TK8_Yoshimitsu_300

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 on frame 42* 2 chip damage on block* 12 chip damage on hit* Only deals recoverable damage* Cannot cause a K.O.* Power crush 7~62* On* cancel:* Floating state 12~20* Low crush 21~29* Floating state 30~32
H.DGF.1M26i30~31+2+46a* Floor Break* Weapon* 13 chip damage on block* Recovers 1 base health or 6 additional recoverable health on hit* Consumes 90F of remaining Heat time* Low crush 1~27
H.DGF.f+1+2h,h,h10,10,20i16~17 i11~12 i11~12+4+18a (+9)* Homing* Balcony Break* Weapon* Jail from 1st block* Combo from 1st hit* 16 chip damage on block* Recovers 1 base health or 5 additional recoverable health on hit* Consumes 90F of remaining Heat time* Low crush 1~65
H.2+3M,m,m,m51i18~19+4-3d* 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* Ends Heat* Low crush 68~89* Floating state 90~92
R.df+1+2m,t55+i20-18+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* Power crush 8~
1h5i10+1+8Recovers 2f faster on hit or block (t27 r17)
1,1h, m5, 19i10, i23-9+4c+6a* 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
1,NSS.1h, m5, 22i10, i23-9+16a+52a* Floor Break* Weapon* Combo from 1st hit with 1f delay* Input can be delayed 3f* Interrupt with i4 from 1st block* 8 chip damage on block* Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less
2h10i11-1+5+8
2,1h, m10, 23i11, i26~27-9+12a* Balcony Break* Weapon* Combo from 1st CH with 1f delay* Move cannot be delayed* Cancel to r15 with b* Cancel into block is -12* Interrupt with i8 from 1st block* Replaced by a different move in NSS
2,2h, h10, 18i11, i24-1+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* Actual startup is i25, in-game frame data display is bugged* Hit vs BT +20a (+11)
2,3h, h10, 24i11, i26~27-10+16a (+7)* Balcony Break* Combo from 1st CH with 2f delay* Move can be delayed 5f
2,NSS.1h, h10, 5,15i11, i23~24 i18-5+19a* Balcony Break* Combo from 1st hit* Jail from 2nd attack
2,d+3h, L10, 11i11, i22-12-1* Combo from 1st hit with 2f delay* Move cannot be delayed* High crush 12~
3m12i15~16-9+5
3,1m, h12, 20i15~16, i22~24+7+18g* Heat Engager* Heat Dash +5, +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* Power up in NSS or Heat* Recovers in 1SS* Low crush 26~
3,2m, m12, 12i15~16, i22-12+1Interrupt with i1 from 1st block
3,2,1+2m, m, M12, 12, 26i15~16, ,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* Power up in NSS or Heat
3,2,NSS.1+2m, m, M12, 12, 27i15~16, ,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* 10 chip damage on block* Clean hit 35 damage* Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less
3,NSS.1m, h12, 22i15~16, i22~24+7+18g* Heat Engager* Heat Dash +5g, +62a (+42)* Balcony Break* Weapon* Combo from 1st hit* 6 chip damage on block* Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less* Does not transition to DGF during Heat Dash* Recovers in 1SS* Low crush 26~
3~4m,m6,22i17~18 i28~29-6+3* Jail from 1st attack* Enter DGF +5 +14 r18 with 1SS.U* Cannot transition after frame 29* Low crush 12-37* Floating state 38-40
4h16i12~13-11+0+20a (+10)Balcony Break (airborne)
4,4h, h16, 16i12~13, i24~25-4+4* Combo from 1st hit with 4f delay* Move cannot be delayed
4,4,2h, h, m16, 16, 5i12~13, ,i30~31-22-12Yoshimitsu recovers sideturned on block
4,4,2,2h, h, m, h16, 16, 5, 6i12~13, ,i22~23-24-13b* Combo from 3rd hit
4,4,2,2,1h, h, m, h, m!16, 16, 5, 6, 30i12~13, ,i67-18* Weapon
4,4,2,2,1~1h, h, m, h, m!, m!16, 16, 5, 6, 30, 22i12~13, ,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, m16, 16, 5, 6, 30i12~13, ,i67-54-17a
4,4,2,2,NSS.1~1h, h, m, h, m, h!16, 16, 5, 6, 30, 40i12~13, ,i20~105-49a (-75)* Balcony Break* Cancel early to r30 with B
