Yoshimitsu T8 Frames

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To character select | Xiaoyu / Zafina

CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
2+3m[12;12]i16+1+2c* Heat Burst* Cancel to r45 with b,b* 3 chip damage on block* 12 chip damage on hit* Only deals recoverable damage* Cannot cause a K.O.<div class="plainlist">* Power crush 7~62* On cancel: fs12~20 Low crush 21~29 fs30~32</div>
H.DGF.1M26i30~31+2+46a* Spike* Weapon* 18 chip damage on block* Recovers 4 base health on hitLow crush 1~27
H.DGF.f+1+2h,h,h10,10,20i16~17 i11~12 i11~12+4+18a (+9)* Homing* Balcony Break* Weapon* 17 chip damage on block* Recovers 4 base health on hitLow crush 1~65
H.2+3M,m,m,m51i18~19+4-3d* Heat Smash* Reversal Break* Balcony Break* Recovers 4 base health on hit* Enter DGF +10 r29 with U on block* Transition to attack throw after 1st hit* 14 chip damage on block* Jail from 1st attack* Ends Heat<div class="plainlist">* Low crush 68~89* fs90~92</div>
R.df+1+2m,t55+i20-15+0d* Rage Art* Removes Recoverable Health* Reversal Break* Damage increases with lower health, maximum 80* Freezes match timer on activation and on hit* Restores recoverable health on hit* Transition to attack throw on hit* Consumes RagePower crush 8~
1h5i10+1+8Recovers 2f faster on hit or block (t27 r17)
1,1h, m5, 19,i23-9+4c+6a* Spike* Weapon* Combo from 1st hit with 1f delay* Input can be delayed 3f* Interrupt with i4 from 1st block* 3 chip damage on block* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-1,NSS.1|Power up]] in NSS or Heat
1,NSS.1h, m5, 22,i23-9+16a+52a* Balcony Break* Spike* Weapon* Combo from 1st hit with 1f delay* Input can be delayed 3f* Interrupt with i4 from 1st block* 11 chip damage on block* Recovers 4 base health on hit
2h10i11-1+5+8
2,1h, m10, 23,i26~27-9+12a* Balcony Break* Weapon* Combo from 1st CH with 2f delay* Cancel to r15 with b* Interrupt with i8 from 1st block* Becomes a [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-2,NSS.1|different move]] in NSS
2,2h, h10, 18,i24-1+15g* Tornado* Balcony break on airborne hit* Combo from 1st hit with 1f delay* Enter KIN with 1+2* Transition to NSS on hit or block only
2,3h, h10, 24,i26~27-10+16a (+7)* Balcony Break* Combo from 1st CH with 2f delay* Input can be delayed 5f
2,NSS.1h, h10, 5,15,i23~24 i18-5+19a* Balcony Break* Combo from 1st hit* Jail from 2nd attack
2,d+3h, L10, 11,i22-12-1* Combo from 1st hit with 2f delayHigh crush 12~
3m12i15~16-9+5
3,1m, h12, 22,i22~24+7+18g* Heat Engager* Heat Dash +5g, +62a (+42)* Balcony Break* Weapon* Combo from 1st hit* 4 chip damage on block* Does not transition to DGF during Heat activation or Heat Dash* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-3,NSS.1|Power up]] in NSS or Heat* Recovers in 1SS,Low crush 26~
3,2m, m12, 12,i22-12+1Interrupt with i1 from 1st block
3,2,1+2m, m, M12, 12, 29,i26~27-14c+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* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-3,2,NSS.1+2|Power up]] in NSS or Heat
3,2,NSS.1+2m, m, M12, 12, 30,i26~27-14c+20a (+10)* Balcony Break* Weapon* Combo from 2nd hit with 4f delay* Input can be delayed 10f* Move can be delayed 9f* 15 chip damage on block* Clean hit 39 damage* Recovers 4 base health on hit
3,NSS.1m, h12, 25,i22~24+7+18g* Heat Engager* Heat Dash +5g, +62a (+42)* Balcony Break* Weapon* Combo from 1st hit* 7 chip damage on block* Recovers 4 base health on hit* Does not transition to DGF during Heat Dash* Recovers in 1SS,Low crush 26~
3~4m,m6,22i17~18 i28~29-6+3* Enter DGF +5 +14 r18 with 1SS.U<div class="plainlist">* Low crush 12-37* fs38-40</div>
4h12i12~13-11+0+20a (+10)Balcony break on airborne hit
4,4h, h12, 12,i24~25-4-2* Combo from 1st hit with 4f delay
4,4,2h, h, m12, 12, 5,i30~31-22-12Yoshimitsu recovers sideturned on block
4,4,2,2h, h, m, h12, 12, 5, 6,i22~23-24-13* Combo from 3rd hit* Opponent recovers BT on hit
4,4,2,2,1h, h, m, h, m!12, 12, 5, 6, 30,i67-18* Weapon
4,4,2,2,1~1h, h, m, h, m!, m!12, 12, 5, 6, 30, 22,i28~113-58* Weapon* Cancel early to r26 with B (earliest cancel -12a)* Possible to double-hit
4,4,2,2,NSS.1h, h, m, h, m12, 12, 5, 6, 30,i67-54-17a
4,4,2,2,NSS.1~1h, h, m, h, m, h!12, 12, 5, 6, 30, 40,i20~105-49a (-75)* Balcony Break* Cancel early to r30 with B
4,4,4h, h, h12, 12, 20,i24~25-4+18a (+9)* Balcony Break* Combo from 2nd CH with 4f delay
