Yoshimitsu

Tekken Tag Tournament 2

Yoshimitsu

165 moves · frame data from wavu.wiki

Also in Tekken, Tekken 2, Tekken 3, Tekken Tag Tournament, Tekken 4, Tekken 5, Tekken 6, Tekken 7, Tekken 8

Throws 8

  • Oni Killer

    Front 35 break 1
    or
    start
    i12~14
    block
    -3
    hit
    +0d

    Throw break 1 • Opponent recovers FUFA

  • Sword Face Smash

    Front 35 break 2
    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

    Left 40 break 1
    or
    start
    i12~14
    block
    -3
    hit
    +0d

    Throw break 1 • Side switch • Opponent recovers FDFT

  • Neck Breaker

    Right 40 break 2
    or
    start
    i12~14
    block
    -3
    hit
    -3d

    Throw break 2 • Can side switch • Opponent recovers FDFA

  • Tornado Drop

    Back 50
    or
    start
    i12~14
    hit
    +0d

    Floor Break • Unbreakable • Can side switch

  • Soul Siphon

    Front 22 break 1+2
  • Rainbow Drop

    Front 47 break 1+2
  • Soul Possession

    Front

Attacks 151

  • Naguri Kabuto Wari

    HM 30
    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

    HM 44
    start
    i29~30
    block
    -9
    hit
    +8a

    Balcony Break • Weapon • Cancel to r15 with b • Becomes a different move in NSS

  • Flash Punch

    HH 23
    start
    i18
    block
    -1
    hit
    +5

    Jail from 1st attack with 1f delay

  • Flash Attack

    HH 41
    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

    HL 27
    start
    i22
    block
    -12
    hit
    -1

    Combo from 1st hit with 2f delay

  • Tobi Ushiwaka

    MM 37
    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

    M 33
    start
    i25~26
    hit
    +53a (+43)

    Tag Buffer

  • Triple Roundhouse Combo

    HHH 71
    start
    i24~25
    block
    -4
    hit
    +18a (+9)

    Balcony Break • Combo from 2nd CH with 4f delay

  • Kincho

    or FC
  • Doushi Kiri

    MMM 30
    DuringKincho
  • Tenshu Kuzushi

    MM 45
    DuringKincho
  • Shibakari

    L 17
    DuringKincho
  • Whirlwind

    H 21
    DuringKincho or SS
  • Ashura Blade

    MMM 31
    DuringKincho
  • Ganto

    H 25
    DuringKincho
  • Mumyo Juji Ken

    ! 40
    DuringKincho
  • Kincho Dragonfly

    DuringKincho
  • Meditation

    orbacktotheopponent
  • Back Handspring

    M 15
    DuringMeditation
  • Meditation Healing

    DuringMeditation
  • Meditation Harakiri

    ! 60
    DuringMeditation
  • Soul Stealer

    M 28
    start
    i6~9
    block
    -15~-12
    hit
    +22a

    Weapon

  • Mutou no Kiwami

  • Karakuri Uzumaki

    HHH 25
    DuringMutounoKiwami
  • Utsusemi

    M 15
    DuringMutounoKiwami
  • Battou

    DuringMutounoKiwami
  • Prison Gate

    M 25
    DuringMutounoKiwami
  • Ishiusu Tsubushi

    L 18
    DuringMutounoKiwami
  • Harakiri Feint

    DuringMutounoKiwami
  • Death Copter (fail)

    DuringMutounoKiwami
  • Agonbaku

    LL 32
    DuringMutounoKiwami FC
  • Spirit Shield

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

    Weapon

  • Ki Charge

  • Poison Sword Spin

    ! 1
    start
    i20~105
    hit
    -59a~+26a

    Weapon • Less range in NSS but identical otherwise

  • Poison Knee Taunt

    ! 1
    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

    H 24
    orbacktotheopponent
    start
    i17~18
    block
    -4
    hit
    +6b
    ch
    +58a

    Balcony Break (airborne)

  • Backfist to Stone Fist

    HMMMMMM 38
  • Oni Kick Combo

    HL 53
    start
    i25~28
    block
    -20
    hit
    +21a

    Enter r20 IND with d+3+4 on frame 52

  • Zig Zag

    HM 59
    start
    i23~24
    block
    -6
    hit
    +37a (+23)