4,4,4h, h, h16, 16, 20i12~13, ,i24~25-4+18a (+9)* Balcony Break* Combo from 2nd CH with 4f delay* Move cannot be delayed
4~3m25i25~26-13+52a (+42)* Tornado* Evasive, can go under some mids* High crush 4~22* Floating state 10~50
1+2* Transition to r17 FC with D* Strong Attack Reversal: parries all highs or mids, except throws, unblockables and charge moves* Parry state 3~9
1+2,PM,M10,12i15~18 i3~6+1c~+4c+14a* is1~20* Low crush 11~42* Floating state 43~45
1+2+3m0i22~40-8~+10g+0~+18+16~+34* Weapon* Can hit grounded when up-close and off-axis
1+4m20i6~9-20+14c* Weapon* 70% proration on standing hit* Recovers 12f faster on hit* Hit vs BT +11d (FDFT)* Power up in NSS or Heat
3+4Yoshimitsu recovers in BT
f+2h18i17~18-4+14g+39aBalcony Break
f+2,1h, M18, 21i17~18, i26~27-12+17a (+10)* Tornado* Weapon* Combo from 1st CH +66a (+50)
f+2,NSS.1h, m18, 21i17~18, i26~27-12+17a (+10)* Tornado* Combo from 1st CH
f+2,db+2h, m18, 8i17~18, i15-5+6* Input can be delayed 2f* Move cannot be delayed* Leads to db+2 extensions
f+3h24i16~17-9+17a (+8)* Homing* Balcony Break
f+3,4h, m24, 20i16~17, i23~24-6+37a (+23)* Knee* 2nd hit delayed 18f* Interrupt with i17 from 1st block* Low crush 22~29* Floating state 30~32
f+4m20i18-13+21a (+11)* Balcony Break* -9 on block after absorbing an attack* 8 chip damage on attack absorbtion* Power crush 7~17
f+1+2M23i20-12+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)
f+3+4m,M,M,M18,3,3,3i21~25-13~-9-8a (-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 t88 r19
df+1m14i13-4+5
df+1,2m, h14, 16i13, i25~26-4+14g+39a* Balcony Break* Combo from 1st CH with 2f delay* Move cannot be delayed
df+1,2,1m, h, M14, 16, 19i13, ,i26~27-12+17a (+10)* Tornado* Weapon* Combo from 2nd CH +66a (+50)
df+1,2,NSS.1m, h, M14, 16, 19i13, ,i26~27-12+17a (+10)* Tornado* Combo from 2nd CH
df+1,2,db+2m, h, m14, 16, 8i13, ,i15-5+6* Leads to db+2 extensions
df+1,4m, m14, 17i13, i17-12+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
df+2m13i15~16-7+34a (+24)* +4s against crouching* Launches crouching on CH* Can evade jabs on frames ?~?
df+3m10i17~18-4+4
df+3,1m, M10, 20i17~18, i23~24-9+4c+6a* Floor Break* Weapon* Combo from 1st hit* 4 chip damage on block* Power up in NSS or Heat* Input can be held to transition to d+1*
df+3,NSS.1m, M10, 24i17~18, i23~24-9+16a+52a* Floor Break* Weapon* Combo from 1st hit* Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less* 9 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* 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* Low crush 20~42* Floating state 43~45
df+2+3m18i17~18-13+6g+58a (+38)* Balcony Break* Weapon* Can be performed in FC* Faster startup and 20 damage with input f,n,d,df+2* High crush 9~17
d+1M15i24~25-9+1c+6a* Floor Break* Weapon* 4 chip damage on block* Power up in NSS or Heat
d+1*(1),nM!20i55~56+4c+6a* Floor Break* Weapon* Slowly realigns while charging* Can be canceled with b*
d+1*(2),nM!25i99~100+4c+6a* Floor Break* Weapon* Slowly realigns while charging* Can be canceled with b*
d+1*(3),nM!30i130~131+4c+6a* Floor Break* Weapon* Slowly realigns while charging* Can be canceled with b*
d+1*(4),nM!40i179~180+16a+52a* Floor Break* Weapon* Slowly realigns while charging* Can be canceled with b*
d+1*(5),nM!60i214~215+16a+52a* Floor Break* Weapon* Slowly realigns while charging* Can be canceled with b*
d+1*(6),nM!200i249~250+16a+52a* Floor Break* Weapon* Slowly realigns while charging* Can be canceled with b*
d+2M12i16~17-9~-8+0~+1Weapon
d+2,1M, h12, 23i16~17, 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, 15i16~17, 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, 15, 20i16~17, ,i19~20-9+8a (-1)* Balcony Break* Weapon* Input can be delayed 10f* Move can be delayed 9f