4~3m25i25~26-13+52a (+42)* Tornado<div class="plainlist">* High crush 4~22* fs10~50</div>
1+2* Can recover to r17 FC with D* Strong Attack Reversal: parries all highs or mids, except throws, unblockables and charge movesParry state 3~9
1+2,PM,M10,12i15~18 i3~6+1c~+4c+14a<div class="plainlist">* is1~20* Low crush 11~42* fs43~45</div>
1+2+3m0i22~40-8~+10g+0~+18+16~+34* Weapon* Can hit grounded when up-close and off-axis
1+4m20i6~9-15+14c* Weapon* 70% proration on standing hit* Knockdown against BT opponent +11a (FDFT)* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.1+4|Power up]] in NSS or Heat
3+4Yoshimitsu recovers in BT
f+2h18i17~18-4+14g+39aBalcony Break
f+2,1h, M18, 21,i26~27-12+17a (+10)* Tornado* Weapon* Combo from 1st CH with 1f delay
f+2,NSS.1h, m18, 21,i26~27-12+17a (+10)* Tornado* Combo from 1st CH
f+2,db+2h, m18, 8,i15-5+6Link to db+2 extensions
f+3h24i16~17-9+17a (+8)* Homing* Balcony Break
f+3,4h, m24, 20,i23~24-6+37a (+23)* Knee* 18f delay after 1st attack* Interrupt with i17 from 1st block<div class="plainlist">* ,Low crush 22~29* fs30~32</div>
f+4m20i18-13+21a (+11)* Balcony Break* -9 on block after absorbing an attack* 8 chip damage on attack absorbtionPower crush 7~17
f+1+2M23i20-12+8a (-1)* Heat Engager* Heat Dash +5g, +62a (+42)* Balcony Break* Weapon* 4 chip damage on block* 29 damage and extended range in NSS or Heat
f+3+4m,M,M,M20,3,3,3i21~25-13~-9-8a (-15)* Balcony Break* Head* Floor break 3rd 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 recovers to r55 IND on self-wallsplat
df+1m14i13-4+5
df+1,2m, h14, 16,i25~26-4+14g+39a* Balcony Break* Combo from 1st CH with 2f delay
df+1,2,1m, h, M14, 16, 19,i26~27-12+17a (+10)* Tornado* Weapon* Combo from 2nd CH with 1f delay
df+1,2,NSS.1m, h, M14, 16, 19,i26~27-12+17a (+10)* Tornado* Combo from 2nd CH
df+1,2,db+2m, h, m14, 16, 7,i15-5+6* Links to db+2 extensions
df+1,4m, m14, 17,i17-12+4* Jail from 1st attack with 2f delay* 2nd hit can whiff at certain ranges, -20 on whiff
df+2m13i15~16-7+34a (+24)* +4s against crouching* Launches crouching on CH
df+3m10i17~18-4+4
df+3,1m, M10, 20,i23~24-9+4c+6a* Spike* Weapon* Combo from 1st hit* 4 chip damage on block* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-df+3,NSS.1|Power up]] in NSS or Heat* Input can be held to transition to d+1*
df+3,NSS.1m, M10, 24,i23~24-9+16a+52a* Spike* Weapon* Combo from 1st hit* Recovers 4 base health on hit* 12 chip damage on block* Input can be held to transition to d+1*
df+4m15i12-7+4
df+1+4M20i20~21-17+35a (+25)* Weapon* Enter KIN r30 with 1+2* Can be buffered* Can be performed in FC* Power up input [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,n,d,df+1|f,n,d,df+1]]<div class="plainlist">* Low crush 20~42* fs43~45</div>
df+2+3m18i17~18-13+6g+58a (+38)* Balcony Break* Can be buffered* Can be performed in FC* Power up input [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,n,d,df+2|f,n,d,df+2]]High crush 9~17
d+1M15i24~25-9+1c+6a* Spike* Weapon* 4 chip damage on block* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.d+1|Power up]] in NSS or Heat
d+1*(1),nM!20i55~56+4c+6a* Spike* Weapon* Slowly realigns while charging* Can be canceled with b*
d+1*(2),nM!25i99~100+4c+6a* Spike* Weapon* Slowly realigns while charging* Can be canceled with b*
d+1*(3),nM!30i130~131+4c+6a* Spike* Weapon* Slowly realigns while charging* Can be canceled with b*
d+1*(4),nM!40i179~180+16a+52a* Spike* Weapon* Slowly realigns while charging* Can be canceled with b*
d+1*(5),nM!60i214~215+16a+52a* Spike* Weapon* Slowly realigns while charging* Can be canceled with b*
d+1*(6),nM!180i249~250+16a+52a* Spike* Weapon* Slowly realigns while charging* Can be canceled with b*
d+2M12i16~17-9+0Weapon
d+2,1M, h12, 23,i27~28-9+17a (+8)* Balcony Break* Weapon* Combo from 1st hit with 8f delay* Input can be delayed 16f* Move can be delayed 10f
d+2,2M, m12, 17,i22~23-12+7g+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
d+2,2,1M, m, h12, 17, 20,i19~20-9+8a (-1)* Balcony Break* Weapon* Input can be delayed 10f* Move can be delayed 9f
d+2,2,2M, m, M12, 17, 19,i25~27-13+16a (+9)* Tornado* Weapon* Input can be delayed 10f* Move can be delayed 9f
d+2,2,NSS.1M, m, h12, 17, 20,i19~20-9+8a (-1)* Balcony Break* Input can be delayed 10f* Move can be delayed 9f
d+2,2,NSS.d+1M, m, m12, 17, 17,i29~30-12+2c+42a* Spike* Input can be delayed 10f* Move can be delayed 9f