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

  • Toita Daoshi

    M 33
    start
    i18
    block
    -9
    hit
    +12a (+3)

    Balcony Break

  • Tsuka Splitter

    M 29
    start
    i18~19
    block
    -7
    hit
    +16a

    Bound • Weapon

  • Kamikaze

    M 47
    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

    M 18
    start
    i13
    block
    -4
    hit
    +5
  • Kasane Wakizashi

    MM 31
    start
    i21
    block
    -14
    hit
    +45a

    Spike • Weapon • Combo from 1st hit with 3f delay

  • Wood Cutter

    MM 40
    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

    LM 43
    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

    M 20
    start
    i24~25
    block
    -5
    hit
    +0c
    ch
    +5a

    Spike • Weapon

  • Death Slash

    ! 40
    Hold
  • Heshikirigari

    MM 38
    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

    MMH 65
    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

    MMM 60
    start
    i29~30
    block
    -10
    hit
    +4c
    ch
    +23d

    Bound • Weapon • Input can be delayed 10f • 3rd hit unavailable in NSS

  • Heshikirimutou

    MM 29
  • Flea

    tocancel
  • Flea Roll

    DuringFlea
  • Flea to Sliding Headbutt

    L 20
    DuringFlea
  • Flea Dance

    22
    DuringFlea or
    start
    i15~16
    block
    -11
    hit
    +0
    ch
    +20a (+10)

    Balcony Break (airborne)

  • Skull Splitter

    H 16
    DuringFlea
  • Flea to Kangaroo Kick

    M 25
    DuringFlea
  • Flea Step

    DuringFlea
  • Sakanobori

    M 27
    DuringFleaStep
  • Tsurubebi

    L 15
    DuringFleaStep
  • 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
  • Indian Stance

  • Indian Stance Healing

  • Indian Stance Storm

    ! 15
    DuringIndianStanceHealing
  • Indian Stance Stone Fists

    MMM 14
    DuringIndianStanceHealing
  • Indian Stance Cannon

    M 15
    DuringIndianStanceHealing
  • Indian Stance Kangaroo Kick

    M 25
    DuringIndianStanceHealing
  • Indian Levitation

    DuringIndianStanceHealing Hold
  • Indian Stance Vacuum Dance

    DuringIndianStanceHealing or
  • Harakiri

    ! 81
    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

    !!!!!! 237
    start
    i1~35
    hit
    -30a

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

  • Nade Kujaku

    MM 52
    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

    MMMMM 42
    start
    i10~14
    block
    -49~-46
    hit
    -38~-35

    Combo from 5th CH

  • Manji Spin Low Kicks

    LLLLLL 49
    start
    i9~11
    block
    -27
    hit
    -14

    Combo from 5th CH

  • Manji Spin Low Kicks Front Kick

    M 15
    DuringManjiSpinLowKicks
  • Nozuchi Fumi

    L 18
    start
    i17
    block
    -12
    hit
    -1
  • Bad Stomach

  • Poison Breath

    ! 13
    DuringBadStomach or
    start
    i10
    block
    -1
    hit
    +5
  • Bad Stomach to Backflip Kick

    M 22
    DuringBadStomach or
    start
    i15~16
    block
    -11
    hit
    +0
    ch
    +20a (+10)

    Balcony Break (airborne)

  • Slap U Silly

    HHHHHH 50
    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

    MM 43
    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

    MH 44
    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

    M 29
    start
    i25~26
    block
    -16
    hit
    +10a (+1)
    ch
    +42a (-5)

    Balcony Break • Backswing blow • Identical to Kunimitsu's 1+2

  • Sword Stab

    ! 67
    start
    i50~52
    hit
    -22

    Weapon • Can be performed in NSS with input u~ub+1+2

  • Face Splitter

    ! 20
    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

    ! 62
    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

    ! 15
    DuringManjiDragonfly
  • Dragonfly Fist

    H 15
    DuringManjiDragonfly
  • Dragonfly Sweep

    L 18
    DuringManjiDragonfly
  • Dragonfly Twister

    M 25
    DuringManjiDragonfly
  • Spirited Away

    ! 17
    DuringManjiDragonfly
  • Guillotine Crow Kick

    MM 29
    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

    L 25
    start
    i35~36
    block
    -18
    hit
    +4
    ch
    +23a

    Weapon • Cancel to r49 FC with d on frame 27

  • Rising Knee

    M 20
    start
    i15
    block
    -13
    hit
    +32a (+22)

    Knee • Can evade jabs at frames ?~?