d+2,2,2M, m, M12, 15, 19i16~17, ,i25~27-13+16a (+9)* Tornado* Weapon* Input can be delayed 10f* Move can be delayed 9f
d+2,2,NSS.1M, m, h12, 15, 20i16~17, ,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, 15, 17i16~17, ,i29~30-12+2c+42a* Floor Break* Input can be delayed 10f* Move can be delayed 9f
d+2,2,d+1M, m, m12, 15, 17i16~17, ,i29~30-12+2c+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
d+2,NSS.1M, h12, 18i16~17, 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 right* High crush 4~
d+4l6i12-15-4* High crush 4~
d+1+2* Unavailable in NSS* Low crush 8~17* Floating state 18~20
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, 18i29~30, i1~39-29a* Weapon* 6 self damage
d+1+4,B+1,1m!, m!, m!60, 18, 20i29~30, ,i1~18-29a* Weapon* 6 self damage
d+1+4,B+1,1,1m!, m!, m!, m!60, 18, 20, 21i29~30, ,i1~18-29a* Weapon* 10 self damage
d+1+4,B+1,1,1,1m!, m!, m!, m!, m!60, 18, 20, 21, 28i29~30, ,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, 30i29~30, ,i1~35-30a* Weapon* 17 self-damage* The entire string deals 111 self damage
d+3+4* All stance moves are bufferable* High crush 6~* Floating state 6~
DB+1+2* Continues as long as DB is held* Transition to r25 releasing db* Actionable after 10f, mashing delays follow-ups* Follow-ups are fastest with inputs timed on frame 11* High crush 11~
db+1L12i26~28-11~-9+4~+6+7~+9Unavailable in NSS* High crush 8~
db+1,2L, m12, 20i26~28, i25~26-13~12+0~+1+6g~+7g* Balcony Break (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, 7i15, i10~14-9~-5+2~+6Combo from 1st hit
db+2,2,2m, m, m8, 7, 6i15, ,i10~14-9~-5+2~+6Combo from 1st hit
db+2,2,2,2m, m, m, m8, 7, 6, 5i15, ,i10~14-9~-5+2~+6Combo from 3rd CH
db+2,2,2,2,2m, m, m, m, m8, 7, 6, 5, 4i15, ,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, 3i15, ,i10~14-49-37Combo from 5th CH
db+3l8i18~19-25-14* High crush 6~
db+3,3l, l8, 7i18~19, 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, 7i18~19, ,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, 5i18~19, ,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, 5i18~19, ,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, 5i18~19, ,i9~11-26-15* Combo from 5th CH* High crush 1~
db+4L14i17-12-1
b+1h8i17+1+7+12Can transition to Spinning Evade with b+3 or b+4
b+1,1h, h8, 9i17, i11~12+4+5+10* Combo from 1st hit* Can transition to Spinning Evade with b+3 or b+4
b+1,1,1h, h, h8, 9, 10i17, ,i11~12+4+5+10* Combo from 1st hit* Can transition to Spinning Evade with b+3 or b+4
b+1,1,1,1h, h, h, h8, 9, 10, 12i17, ,i11~12+4+5+10* Combo from 3rd CH* Can transition to Spinning Evade with b+3 or b+4
b+1,1,1,1,1h, h, h, h, h8, 9, 10, 12, 14i17, ,i11~12+4+5+10* Combo from 4th hit* Combo from 3rd CH* Can transition to Spinning Evade with b+3 or b+4
b+1,1,1,1,1,1h, h, h, h, h, h8, 9, 10, 12, 14, 16i17, ,i11~12-73-71-67* Combo from 4th hit* Combo from 3rd CH
b+1,1,db+3h, h, l8, 9, 7i17, ,i13~14-20-9* Combo from 1st hit* Can combo to DB+3 extensions* Can be performed after one or three b+1* High crush 10~
b+1,1,db+3,3h, h, l, l8, 9, 7, 5i17, ,i15~17-19-7* Combo from 3rd CH* Can combo to db+3 extensions* Enter IND r20 with d+3+4* Can be performed after one or three b+1* High crush 1~
b+2m12i14~15-9+2Enter KIN r27 with n,1+2
b+2,1m, M12, 20i14~15, i27~28-17+28a (+18)* Weapon* Combo from 1st CH with 2f delay* Enter KIN r30 with 1+2* Input can be delayed 14f* Low crush 28~49* Floating state 50~52
b+2,2m, h12, 21i14~15, i22~23-9+2a* Heat Engager* Heat Dash +5, +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, 17i14~15, i27~28-17+28a (+18)* Enter KIN r30 with 1+2* Combo from 1st CH with 2f delay* Input can be delayed 14f* Low crush 28~49* Floating state 50~52