d+2,2,d+1M, m, m12, 17, 17,i29~30-12+2c+42a* Spike* Weapon* Input can be delayed 10f* Move can be delayed 9f* Last hit has shorter range and no Weapon property in NSS
d+2,NSS.1M, h12, 18,i27~28-9+10g* Balcony Break* Combo from 1st hit with 8f delay* Input can be delayed 16f* Move can be delayed 10f
d+3L12i15~17-18~-16-4~-2Most commonly impacts on frame 16, except when tracking rightHigh crush 4~
d+4l6i12-15-4High crush 4~
d+1+2* Unavailable in NSS<div class="plainlist">* Low crush 8~17* fs18~20</div>
d+1+4m!60i29~30-32a* Weapon* 60 self damage during 1st recovery frame* Can connect from the front if the opponent attacks into it
d+1+4,B+1m!, m!60, 18,i1~39-29a* Weapon* 6 self damage
d+1+4,B+1,1m!, m!, m!60, 18, 20,i1~18-29a* Weapon* 6 self damage
d+1+4,B+1,1,1m!, m!, m!, m!60, 18, 20, 21,i1~18-29a* Weapon* 10 self damage
d+1+4,B+1,1,1,1m!, m!, m!, m!, m!60, 18, 20, 21, 28,i1~18-29a* Weapon* 12 self damage
d+1+4,B+1,1,1,1,1m!, m!, m!, m!, m!, m!60, 18, 20, 21, 28, 30,i1~35-30a* Weapon* 17 self-damage* The entire string deals 111 self damage
d+3+4* All stance moves are bufferable<div class="plainlist">* High crush 6~* fs6~</div>
DB+1+2* Continues as long as DB is held* Transition to r25 releasing dbHigh crush 11~
db+1L12i26~28-11~-9+4~+67~+9Unavailable in NSSHigh crush 8~
db+1,2L, m12, 20i25~26-13~12+0~+1+6g~+7g* Balcony break on airborne or CH* Combo from 1st with 1f delay* Combo from 1st CH with 8f delay* Input can be delayed 8f
db+2m8i15-5+6
db+2,2m, m8, 7,i10~14-9~-5+2~+6Combo from 1st hit
db+2,2,2m, m, m8, 7, 6,i10~14-9~-5+2~+6Combo from 1st hit
db+2,2,2,2m, m, m, m8, 7, 6, 5,i10~14-9~-5+2~+6Combo from 3rd CH
db+2,2,2,2,2m, m, m, m, m8, 7, 6, 5, 4,i10~14-9~-5+2~+6* Combo from 4th hit* Combo from 3rd CH
db+2,2,2,2,2,2m, m, m, m, m, m8, 7, 6, 5, 4, 3,i10~14-49-37Combo from 5th CH
db+3l8i18~19-25-14High crush 6~
db+3,3l, l8, 7,i15~17-19-7* Combo from 1st hit* Enter IND r20 with d+3+4,High crush 1~
db+3,3,3l, l, l8, 7, 7,i15~17-19~-17-7~-5* Combo from 2nd CH* Enter IND r20 with d+3+4,High crush 1~
db+3,3,3,3l, l, l, l8, 7, 7, 5,i15~17-19-7* Combo from 3rd CH* Enter IND r20 with d+3+4,High crush 1~
db+3,3,3,3,3l, l, l, l, l8, 7, 7, 5, 5,i15~17-19-7* Combo from 4th CH* Enter IND r20 with d+3+4,High crush 1~
db+3,3,3,3,3,3l, l, l, l, l, l8, 7, 7, 5, 5, 5,i9~11-26-15* Combo from 5th CH,High crush 1~
db+3,3,3,3,3,4l, l, l, l, l, m8, 7, 7, 5, 5, 15,i12~13-8+23a (+13)* Balcony Break* Enter KIN -6 +25a (+15) r21 with 1+2* Enter NSS -6 +25a (+15) r24 with B* Same animation as ws4* Can be performed following any number of db+3 lows except the first one
db+4L14i17-12-1
B+1h8i17+1+7+12Can transition to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] with b+3 or b+4
B+1,1h, h8, 9,i11~12+4+5+10Can transition to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] with b+3 or b+4
B+1,1,1h, h, h8, 9, 10,i11~12+4+5+10Can transition to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] with b+3 or b+4
B+1,1,1,1h, h, h, h8, 9, 10, 12,i11~12+4+5+10Can transition to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] with b+3 or b+4
B+1,1,1,1,1h, h, h, h, h8, 9, 10, 12, 14,i11~12+4+5+10Can transition to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] with b+3 or b+4
B+1,1,1,1,1,1h, h, h, h, h, h8, 9, 10, 12, 14, 16,i11~12-73-71-67
B+1,1,DB+3h, h, l8, 9, 7,i13~14-20-9* Combo from 1st hit* Links to db+3 extensions* Can be performed from a single B+1,High crush 10~
B+1,1,DB+3,3h, h, l, l8, 9, 7, 5,i15~17-19-7* Combo from 3rd CH* Links to db+3 extensions* Enter IND r20 with d+3+4* Can be performed from a single B+1,High crush 1~
b+2m12i14~15-9+2Enter KIN r27 with n,1+2
b+2,1m, M12, 20,i27~28-17+28a (+18)* Weapon* Combo from 1st CH with 2f delay* Enter KIN r30 with 1+2* Input can be delayed 14f<div class="plainlist">* Low crush 28~49* fs50~52</div>
b+2,2m, h12, 21,i22~23-13+2a* Heat Engager* Heat Dash +5g, +36a (+26)* Weapon* Combo from 1st with 1f delay* Combo from 1st CH with 7f delay* Input can be delayed 14f
b+2,NSS.1m, m12, 17,i27~28-17+28a (+18)* Enter KIN r30 with 1+2* Combo from 1st CH with 2f delay* Input can be delayed 14f<div class="plainlist">* Low crush 28~49* fs50~52</div>
b+2,NSS.2m, h12, 18,i22~23-10+0* Heat Engager* Heat Dash +5g, +36a (+26)* Combo from 1st with 1f delay* Combo from 1st CH with 7f delay* Input can be delayed 14f
b+3* 8 self-damage