  • Avoiding the Puddle

    M 28
    or or
    start
    i20~22
    block
    -9
    hit
    +22a

    Homing • Bound • Shout out to Aris

  • Death Copter

    ! 54
    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

    ! 27
    start
    i24~25
    hit
    +4

    Spike • Weapon • Input d during frames 1~31 of uf+1+2 • Effective startup i55~56

  • Death Copter Trick

    ! 47
    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

    M 27
    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

    MM 60
    start
    i25~26
    block
    -12
    hit
    +53a (+43)

    Tag Buffer

  • Poison Wind to Flea

    MM 24
  • Poison Wind to Indian Stance

    M 20
  • Poison Wind Bronze Fist

    MH 37
    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

    MHM 57
    start
    i17~28,i28~39
    block
    -14~+13g
    hit
    +33a (+23)
  • Poison Wind Gold Fist

    MHMM 57
  • Poison Wind Bronze Fist Steel Fist

    MHM 65
    start
    i31~35
    block
    +0c
    hit
    -14a

    Spike • On hit, transitions to r49 backward jump automatically

  • Poison Wind Eclipse Kick

    MMM 53
    start
    i39~42,i45~48
    block
    -4~-1
    hit
    +27a

    Spike

  • Sword Smash

    M 24
    start
    i15(16~)
    block
    -10
    hit
    +3

    Balcony Break (airborne) • Elbow • Cannot be buffered • Transition to attack throw on CH

  • Yomi Kakenuke

    M 21
    duringattack
  • Iwatsubute

    M 33
    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

    M 27
    start
    i15~16(16~)
    block
    -6
    hit
    +37a (+23)

    Knee • Cannot be buffered

  • Solar Kick

    M 29
    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

    M 20
    start
    i22~24(23~)
    block
    -20
    hit
    -9c

    Bound • Cannot be buffered

  • Reverse Cartwheel Shark Attack

    MM 40
    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

    MMM 67
    start
    i27
    block
    -13
    hit
    +52a (+42)

    Tag Buffer • Combo from 2nd hit • Combo from 1st CH

  • Suicide

    ! 81
    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

    !! 330
    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

    ! 67
    start
    i59~61(60~)
    hit
    +3a

    Balcony Break (airborne) • Weapon • Poor hitbox • Cannot be buffered

  • Gehosen

    M 27
    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

    ! 89
    start
    i28~34,i37, i58~60
    hit
    +0c~+2c

    Spike • Weapon • 1st and 2nd hits connect only vs airborne opponent • Bufferable

  • Manji Spin Kick

    M 40
    start
    i22~23(25~)
    block
    +9g
    hit
    +13a (+3)

    Balcony Break • Cannot be buffered

  • Door Knocker

    MHHM 62
    WS
  • Door Knocker to Back Knuckle

    MH 33
    WS
  • Door Knocker to Back Knuckle Slap U Crazy

    MHMMMMMM 55
    WS
  • Exorcism Fist

    M 16
    WS
  • Scowling Aratama

    MHM 59
    WS
  • Scowling Spirit

    MHH 57
    WS
  • Kimon Matagi

    MM 32
    WS
  • Knee Cap

    L 15
    FC
  • Samurai Cutter

    ! 12
    FC
  • Inner Palm

    M 21
    SS
  • Shrine

    M 20
    SS
  • Whirlwind

    H 21
    SS
  • Aratama

    HM 34
    Backtoopponent
  • Magatama

    HH 41
    Backtoopponent
  • Manji Backfist 2

    H 18
    Backtoopponent
  • Perilous Spirit

    M 20
    Backtoopponent
  • Shisetsu Genman

    L 20
    Backtoopponent
  • Indian Stance Healing

    Onthegroundontheback
  • Kaishaku

    M 24
    Withopponentdown or or

10 Hit Combo 6

  • HMHHHLM!!! 106
  • HMHHMMMM!! 96
  • HMHHHLMM 85
  • HHMHHLM!!! 109
  • HHMHHLMM 88
  • HHMH! 75

Yoshimitsu's Tekken Tag Tournament 2 movelist from the Tekken Wiki, frame data from wavu.wiki.