b+2,NSS.2m, h12, 18i14~15, i22~23-9+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* Can be performed from backturn (reverse direction)
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+2* High crush 8~50
ub+1m17i24~25-5+4c* Floor Break* Weapon* Performs u+1 with a vertical jump* Low crush 9~27* Floating state 28~30
ub+1+3m!40i50~52-24* Weapon* Punishable on close hit with FUFT.3
ub+1+3,1+2m!, h!40, 18i50~52, i18~19+1~+2+45a* Floor Break* Weapon
ub+1+3,n,1m!, m!40, 22i50~52, i28~113 i2~4-57a* Weapon* Cancel early to r25 with B on frame 64* Possible to double-hit during cancel
ub+4m17i20~22-19+12a (+2)* Balcony Break* Floor Break* Low crush 9~32* Floating state 33~35
ub+1+2M25i24~25-8c+27a (+17)* Balcony Break* Weapon* 5 chip damage on block* Power up in NSS or Heat
u+1m20i24~25-4+5c+50a* Floor Break* Weapon* Low crush 9~27* Floating state 28~30
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 frames* Low crush 8~
u+3+4M,M10,12i39~42 i3~6+1c~+4c+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* Low crush 11~42* Floating state 43~45
uf+1m10i17-10+2c* Weapon
uf+1,1m, M10, 17i17, i29~30-9+9c* Floor Break* Weapon* Combo from 1st hit with 4f delay* Input can be delayed 4f* Move can be delayed 3f* Interrupt with i6 from 1st block* Transition to FLE on hit only* Good SSR tracking* Power up in NSS or Heat
uf+1,NSS.1m, M10, 22i17, i29~30-9+9c* Floor Break* Weapon* Combo from 1st hit with 4f delay* Input can be delayed 4f* Move can be delayed 3f* Interrupt with i6 from 1st block* Transition to FLE on hit only* Good sidestep right tracking* Restores 3 additional recoverable health on hit* Partially uses remaining Heat time
uf+1+3M!40i113~114+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* Low crush 9~110* Floating state 111~113
uf+1+3<dM30i83~84-1+34a* Floor Break* Weapon* 12 chip damage on block* Input during frames 35-60 of uf+1+2* Low crush 9~80* Floating state 81~83
uf+1+3,bM!35i93~94+24a* Floor Break* Weapon* Cancel to r106 DGF with 1+2 on frame 79* Input during frames 1-31 of uf+1+2* Yoshimitsu will transition to BT if the opponent is far* Low crush 9~90* Floating state 91~93
uf+1+3,dM25i55~56-3+34a* Floor Break* Weapon* 10 chip damage on block* Input during frames 1-31 of uf+1+2* Low crush 9~52* Floating state 53~55
uf+2L25i35~36-16+6g+25a* Weapon* Cancel to r47 FC with D on frame 27* Low crush 10~29* Floating state 30~32
uf+3m15i15-13+32a (+22)* Knee* Can evade jabs at frames 5-7* Low crush 9~33* Floating state 34~36
uf+4m21i20~22-9+22a* Homing* Balcony Break* Floor Break* Low crush 9~32* Floating state 33~35
uf+3+4M20i31~35-16~-12-4a* 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* Low crush 10~32* Floating state 33~35
uf+3+4,1M, h20, 8i31~35, 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, 15i31~35, ,i17~28 i28~39-14~+13g+27a (+17a)Combos from 1st (requires wall)* Low crush 29~56* Floating state 57~59
uf+3+4,1,4,1M, h, m, M20, 8, 15, 15i31~35, ,i24~25-9+1c+6a* Floor Break* Weapon* 4 chip damage on block* Power up in NSS or Heat
uf+3+4,1,4,NSS.1M, h, m, M20, 8, 15, 24i31~35, ,i24~25-9+16a+52a* Balcony Break* Floor Break* Weapon* Can transition to d+1*,n* 9 chip damage on block* Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less
uf+3+4,1,3+4M, h, M20, 8, 21i31~35, ,i31~35+0c~+4c-14a* Floor Break* 3rd hit delayed 18f, effective startup i49~53* On hit, transitions to r49 backward jump automatically* Low crush 28~50* Floating state 51~53
uf+3+4,3M, M,M20, 10,10i31~35, i39~42 i3~6-4c~-1c+27a* Floor Break* Floor break occurs on 3rd hit* Evades mid attacks from frames ?-?* Low crush 16~47* Floating state 48~50
uf+3+4,3+4M, m20, 25i31~35, i25~26-13+52a (+42)* Tornado* Combo from 1st hit* High crush 9~27* Floating state 15~55