b+3,3* 10 self-damage* 18 self-damage in total
b+3,3,3* 5 self-damage* 23 self-damage in total
b+3,3,3,3* 5 self-damage* 28 self-damage in total
b+3,3,3,3,3* 5 self-damage* 33 self-damage in total
b+3,3,3,3,3,3* 5 self-damage* 38 self-damage in total
b+1+2High crush 8~50
ub+1m15i24~25-6~-5+3c~+4c* Spike* Weapon<div class="plainlist">* Low crush 9~27* fs28~30</div>
ub+1+3m!40i50~52-24* Weapon* Punishable on close hit with FUFT.3
ub+1+3,1+2m!, h!40, 18,i18~19+1~+2+45a* Spike* Weapon
ub+1+3,n+1m!, m!40, 22,i28~113-57a* Weapon* Cancel early to r21 with B (earliest cancel -12a)* Possible to double-hit during cancel
ub+4m17i20~22-19+12a (+2)* Balcony Break* Spike<div class="plainlist">* Low crush 9~32* fs33~35</div>
ub+1+2M25i24~25-8c+27a (+17)* Balcony Break* Weapon* 5 chip damage on block* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.ub+1+2|Power up]] in NSS or Heat
u+1m17i24~25-5+4c* Spike* Weapon<div class="plainlist">* Low crush 9~27* fs28~30</div>
u+1+2* Cancel to r12 with db_d_df (js1~10)* Unavailable in NSS* Actionable after 15 frames, except when using DGF.2 which can be performed after 10 framesLow crush 8~
u+3+4M,M10,12i39~42 i3~6+1c~+4c+24a* Spike* Floor break occurs on 2nd hit* Evades some mid attacks from frames ?-?* Yoshimitsu becomes invisible on frames 15~30 but can still be floated* -1 if the 2nd hit whiffs<div class="plainlist">* Low crush 11~42* fs43~45</div>
uf+1m20i24~25-4+5c+50a* Spike* Weapon<div class="plainlist">* Low crush 9~27* fs28~30</div>
uf+1+3M!40i113~114+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* Becomes a [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.uf+1+3|different move]] in NSS<div class="plainlist">* Low crush 9~110* fs111~113</div>
uf+1+3>dM30i83~84-1+34a* Spike* Weapon* 12 chip damage on block* Input during frames 35-60 of uf+1+2<div class="plainlist">* Low crush 9~80* fs81~83</div>
uf+1+3,bM!35i93~94+24a* Spike* Weapon* Cancel to r27 DGF with 1+2* Input during frames 1-31 of uf+1+2* Yoshimitsu will recover BT if the opponent is far<div class="plainlist">* Low crush 9~90* fs91~93</div>
uf+1+3,dM25i55~56-3+34a* Spike* Weapon* 10 chip damage on block* Input during frames 1-31 of uf+1+2<div class="plainlist">* Low crush 9~52* fs53~55</div>
uf+2L25i35~36-16+6g+25a* Weapon* Cancel to r20 FC with D<div class="plainlist">* Low crush 10~29* fs30~32</div>
uf+3m15i15-13+32a (+22)* Knee* Can evade jabs at frames 5-7* Recovers 1f faster on hit or block<div class="plainlist">* Low crush 9~33* fs34~36</div>
uf+4m21i20~22-9+22a* Homing* Balcony Break* Spike<div class="plainlist">* Low crush 9~32* fs33~35</div>
uf+3+4M20i31~35-16~-12-4a* Spike* In 1SS cancel to DGF r18 with 1+2* 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<div class="plainlist">* Low crush 10~32* fs33~35</div>
uf+3+4,1M, h20, 8,i16~18-1-43* On hit, transitions to r49 backward jump automatically* Combo from 1st hit vs grounded* Combo from 1st hit
uf+3+4,1,4M, h, m20, 8, 15,i17~28 i28~39-14~+13g+27a (+17a)Combos from 1st (requires wall)<div class="plainlist">* ,Low crush 14~41* fs42~44</div>
uf+3+4,1,4,1M, h, m, M20, 8, 15, 15,i24~25-9+1c+6a* Spike* Weapon* 4 chip damage on block* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.d+1|Power up]] in NSS or Heat
uf+3+4,1,4,NSS.1M, h, m, M20, 8, 15, 24,i24~25-9+16a+52a* Balcony Break* Spike* Weapon* Can transition to d+1*,n* 12 chip damage on block* Recovers 4 base health on hit
uf+3+4,1,3+4M, h, M20, 8, 21,i31~35+0c~+4c-14a* Spike* On hit, transitions to r49 backward jump automatically<div class="plainlist">* ,Low crush 10~32* fs33~35</div>
uf+3+4,3M, M,M20, 10,10,i39~42 i3~6-4c~-1c+27a* Spike* Floor break occurs on 3rd hit* Evades mid attacks from frames ?-?<div class="plainlist">* ,Low crush 11~42* fs43~45</div>
uf+3+4,3+4M, m20, 25,i25~26-13+52a (+42)* Tornado* Combo from 1st hit<div class="plainlist">* ,High crush 4~22* fs10~50</div>
1+2+3+4* Can’t block for 5 seconds* CH state for 5 seconds
b,B+1+4m!50i59~61+2a* Weapon* Cannot be buffered* Poor hitbox, will go over crouching opponents sometimes
b,B+1+4,Bm20i22~25-15+14c* Weapon* 70% proration on standing hit* Knockdown against BT opponent +11a (FDFT)* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.1+4|Power up]] in NSS or Heat
f,F+2m15i15-9+4* Elbow* Cannot be buffered* Increased pushback on CH
