • The full string deals 111 self-damage
Nade Kujaku
+- start
- i8~10
- block
- -9
- hit
- +12a
Balcony Break • Weapon • 20f delay after 1st hit, effective 2nd hit startup i28~30 • Combo from 1st with 20f delay • Move can be delayed 20f • Delay does not change timing of the attack
Stone Fists
+- start
- i10~14
- block
- -49~-46
- hit
- -38~-35
Combo from 5th CH
Manji Spin Low Kicks
+- start
- i9~11
- block
- -27
- hit
- -14
Combo from 5th CH
Manji Spin Low Kicks Front Kick
DuringManjiSpinLowKicksNozuchi Fumi
+- start
- i17
- block
- -12
- hit
- -1
Bad Stomach
+Poison Breath
DuringBadStomach or- start
- i10
- block
- -1
- hit
- +5
Bad Stomach to Backflip Kick
DuringBadStomach or- start
- i15~16
- block
- -11
- hit
- +0
- ch
- +20a (+10)
Balcony Break (airborne)
Slap U Silly
+- start
- i11~12
- block
- -95
- hit
- -93
- ch
- -88
Combo from 3rd CH • Combo from 4th hit
Slap U Silly to Side Spin
DuringSlap Silly + or +Oma Gehosen
+- start
- i27~28
- block
- -17
- hit
- +28a (+18)
Tag Buffer • Weapon • Combo from 1st CH with 2f delay • Enter KIN r31 with 1+2 • Input can be delayed 14f
Oma Kugiuchi
+- start
- i22~23
- block
- -14
- hit
- +1a
Weapon • Combo from 1st with 1f delay • Combo from 1st CH with 7f delay • Input can be delayed 14f
Spinning Evade
+ or +Oni Thrust
+- start
- i25~26
- block
- -16
- hit
- +10a (+1)
- ch
- +42a (-5)
Balcony Break • Backswing blow • Identical to Kunimitsu's 1+2
Sword Stab
+- start
- i50~52
- hit
- -22
Weapon • Can be performed in NSS with input u~ub+1+2
Face Splitter
+- start
- i18~19
- hit
- +1
- ch
- +46a
Spike • Weapon • Can be performed in NSS with input u~ub+1+2,1+2
Sword Poke Windmill
+- start
- i20~105,i2~4
- hit
- -59
Weapon • Cancel early to r26 with B on frame 64 • Possible to double-hit during cancel • Can be performed in NSS with input u~ub+1+2,n,1
Manji Dragonfly
+Dragonfly Blade
DuringManjiDragonflyDragonfly Fist
DuringManjiDragonflyDragonfly Sweep
DuringManjiDragonflyDragonfly Twister
DuringManjiDragonflySpirited Away
DuringManjiDragonflyGuillotine Crow Kick
+- start
- i39~42,i45~48
- block
- +4c~+7c
- hit
- +27a
Spike • Evades mid attacks from frames ?-? • Can be floated out of invisibility frames • Incredibly linear
Kurama Itto
+- start
- i35~36
- block
- -18
- hit
- +4
- ch
- +23a
Weapon • Cancel to r49 FC with d on frame 27
Rising Knee
+- start
- i15
- block
- -13
- hit
- +32a (+22)
Knee • Can evade jabs at frames ?~?