1+2+3+4* Can’t block for 5 seconds* CH state on your next attack for 5 seconds ”(Tekken 7 and prior games)”* 10% damage increase on the next attack for 5 seconds ”(Tekken 8 season 2 patch onward)”* Attacks taken will be CH 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,Bm20i22~25-20+14c* Weapon* 70% proration on standing hit* Recovers 12f faster on hit* Hit vs BT +11d (FDFT)* Power up in NSS or Heat
f,F+2m15i15-9+4* Elbow* Cannot be buffered* Increased pushback on CH
f,F+2:2m, t15, 18i15, +8d* Transitions to attack throw only on front hit (air hit OK)* 3f perfect input window on frames 13~15, +2 damage* 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* Low crush 13-21* Floating state 22-24
f,F+1+2m22i22~24-8+3c* Floor Break* Cannot be buffered* Visually similar to f,F+3+4* Low crush 10~21* Floating state 22~24* Low crush 25~29* Floating state 30~32
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 f,F+1+4,n * 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, 185i45, i35~37-60a* Weapon* 200 self-damage during 1st recovery frame* Dealing lethal damage will award the victory to Yoshimitsu
f,F+1+4,nm!60i45,
f,F+3+4m15i22~24-20-9c* Floor Break* Cannot be buffered* Visually similar to f,F+1+2* Low crush 10~27* Floating state 28~30
f,F+3+4,1+2m, m15, 15i22~24, i12~18-31-2a (-12)* Balcony Break* Combo from 1st CH* Tremendous forward travel* Automatically recovers to r55 IND on self-wallsplat* Low crush 24~46* Floating state 47~90
f,F+3+4,1+2,3+4m, m, m15, 15, 20i22~24, ,i27-13+52a (+42)* Tornado* Combo from 2nd hit* Combo from 1st CH* Tremendous forward travel* Low crush 1~13* Floating state 14~54
f,n,d,df+1M22i17~18-17+35a (+25a)* Weapon* Can be buffered* Enter KIN r30 with 1+2* Can be performed from FC* Low crush 17~39* Floating state 40~42
f,n,d,df+2m20i14~15-13+6g+58a (+38)* Balcony Break* Weapon* Can be buffered* Can be performed in FC* High crush 6~14
qcf+1h,h,M24,15,35i28~34 i37 i58~60+0~+2+30a* Floor Break 2nd and 3rd* Weapon* 14 chip damage on block* Can be buffered* Can be performed in FC* 1st and 2nd hits connect only vs airborne opponent* Low crush 10~55* Floating state 56~58
f,f,F+3M30i22~23+5g+13a (+3)* Balcony Break* 9 chip damage on block* Enter DGF +7 +15a (+5) r34 with 1SS.U* Low crush 3~33* Floating state 34~36
ws1m12i13~14-10+1+6
ws1,1m, h12, 12i13~14, i18-11+0* Floor Break* 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 Spinning Evade -5 -16 r25 with b+3_b+4
ws1,1,1m, h, h12, 12, 12i13~14, ,i18-11+0* Floor Break* Combo from 1st CH with 12f delay* Input can be delayed 12f
ws1,1,1,1m, h, h, m12, 12, 12, 25i13~14, ,i25~26+0c+6c* Floor Break* Combos from 3rd CH with 5f delay* Input can be delayed 12f
ws1,2m, h12, 18i13~14, 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, 21i13~14, ,i26~27-12+17a (+10)* Tornado* Weapon* Combo from 2nd CH
ws1,2,db+2m, h, m12, 18, 8i13~14, ,i15-5+6Leads to db+2 extensions
ws2m13i15~16-4+7Balcony Break (airborne)
ws2,1m, m13, 14i15~16, i27~28-3a+36a (+26)* Weapon* Combo from 1st hit with 1f delay
ws2,NSS.1m, h13, 16i15~16, i23-6+5* Elbow* Combo from 1st hit
ws2,NSS.1,2m, h13, 16i15~16, ,* Balcony Break (airborne)* Elbow* Combo from 2nd CH
ws2,NSS.1,3m, h13, 16i15~16, ,* Balcony Break* Combo from 2nd CH
ws3m12i16-6+3
ws3,2m, m12, 20i16, i32-12c+0a* Floor Break* 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.2m22i16~17-13+28a (+18)* Tornado* Sidestep adds minimum 9f, effective startup i25~26
FC.DF+1l![12;12]i26+70a (+54)* Weapon* 100% recoverable damage* Cannot be buffered after Heat Dash* Must hold DF for 5 frames* i27 effective startup (with FC.db,b+1 input)* i31 effective startup (with FC.DF+1 input)* i37 effective startup (FC.db,b+1 from manual crouch)* i41 effective startup (FC.DF+1 from manual crouch)* High crush 1~34