f,F+2:2m, t15, 20+8d* Transitions to attack throw only on front hit (air hit OK)* 3f input window for the transition (frames 13~15)* After hit, enter IND r20 with d+3+4
f,F+3m20i23~24-4+5* Enter KIN r25 +3 +12 with 1+2* Cannot be buffered
f,F+4m20i15~16-6+37a (+23)* Balcony Break* Knee* Cannot be buffered* -12 if Yoshimitsu holds back to turn around and block<div class="plainlist">* Low crush 13-21* fs22-24</div>
f,F+1+2m22i22~24-8+3c* Spike* Cannot be buffered* Visually similar to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,F+3+4|f,F+3+4]]<div class="plainlist">* Low crush 10~21* fs22~24* Low crush 25~29* fs30~32</div>
f,F+1+4m!60i45-65a* Weapon* Cannot be buffered* 60 self-damage during 1st recovery frame* NSS.f,F+1+4 will always cancel into [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,F+1+4,n|Confusion]] * Dealing lethal damage will award the victory to Yoshimitsu* Holding any direction will trigger the attack, not just forward
f,F+1+4,Fm!, m!60, 185,i35~37-60a* Weapon* 185 self-damage during 1st recovery frame* Dealing lethal damage will award the victory to Yoshimitsu
f,F+1+4,nm!60
f,F+3+4m15i22~24-20-9c* Spike* Cannot be buffered* Visually similar to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,F+1+2|f,F+1+2]]<div class="plainlist">* Low crush 10~27* fs28~30</div>
f,F+3+4,1+2m, m15, 15,i12~18-31-2a (-12)* Balcony Break* Combo from 1st CH* Tremendous forward travel* Automatically recovers to r55 IND on self-wallsplat<div class="plainlist">* ,Low crush 24~46* fs47~90</div>
f,F+3+4,1+2,3+4m, m, m15, 15, 20,i27-13+52a (+42)* Tornado* Combo from 2nd hit* Combo from 1st CH* Tremendous forward travel<div class="plainlist">* ,Low crush 1~13* fs14~54</div>
f,n,d,df+1M22i17~18-17+35a (+25a)* Weapon* Can be buffered* Enter KIN r30 with 1+2* Can be performed from FC<div class="plainlist">* Low crush 17~39* fs40~42</div>
f,n,d,df+2m20i14~15-13+6g+58a (+38)* Balcony Break* Weapon* Can be buffered* Can be performed in FCHigh crush 6~14
qcf+1h,h,M24,15,35i28~34 i37 i58~60+0~+2+30a* Spike 2nd and 3rd* Weapon* 17 chip damage on block* Can be buffered* Can be performed in FC* 1st and 2nd hits connect only vs airborne opponent<div class="plainlist">* Low crush 10~55* fs56~58</div>
f,f,F+3M30i22~23+5g+13a (+3)* Balcony Break* 9 chip damage on block* Enter DGF +7 +15a (+5) r34 with 1SS.U<div class="plainlist">* Low crush 3~33* fs34~36</div>
ws1m12i14~15-10+1+6
ws1,1m, h12, 12,i18-11+0* Spike* Combo from 1st hit with 11f delay* Combo from 1st CH with 13f delay* Input can be delayed 13f* Move can be delayed 8f* Cancel to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] -5 -16 r25 with b+3_b+4
ws1,1,1m, h, h12, 12, 12,i18-11+0* Spike* Combo from 1st CH with 13f delay* Input can be delayed 12f
ws1,1,1,1m, h, h, m12, 12, 12, 25,i25~26+0c+6c* Spike* Combos from 3rd CH with 5f delay* Input can be delayed 12f
ws1,2m, h12, 18,i25~26-4+14g+39a* Balcony Break* Combos from 1st hit with 4f delay* Combos from 1st CH with 9f delay* Input can be delayed 15f* Move can be delayed 13f
ws1,2,1m, h, M12, 18, 21,i26~27-12+17a (+10)* Tornado* Weapon* Combo from 2nd CH
ws1,2,db+2m, h, m12, 18, 8i15-5+6Links to db+2 extensions
ws2m13i15~16-4+7Balcony break or airborne hit
ws2,1m, m13, 14,i27~28-3a+36a (+26)* Weapon* Combo from 1st hit with 1f delay
ws2,NSS.1m, h13, 16,i23-6+5* Elbow* Combo from 1st hit
ws2,NSS.1,2m, h13, 16* Balcony break on airborne hit* Elbow* Combo from 2nd CH
ws2,NSS.1,3m, h13, 16* Balcony Break* Combo from 2nd CH
ws3m12i16-6+3
ws3,2m, m12, 20,i32-12c+0a* Spike* Weapon* Combo from 1st hit
ws4m14i11~12-6+5* Enter KIN r24 with 1+2* Enter NSS r24 with B
SS.1m21i17~18-9+2+27a (+17)Sidestep adds minimum 9f, effective startup i26~27
SS.2m20i18~19-13+30a (+20)* Tornado* Sidestep adds minimum 9f, effective startup i27~28
FC.DF+1l!12i26+70a (+54)* WeaponHigh crush 1~34
FC.db+3l8i18~19-25-14Links to db+3 extensionsHigh crush 1~
FC.df+4L18i18~19-26+4c+31a* Homing* Enter IND -26 +8c +35a r24 with d+3+4* Can be done from [[Crouch#Crouch_levels|Crouch Level 2]]High crush 1~
FC.d+1sl5i10-5+6* Transition to r25? with f* Transition input can be delayed 16fHigh crush 1~
FC.d+2sl8i11-4+5High crush 1~
FC.d+3L10i16-17-6High crush 1~
FC.d+4l6i12-15-4High crush 1~
BDS.1h!25i21~40+32a
BDS.3m23i17~30-15~-2-13~+0Can hit from the front of the opponent attacks into it<div class="plainlist">* Low crush 14~27* fs28~30</div>