Avoiding the Puddle
or or +- start
- i20~22
- block
- -9
- hit
- +22a
Homing • Bound • Shout out to Aris
Death Copter
+- start
- i113~114
- hit
- +30a
Spike • Weapon • Cancel to r34 DGF with 1+2 on frames 1~34 • Cancel to r30 DGF with 1+2 on frame 35, delayable up to frame 92
Death Copter Slice
+- start
- i24~25
- hit
- +4
Spike • Weapon • Input d during frames 1~31 of uf+1+2 • Effective startup i55~56
Death Copter Trick
+- start
- i62~63
- hit
- +24a
Spike • Weapon • Input b during frames 1~31 of uf+1+2 • Can recover BT when far away from opponent • Effective startup i93~94 • Cancel to r27 DGF with 1+2
Poison Wind
+- start
- i31~35
- block
- -16
- hit
- -4a
Spike • On hit, transitions to r49 backward jump automatically • Transitions to r28 IND with d+3+4 (or NSS.d+1+2) • In 1SS Transitions to r28 FLE with d+1+2
Poison Wind to Kangaroo Kick
+- start
- i25~26
- block
- -12
- hit
- +53a (+43)
Tag Buffer
Poison Wind to Flea
+ +Poison Wind to Indian Stance
+ +Poison Wind Bronze Fist
+ +- start
- i16~18
- block
- -1
- hit
- -17a (-24)
On hit, transitions to r49 backward jump automatically • Combo from 1st hit vs grounded • Combo from 1st hit
Poison Wind Silver Fist
+ +- start
- i17~28,i28~39
- block
- -14~+13g
- hit
- +33a (+23)
Poison Wind Gold Fist
+ + +Poison Wind Bronze Fist Steel Fist
+ +- start
- i31~35
- block
- +0c
- hit
- -14a
Spike • On hit, transitions to r49 backward jump automatically
Poison Wind Eclipse Kick
+ +- start
- i39~42,i45~48
- block
- -4~-1
- hit
- +27a
Spike
Sword Smash
+- start
- i15(16~)
- block
- -10
- hit
- +3
Balcony Break (airborne) • Elbow • Cannot be buffered • Transition to attack throw on CH
Yomi Kakenuke
+ duringattackIwatsubute
+- start
- i23~24(24~)
- block
- -5
- hit
- +4
- ch
- +12 +57a
Balcony Break (airborne) • Cannot be buffered • Enter KIN r26 +1 +10 +63a with 1+2
Fubuki
+- start
- i15~16(16~)
- block
- -6
- hit
- +37a (+23)
Knee • Cannot be buffered
Solar Kick
+- start
- i22~24(23~)
- block
- -8~-6
- hit
- +3c~+5c
Bound • Cannot be buffered • Can perform built-in moves after hit with: • * 2+3 or 1+4 (Soul Siphon) • * 2+3~f or 1+4~f (Soul Possession) • * d+1 (Quick Slash) • * b+3 or b+4 (Spinning Evade) • * d+3+4 (Indian Stance) • * d+1+4 (Harakiri) • * DB+2 (Stone Fist) • * u+2+3 (Sword Stab) • * ub+1+2 (Death Copter) • Yoshimitsu will recover BT, but inputs must be done as if facing forward • Some inputs must be delayed slightly
Reverse Cartwheel
+- start
- i22~24(23~)
- block
- -20
- hit
- -9c
Bound • Cannot be buffered
Reverse Cartwheel Shark Attack
+- start
- i50~56
- block
- -31
- hit
- -2a (-12)
Balcony Break • Combo from 1st CH • Yoshimitsu can self wall-splat • Cannot be buffered
Solar Kick Shark Attack
+- start
- i27
- block
- -13
- hit
- +52a (+42)
Tag Buffer • Combo from 2nd hit • Combo from 1st CH
Suicide
+- start
- i45(46~)
- hit
- -65a
Weapon • Unavailable in NSS • Cannot be buffered • 60 self-damage during 1st recovery frame • NSS.f,F+1+4 will always cancel into f,F+1+4,n • Yoshimitsu wins the round on lethal hit
Confusion
+Double Suicide
+- start
- i35~37
- hit
- -69a
Weapon • Cannot be buffered • 185 self-damage during 1st recovery frame • Unavailable in NSS • Yoshimitsu wins the round on lethal hit
Thunder Blade
+- start
- i59~61(60~)
- hit
- +3a
Balcony Break (airborne) • Weapon • Poor hitbox • Cannot be buffered
Gehosen
+- start
- i17~18
- block
- -15
- hit
- +30a (+20)
Tag Buffer • Weapon • Enter KIN -7 +38a (+28) r34 with 1+2 (r31 when performing KIN.f+2) • Bufferable
Moonsault Slayer
+- start
- i28~34,i37, i58~60
- hit
- +0c~+2c
Spike • Weapon • 1st and 2nd hits connect only vs airborne opponent • Bufferable
Manji Spin Kick
+- start
- i22~23(25~)
- block
- +9g
- hit
- +13a (+3)
Balcony Break • Cannot be buffered
Door Knocker
WS+Door Knocker to Back Knuckle
WS+Door Knocker to Back Knuckle Slap U Crazy
WS+Exorcism Fist
WS+Scowling Aratama
WS+Scowling Spirit
WS+Kimon Matagi
WS+Knee Cap
FC+ +Samurai Cutter
FC+ +Inner Palm
SS+Shrine
SS+Whirlwind
SS+Aratama
BacktoopponentMagatama
BacktoopponentManji Backfist 2
BacktoopponentPerilous Spirit
BacktoopponentShisetsu Genman
Backtoopponent +Indian Stance Healing
OnthegroundonthebackKaishaku
Withopponentdown or or +