FC.d+1sl5i10-5+6* Transition to r25? with f* Transition input can be delayed 16f* High crush 1~
FC.d+2sl8i11-4+5* High crush 1~
FC.d+3L10i16-17-6* High crush 1~
FC.d+4l6i12-15-4* High crush 1~
BDS.1h!25i21~40+32a~+51a
BDS.3m23i17~30-15~-2-13~+0Can hit from the front of the opponent attacks into it* Low crush 14~27* Floating state 28~30
BT.1h16i15-3+8Elbow
BT.1,2h, m16, 18i15, i25-5+5+63a* Balcony Break (airborne)* Elbow* Combo from 1st CH
BT.1,3h, h16, 25i15, i25~26-7+27a (+17)* Balcony Break* Combo from 1st CH
BT.2h18i16~17-4+14g+39a* Balcony Break* Leads to f+2 extensions
BT.3m20i24~26-3~-1+11aFloor Break* Low crush 6~29* Floating state 30~32
BT.d+1L20i17~18-13+3+38aWeapon* High crush 6~
DGF.1M22i30~31-2c+10a+46a* Floor Break* Weapon* 11 chip damage on block* Power up in Heat * Partially uses remaining Heat time* Low crush 1~27
DGF.2h15i16~18+4+13s* Low crush 1~
DGF.2,4h, M15, 22i16~18, i26~28-14+15a (+8)* Tornado* Combo from 1st hit* Enter NSS r33 with B* Low crush 1~46* Floating state 47~49
DGF.3L18i22~23-13+6c+28aAirborne attack, can’t be low parried* Low crush 1~18
DGF.4m24i18~20-4+14g* Heat Engager* Heat Dash +5g, +62a (+42)* Balcony Break* Low crush 1~19
DGF.1+2* Low crush 1~27* Floating state 28~30
DGF.3+4h!,t17,18i20~21+0* Floor Break* Transitions to attack throw on front hit (air hit OK)* Attack throw recovers standing* Low crush 1~
DGF.d+3+4* Low crush 1~27* Floating state 28~* High crush 31~
DGF.frealigns with opponent, creates distance* Low crush 1~
DGF.f+2h23i20~21+7+19a (+10)+64a (+44)* Homing* Balcony Break* Weapon* Low crush 1~
DGF.f+1+2h,h,h9,9,18i16~17 i11~12 i11~12-2+18a (+9)* Homing* Balcony Break* Weapon* Jail from 1st block* Combo from 1st hit* 9 chip damage on block* Power up in Heat* Low crush 1~65
FLE.1* Floating state 1~25* High crush 26~
FLE.2L20i24~28-12~-8+30a* Side switches on close hit* Can combo to ws4 on no side switch* Floating state 1~* High crush 6~
FLE.3* Evades like a sidestep* Low crush 1~
FLE.1+2m16i18~19-9+4+31a (+21)* Tornado* Head* High crush 6~17
FLE.3+4m25i25~26-13+52a (+42)* Tornado* Floating state 1~26* High crush 6~22
FLE.d* Evades jabs from frames 4-14* Evades mids from frames 7-12* Can be canceled into other FLE moves (except FLE.n)* Low crush 1~4* Floating state 5~15* Low crush 16~
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.n* Low crush 1~
FLE.db* Low crush 1~12* Floating state 13~15
FLE.d+3+4* Low crush 1~16* High crush 16~30* Floating state 17~
FLE.f* In WFL from frames 2?-32?* Cancel into FLE.f,f with f within 19? frames* Low 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.n* Low 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 taken* Low crush 1~
FLE.ufm25i30~45+10g~25g+32a* Balcony Break* 10 chip damage on block* Opponent recovers crouching on block* Low crush 1~
FLE.u+1+2* Low crush 1~
FLE.u+3+4m30i38~40+4~+6+21a (+12)* Balcony Break* Tech roll to r33 FC on frames 41-42* Low crush 1~37* Floating state 38~40
FUFT.d+3+4* Floating state 1~
IND.1M!15i53~55+0c~+2c* Floor Break* Weapon* Same animation as the ending of qcf+1* Low crush 30~52* Floating state 53~55
IND.1~u+1+2* Unavailable in NSS* 1f input window* u+1+2 must be pressed on the 1st frame of the IND spin animation* Low crush 1~
IND.2m7i39~43-8~-5+2~+6* Leads to db+2 extensions* Greater forward momentum than a standing db+2
IND.3m15i32~38-31-2a (-12)* Balcony Break* Automatically recovers to r55 IND on self-wallsplat* Low crush 12~34* Floating state 35~90
IND.3,3+4m, m15, 20i32~38, i27-13+52a (+42)* Tornado* Combo from 1st hit* Tremendous forward travel* Low crush 1~13* Floating state 14~54
IND.4L18i47~48-26+4c+31a* Homing* Enter IND -26 +8 +35a r24 with d+3+4* High crush 1~