BT.1h16i15-3+8Elbow
BT.1,2h, m16, 18,i25-5+5+63a* Balcony break on airborne hit* Elbow* Combo from 1st CH
BT.1,3h, h16, 25,i25~26-7+27a (+17)* Balcony Break* Combo from 1st CH
BT.2h18i16~17-4+14g+39a* Balcony Break* Links to f+2 extensions
BT.3m20i24~26-3+11aSpike<div class="plainlist">* Low crush 6~29* fs30~32</div>
BT.d+1L20i17~18-13+3+38aWeaponHigh crush 6~
DGF.1M22i30~31-2c+10a+46a* Spike* Weapon* 11 chip damage on block* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-H.DGF.1|Power up]] in Heat * Partially uses remaining Heat timeLow crush 1~27
DGF.2h15i16~18+4+13sLow crush 1~
DGF.2,4h, M15, 22i26~28-14+15a (+8)* Tornado* Combo from 1st hit* Enter NSS r33 with B<div class="plainlist">* ,Low crush 1~46* fs47~49</div>
DGF.3L18i22~23-13+6c+28aAirborne attack, can’t be low parriedLow crush 1~18
DGF.4m24i18~20-4+14g* Heat Engager* Heat Dash +5g, +62a (+42)* Balcony BreakLow crush 1~19
DGF.1+2<div class="plainlist">* Low crush 1~27* fs28~30</div>
DGF.3+4h!,t17,18i20~21+0* Floor Break* Transitions to attack throw on front hit (air hit OK)* Attack throw recovers standingLow crush 1~
DGF.d+3+4<div class="plainlist">* Low crush 1~27* fs28~* High crush 31~</div>
DGF.frealigns with opponent, creates distanceLow crush 1~
DGF.f+2h23i20~21+7+19a (+10)+64a (+44)* Homing* Balcony Break* WeaponLow crush 1~
DGF.f+1+2h,h,h10,10,20i16~17 i11~12 i11~12-2+18a (+9)* Homing* Balcony Break* Weapon* Jail from 1st attack* 12 chip damage on block* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-H.DGF.f+1+2|Power up]] in HeatLow crush 1~65
FLE.1<div class="plainlist">* fs1~25* High crush 26~</div>
FLE.2L20i24~28-12~-8+30a* Side switches on close hit* Can combo to ws4 on no side switch<div class="plainlist">* fs1~* High crush 6~</div>
FLE.3* Evades like a sidestepLow crush 1~
FLE.1+2h20i18~19-8+31a (+21)* Tornado* HeadHigh crush 6~17
FLE.3+4m25i25~26-13+52a (+42)* Tornado<div class="plainlist">* fs1~26* High crush 6~22</div>
FLE.d* Evades jabs from frames 4-14* Evades mids from frames 7-12* Can be canceled into other FLE moves (except FLE.n)<div class="plainlist">* Low crush 1~4* fs5~15* Low crush 16~</div>
FLE.dM0i10+31a (+24)* Evades jabs from frames 4-14* Evades mids from frames 7-12* Can be cancelled into other FLE moves (except FLE.n)* Only accessible after hitting with FLE.nLow crush 1~
FLE.db<div class="plainlist">* Low crush 1~12* fs13~15</div>
FLE.d+3+4<div class="plainlist">* Low crush 1~16* High crush 16~30* fs17~</div>
FLE.f* In WFL from frames 20-50* Cancel into FLE.f,f with f within 19 framesLow crush 1~
FLE.f,fM,M,M,M,M3,3,3,3,3i17~19 i6~8 i5~7 i6~8 i6~8-10+1* Combos from any hit* Floor break on all hits* Sometimes combos into FLE.nLow crush 1~
FLE.f+2
FLE.nm7i2~60-18~+48a (+38a)* Balcony Break* Weapon* 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 takenLow crush 1~
FLE.ufm!21i30~45+30a (+20)* Balcony BreakLow crush 1~
FLE.u+1+2Low crush 1~
FLE.u+3+4m30i38~40+4~+6+21a (+12)* Balcony Break* Tech roll to r33 FC on frames 41-42<div class="plainlist">* Low crush 1~37* fs38~40</div>
FUFT.d+3+4fs1~
IND.1M!15i53~55+0c~+2c* Spike* Weapon* Same animation as the ending of [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-qcf+1|qcf+1]]<div class="plainlist">* Low crush 30~52* fs53~55</div>
IND.2m7i39~43-8~-5+2~+6* Links to db+2 extensions* Greater forward momentum than a standing db+2High crush 1~ fs1~
IND.3m15i32~38-31-2a (-12)* Balcony Break* Automatically recovers to r55 IND on self-wallsplat* Tremendous forward travel<div class="plainlist">* ,Low crush 12~34* fs35~90</div>
IND.3,3+4m, m15, 20,i27-13+52a (+42)* Tornado* Combo from 1st hit* Tremendous forward travel<div class="plainlist">* ,Low crush 1~13* fs14~54</div>
IND.4L18i47~48-26+4c+31a* Homing* Enter IND -26 +8 +35a r24 with d+3+4High crush 1~
IND.1+2Unavailable in NSS<div class="plainlist">* Low crush 1~27* fs28~30</div>
IND.3+4m,m6,22i17~18 i10~11-6+3* Homing* Enter DGF r18 with 1SS.U<div class="plainlist">* Low crush 12-37* fs38-40</div>
IND.D+3+4** Allows 8-way directional movement in IND* Continues as long as 3+4 is held* Holding a directional input and pressing 1, 2 or 1+2 will play different voicelines* Yoshimitsu must rest his arms before he can move, this animation takes 30 frames, this animation does not occur when using NSS.d+1+2High crush 1~ fs1~
IND.f* If closer than 1.75 units, recovers r49, 1 unit behind the opponent* If in BT.IND closer than 1.75 units, recovers r49, 4.2 units away from the opponent* If farther than 1.75 units, recovers r49 BT in the same location* Evasive, can go under some attacks<div class="plainlist">* fs1~50</div>
IND.n* Recovers 3 recoverable health with each pulse* Can be cancelled into other IND moves* Inputting anything other than IND.3+4 or IND.u will put Yoshimitsu in a spinning animation that takes 29 frames to complete before any move comes out<div class="plainlist">* High crush 1~* fs1~</div>
IND.u* Evasive, can go under some attacks if timedfs1~29
IND.u+1+2Unavailable in NSSLow crush 1~
KIN.1m10i17-12-1* Spike* Weapon* Deals 2 chip damage in NSS
KIN.1,1m, m,m10, 5,15,i23~24 i14~15-9+7c* Spike* Weapon* Combo from 1st hit with 2f delay* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-KIN.1,NSS.1|Power up]] in NSS or Heat
KIN.1,NSS.1m, m,m10, 5,20,i23~24 i14~15-1+37a (+29)* Balcony Break* Spike* Weapon* Combo from 1st hit with 2f delay* 4 chip damage on block* Recovers 4 base health on hit
KIN.2m15i21~22-14+26a (+16a)Weapon
KIN.2,1+2m, M15, 30i32~34-15~-13+2a* Balcony Break* Spike* Weapon* 6 chip damage on block* Power in NSS or Heat
KIN.2,1+2*m, M15, 30,i47~49+2~+4+2a* Balcony Break* Spike* Weapon* 9 chip damage on block* Power in NSS or Heat
KIN.2,NSS.1+2m, M15, 30i32~34-3+15a* Balcony Break* Spike* Weapon* 9 chip damage on block* Recovers 7 base health on hit
KIN.2,NSS.1+2*m, M15, 30,i47~49+14+69a (+49)* Balcony Break* Spike* Weapon* Guard Break* 12 chip damage on block* Recovers 2 base health on hit* +26d (+26) on airborne hit
KIN.3L17i25~32-16~-9+13a+25a<div class="plainlist">* Low crush 10~20* fs21~23* High crush 24~</div>
KIN.4h23i16~17+0+20a (+11)+49a* Homing* Balcony Break* Enter KIN +3 +23a (+14) r26 with 1+2* Enter MED -1 +19a (+10) r28 with 3+4
KIN.1+2m,m,m,m4,4,4,24i12~13 i6~7 i7~8 i11~13-6+11a* Spike* Weapon* Combos from any hit* Despite being i12, it always connects on i13 after f,F+3,1+2 on hit<div class="plainlist">* Low crush 25~39* fs40~42</div>
KIN.1+4m20i10~13-15+14c* Weapon* 70% proration on standing hit* Knockdown against BT opponent +11a (FDFT)* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.1+4|Power up]] in NSS or Heat
KIN.b+2m15i15~16-9+2Weapon
KIN.b+2,1m, M15, 19,i23~24-12+30a (+20)* Tornado* Weapon* Combo from 1st hit
KIN.b+1+2m!25i46+6a* Weapon* Backswing blow* Unavailable in NSS* Move is delayed by 5f
KIN.d+1L20i23~24-13+3+38a* Weapon* Cancel to r34 FC with DB on frame 16High crush 22~
KIN.fHigh crush 5~25
KIN.f+1M,M,M6,6,10i19~20 i6~7 i7~8-5-2* Weapon* Combos from any hit* 8 chip damage on block* Powers in NSS or Heat
KIN.f+1*M,M,M,M,M,M6,6,6,6,6,10i19~20 i6~7 i7~8 i6~7 i7~8 i7~8-12+29a (+14)* Weapon* Combos from any hit* 14 chip damage on block* Powers in NSS or Heat
KIN.f+2h25i12~13-1 +11w+9a (+0)* Heat Engager* Heat Dash +5g, +34a (+27)* Homing* Balcony Break* Weapon* Wall Crush on block, +11g minimum
KIN.u+1+2Can be counterhitLow crush 14~
MED.3m,M15,15i17~28 i28~39+2~+13+43a* Spike* BT.d+3 is guaranteed on meaty block* 1st hit only connects if the opponent is close enough<div class="plainlist">* Low crush 14~41* fs42~44</div>
MED.1+2m!10i30~34-1aRecovers 12 base health
MED.1+4m20i6~9-15+14c* Weapon* 70% proration on standing hit* Knockdown against BT opponent +11a (FDFT)* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.1+4|Power up]] in NSS or Heat
MED.3+4
MED.dTransitions into sidewalk with held input
MED.f* Can be cancelled into a backturned attack* Can be cancelled into instant while standing* Closes distance with the opponent
MED.n* May be canceled into another MED move* at 26-28 frames into the animation:* Restores recoverable health successively** +1 health (1st pulse)** +2 health (2nd pulse)** +3 health (3rd onward)
NSS.1+2+3h25i22~40-18~+0+26d (-32)Balcony Break
NSS.1+4m20i8~11-15+14 +64a* Strong Aerial Tailspin* Weapon* Knockdown against BT opponent, +19a (+9)* 4 chip damage on block* Recovers 2 base health on hit
NSS.BT.d+1l15Yoshimitsu remains in NSS
NSS.FC.DF+1l12i25~26-16+27aHigh crush 1~34
NSS.FC.DF+1,2l, L12, 20,i25~26-14+14* Spike* Combo from 1st hit* Interrupt with i7 from 1st block,High crush 1~45
NSS.FC.df+3L12i20~21-26+67a (+51)High crush 1~
NSS.IND.1M15i48~51-8c+5a* Spike* Same animation as the ending of [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.qcf+1|NSS.qcf+1]]<div class="plainlist">* Low crush 30~52* fs53~55</div>