IND.1+2Unavailable in NSS* Low crush 1~27* Floating state 28~30
IND.3+4m,m6,22i17~18 i10~11-6+3* Homing* Enter DGF r18 with 1SS.U* Low crush 12-37* Floating state 38-40
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+2* High crush 1~* Floating state 1~
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* Floating state 1~50
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* High crush 1~* Floating state 1~
IND.u* Evasive, can go under some attacks if timed* Floating state 1~29
IND.u+1+2Unavailable in NSS* Low crush 1~
KIN.1m10i17-12-1* Floor Break* Weapon* Deals 2 chip damage in NSS
KIN.1,1m, m,m10, 5,15i17, i23~24 i14~15-9+7c* Floor Break* Weapon* Combo from 1st hit with 2f delay* Power up in NSS or Heat
KIN.1,NSS.1m, m,m10, 5,20i17, i23~24 i14~15-1+37a (+29)* Balcony Break* Floor Break* Weapon* Combo from 1st hit with 2f delay* 4 chip damage on block* Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less
KIN.2m15i21~22-14+26a (+16)Weapon
KIN.2,1+2m, M15, 30i21~22, i32~34-15~-13+2a* Balcony Break* Floor Break* Weapon* 6 chip damage on block* Power in NSS or Heat* -3d on backturned hit
KIN.2,1+2*m, M15, 30i21~22, i47~49+2~+4+2a* Balcony Break* Floor Break* Weapon* 9 chip damage on block* Power in NSS or Heat* -3d on backturned hit
KIN.2,NSS.1+2m, M15, 30i21~22, i32~34-3+15a* Balcony Break* Floor Break* Weapon* 9 chip damage on block* Recovers 5 base health or 10? additional recoverable health on hit * Recovers 1 base health on hit when remaining recoverable health is 7 to 12* Recovers 5 additional total health on hit when remaining recoverable health is 6 or less (recoverable + base -> 5)* +15d on backturned hit
KIN.2,NSS.1+2*m, M15, 30i21~22, i47~49+11+69a (+49)* Balcony Break* Floor Break* Weapon* Guard Break* 12 chip damage on block* Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less* Consumes 210F of Heat* +26d (+26) on airborne hit* +40a on backturned hit
KIN.3L17i25~32-16~-9+13a+25a* Low crush 10~20* Floating state 21~23* High crush 24~
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* Floor Break* Weapon* Combos from any hit* Despite being i12, it always connects on i13 after f,F+3,1+2 on hit* Low crush 25~39* Floating state 40~42
KIN.1+4m20i10~13-20+14c* Weapon* 70% proration on standing hit* Recovers 12f faster on hit* Hit vs BT +11d (FDFT)* Power up in NSS or Heat
KIN.b+2m15i15~16-9+2Weapon
KIN.b+2,1m, M15, 19i15~16, 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 16* High crush 22~
KIN.f* High 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+9a (+0)* Heat Engager* Heat Dash +5g, +34a (+27)* Homing* Balcony Break* Weapon
KIN.f+1+2m20i24~25+14c+14c+49a* Weapon* Transition to FLE on hit or block only* Power up in NSS or Heat* Low crush 8~
KIN.u+1+2Can be counterhit* Low crush 14~
MED.1
MED.3m,M15,15i17~28 i28~39+2~+13+43a* Floor Break* BT.d+3 is guaranteed on meaty block* 1st hit only connects if the opponent is close enough* Low crush 14~41* Floating state 42~44
MED.1+2m!10i30~34-1aRecovers 12 base health
MED.1+4m20i6~9-20+14c* Weapon* 70% proration on standing hit* Recovers 12f faster on hit* Hit vs BT +11d (FDFT)* Power up in NSS or Heat
MED.3+4
MED.dTransitions into sidewalk with held input
MED.f* Transition to BT with 3+4* 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+4m20i8~11-20+14 +64a* Strong Aerial Tailspin* Weapon* Knockdown against BT opponent, +19a (+9)* 4 chip damage on block* Recovers 1 base health or 6 additional recoverable health on hit
NSS.BT.d+1l15Yoshimitsu remains in NSS
NSS.FC.DF+1l12i25~26-16+27a* High crush 1~34
NSS.FC.DF+1,2l, L12, 20i25~26, i25~26-14+14* Floor Break* 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* Floor Break* Same animation as the ending of NSS.qcf+1* Low crush 30~52* Floating state 53~55
NSS.KIN.1+4m20i12~15-20+14 +64a* Strong Aerial Tailspin* Weapon* Knockdown against BT opponent, +19a (+9)* 4 chip damage on block* Recovers 1 base health or 6 additional recoverable health on hit
NSS.KIN.d+1L17i23~24-13+3+38aCancel to r34 FC with DB on frame 16* High crush 22~
NSS.KIN.f+1M,M,M6,6,12i19~20 i6~7 i7~8-5+18a (+11)* Weapon* Combos from any hit* 8 chip damage on block* Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less
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* 14 chip damage on block* Recovers 5 base health or 10 additional recoverable health on hit* Recovers 1 base health on hit when remaining recoverable health is 10-15* Recovers 2/3/4 base health on hit when remaining recoverable health is 9-8/7-6/5-4* Recovers 5 base health on hit when remaining recoverable health is 3 or less
NSS.KIN.f+1+2m20i24~25+14c+14c+49a* Weapon* Transition to FLE on hit or block only* Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less* Partially uses remaining Heat time* Low crush 8~
NSS.b,B+1+4m!40i65~70-3a (-12)+29a (-18)Balcony Break
NSS.b,B+1+4,Bm20,i22~25-20+14 +64a* Strong Aerial Tailspin* Weapon* Knockdown against BT opponent, +19a (+9)* 4 chip damage on block* Recovers 1 base health or 6 additional recoverable health on hit
NSS.b+1+2* High crush 8~50
NSS.db+1sl5i10-5+6* Transition to r24 with f* High 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 NSS.f,n,d,df+1* Replaced by 1SS.df+1+4 when performed in BT* Low crush 20~42* Floating state 43~45
NSS.d+1M24i24~25-9+16a+52a* Floor Break* Weapon* Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less* 9 chip damage on block* Input can be held to transition to d+1*
NSS.d+1+2* High crush 7~* Floating state 7~
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* Low crush 17~39* Floating state 40~42
NSS.f+1+2M29i20-7+29a (+3)* Heat Engager* Heat Dash +5g, +62a (+42)* Balcony Break* Weapon* 8 chip damage on block* Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less* Extended range* Consumes 270F of heat timer during heat
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* Floor Break* Can be buffered* Can be performed in FC* Low crush 10~55* Floating state 56~58
NSS.ub+1m21i25~26-5+4cFloor Break* Low crush 9~27* Floating state 28~30
NSS.ub+1+3m!50i51~65-23* Punishable on close hit with FUFT.3
NSS.ub+1+3,1+2m!, h50, 15i51~65, i18~19-15-4+45aFloor Break
NSS.ub+1+3,n,1m!, h!50, 40i51~65, 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* 12 chip damage on block* Clean hit 39 damage* Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less* -12c if blocked at tip range
NSS.uf+1+3* Low crush 9~35* Floating state 36~38
NSS.u+1m24i25~26-4+5c+15aFloor Break* Low crush 9~27* Floating state 28~30
NSS.u+1+2L18i27~29+5+21g* Floor Break* Can’t be low parried* Opponent recovers crouching* Low crush 9~24* Floating state 25~
WFL.3m25i17-16+2a (-7)* Balcony Break* 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 hit* Low crush 1~
WFL.4L15i23~24-9+15cTransition to r24 IND on hit only* Low crush 1~12* High crush 12~* Floating state 13~
hFC.db+3l8i18~19-25-14* Leads to db+3 extensions* Can be done from Crouch Level 1* High crush 1~
hFC.df+4L18i18~19-26+4c+31a* Homing* Enter IND -26 +8c +35a r24 with d+3+4* Can be done from Crouch Level 1* High crush 1~
(Tackle reverse)t25* Available only after reversing Ultimate Tackle with 1+2* Unbreakable (even in NSS)
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+2t40i11+0+1* Floor Break* Throw break 1+2* Side switch on break

To character select | Xiaoyu / Zafina

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