NSS.KIN.1+4m20i12~15-15+14 +64a* Strong Aerial Tailspin* Weapon* Knockdown against BT opponent, +19a (+9)* 4 chip damage on block* Recovers 2 base health on hit
NSS.KIN.d+1L17i23~24-13+3+38aCancel to r34 FC with DB on frame 16High crush 22~
NSS.KIN.f+1M,M,M6,6,12i19~20 i6~7 i7~8-5+18a (+11)* Weapon* Combos from any hit* 12 chip damage on block* Recovers 4 base health on hit
NSS.KIN.f+1*M,M,M,M,M,M6,6,6,6,6,12i19~20 i6~7 i7~8 i6~7 i7~8 i7~8-9+29a (+14)* Weapon* Combos from any hit* 21 chip damage on block* Recovers 8 base health on hit
NSS.b,B+1+4m!40i65~70-3a (-12)+29a (-18)Balcony Break
NSS.b,B+1+4,Bm20,i22~25-15+14 +64a* Strong Aerial Tailspin* Weapon* Knockdown against BT opponent, +19a (+9)* 4 chip damage on block* Recovers 2 base health on hit
NSS.b+1+2High crush 8~50
NSS.db+1sl5i10-5+6* Transition to r24 with fHigh crush 4~
NSS.df+1+4m19i20~21-17+35a (+25)* Enter KIN r37 with 1+2* Can be buffered* Can be performed in FC* Power up input [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.f,n,d,df+1|NSS.f,n,d,df+1]]* Replaced by [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-df+1+4|1SS.df+1+4]] when performed in BT<div class="plainlist">* Low crush 20~42* fs43~45</div>
NSS.d+1M24i24~25-9+16a+52a* Spike* Weapon* Recovers health on hit* 12 chip damage on block* Input can be held to transition to d+1*
NSS.d+1+2<div class="plainlist">* High crush 7~* fs7~</div>
NSS.d+1+4Yoshimitsu is invisible on frames 50~64, but can still be hit
NSS.f,n,d,df+1m19i17~18-17+35a (+25a)* Weapon* Can be buffered* Enter KIN r30 with 1+2* Can be performed from FC<div class="plainlist">* Low crush 17~39* fs40~42</div>
NSS.f+1+2M29i20-12+8a (-1)* Heat Engager* Heat Dash +5g, +62a (+42)* Balcony Break* Weapon* 8 chip damage on block* Recovers 4 base health on hit* Extended range
NSS.f+3+4m20i21~25-13~-9+20a (+11)* Balcony Break* Head* Cancel to r55 BT with b* Enter IND +12a (+3) r29 with d+3+4 on hit* Automatically recovers to r55 IND on self-wallsplat* Recovers 12f faster on hit* +20a on side hit
NSS.qcf+1M30i53~56-8c+5a* Spike* Can be buffered* Can be performed in FC<div class="plainlist">* Low crush 10~55* fs56~58</div>
NSS.ub+1m19i25~26-6~-5+3c~+4cSpike<div class="plainlist">* Low crush 9~27* fs28~30</div>
NSS.ub+1+3m!50i51~65-23* Punishable on close hit with FUFT.3
NSS.ub+1+3,1+2m!, h50, 15,i18~19-15-4+45aSpike
NSS.ub+1+3,n+1m!, h!50, 40,i20~105-49a (-75)* Balcony Break* Cancel to r94 with B on frame 64
NSS.ub+1+2M30i24~25-8c+16a (+6)* Balcony Break* Weapon* 15 chip damage on block* Clean hit 39 damage* Recovers 4 base health on hit* -12c if blocked at tip range
NSS.uf+1m24i25~26-4+5c+15aSpike<div class="plainlist">* Low crush 9~27* fs28~30</div>
NSS.uf+1+3<div class="plainlist">* Low crush 9~35* fs36~38</div>
NSS.u+1m21i25~26-5+4cSpike<div class="plainlist">* Low crush 9~27* fs28~30</div>
NSS.u+1+2L18i27~29+5+21g* Spike* Can’t be low parried* Opponent recovers crouching<div class="plainlist">* Low crush 9~24* fs25~</div>
OTG.u+1M24i27~29-13-8c* Spike* Weapon* 16 damage -16a against airborne opponent* 19 damage -13a (-23) against a grounded opponent* Unavailable in NSS<div class="plainlist">* Low crush 8~23* fs24~26</div>
WFL.3m25i17-16+2a (-7)* Balcony Break* FLE step takes 19 frames, effective startup i36* Clean hit, 1st hit 25 > 37 damage* Transition to attack throw on close standing hit, +15a r43 FLE and 20 extra damage* Can side switch on throw hitLow crush 1~
WFL.4L15i23~24-9+12c+20aFLE step takes 19 frames, effective startup i42~43<div class="plainlist">* Low crush 1~12* High crush 12~* fs13~</div>
1+3t35i12~14-3+1d* Homing* Throw break 1 or 2
2+4t35i12~14+0+1* Homing* Floor Break* Throw break 1 or 2* Side switch on hit
Back Throwt50+1d* Floor Break* Unbreakable
Left Throwt45-3+0d* Throw break 1* Side switch on hit
Right Throwt40-3-3dThrow break 2
qcb,f+2t0i15~16+0* Unbreakable* Opponent recovers 26 health* Yoshimitsu loses 35 health
qcf+2t22i15~16+0+0* Throw break 1+2* 35 damage as a backthrow* Yoshimitsu recovers 16 health* On break:** -Opponent recovers 22 health (35 on backthrow)** -Yoshimitsu loses 16 health
uf+1+2t45i11+0+1* Floor Break* Throw break 1+2* Side switch on break

To character select | Xiaoyu / Zafina

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