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To character select | 〈 Xiaoyu / Zafina 〉
| Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
|---|---|---|---|---|---|---|---|
| 2+3 | m | [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.1 | M | 26 | i30~31 | +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+2 | h,h,h | 10,10,20 | i16~17 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+3 | M,m,m,m | 51 | i18~19 | +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+2 | m,t | 55+ | 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~ | |
| 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| 1,1 | h, m | 5, 19 | i10, 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.1 | h, m | 5, 22 | i10, 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 |
| 2 | h | 10 | i11 | -1 | +5 | +8 | |
| 2,1 | h, m | 10, 23 | i11, 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 | |
| 2,2 | h, h | 10, 18 | i11, 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) | |
| 2,3 | h, h | 10, 24 | i11, i26~27 | -10 | +16a (+7) | * Balcony Break* Combo from 1st CH with 2f delay* Move can be delayed 5f | |
| 2,NSS.1 | h, h | 10, 5,15 | i11, i23~24 i18 | -5 | +19a | * Balcony Break* Combo from 1st hit* Jail from 2nd attack | |
| 2,d+3 | h, L | 10, 11 | i11, i22 | -12 | -1 | * Combo from 1st hit with 2f delay* Move cannot be delayed* High crush 12~ | |
| 3 | m | 12 | i15~16 | -9 | +5 | ||
| 3,1 | m, h | 12, 20 | i15~16, 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~ | |
| 3,2 | m, m | 12, 12 | i15~16, i22 | -12 | +1 | Interrupt with i1 from 1st block | |
| 3,2,1+2 | m, m, M | 12, 12, 26 | i15~16, ,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+2 | m, m, M | 12, 12, 27 | i15~16, ,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.1 | m, h | 12, 22 | i15~16, 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~ | |
| 3~4 | m,m | 6,22 | i17~18 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 | |
| 4 | h | 16 | i12~13 | -11 | +0 | +20a (+10) | Balcony Break (airborne) |
| 4,4 | h, h | 16, 16 | i12~13, i24~25 | -4 | +4 | * Combo from 1st hit with 4f delay* Move cannot be delayed | |
| 4,4,2 | h, h, m | 16, 16, 5 | i12~13, ,i30~31 | -22 | -12 | Yoshimitsu recovers sideturned on block | |
| 4,4,2,2 | h, h, m, h | 16, 16, 5, 6 | i12~13, ,i22~23 | -24 | -13b | * Combo from 3rd hit | |
| 4,4,2,2,1 | h, h, m, h, m! | 16, 16, 5, 6, 30 | i12~13, ,i67 | -18 | * Weapon | ||
| 4,4,2,2,1~1 | h, h, m, h, m!, m! | 16, 16, 5, 6, 30, 22 | i12~13, ,i28~113 | -58 | * Weapon* Cancel early to r26 with B (earliest cancel -12a)* Possible to double-hit | ||
| 4,4,2,2,NSS.1 | h, h, m, h, m | 16, 16, 5, 6, 30 | i12~13, ,i67 | -54 | -17a | ||
| 4,4,2,2,NSS.1~1 | h, h, m, h, m, h! | 16, 16, 5, 6, 30, 40 | i12~13, ,i20~105 | -49a (-75) | * Balcony Break* Cancel early to r30 with B | ||
| 4,4,4 | h, h, h | 16, 16, 20 | i12~13, ,i24~25 | -4 | +18a (+9) | * Balcony Break* Combo from 2nd CH with 4f delay* Move cannot be delayed | |
| 4~3 | m | 25 | i25~26 | -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,P | M,M | 10,12 | i15~18 i3~6 | +1c~+4c | +14a | * is1~20* Low crush 11~42* Floating state 43~45 | |
| 1+2+3 | m | 0 | i22~40 | -8~+10g | +0~+18 | +16~+34 | * Weapon* Can hit grounded when up-close and off-axis |
| 1+4 | m | 20 | i6~9 | -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+4 | Yoshimitsu recovers in BT | ||||||
| f+2 | h | 18 | i17~18 | -4 | +14g | +39a | Balcony Break |
| f+2,1 | h, M | 18, 21 | i17~18, i26~27 | -12 | +17a (+10) | * Tornado* Weapon* Combo from 1st CH +66a (+50) | |
| f+2,NSS.1 | h, m | 18, 21 | i17~18, i26~27 | -12 | +17a (+10) | * Tornado* Combo from 1st CH | |
| f+2,db+2 | h, m | 18, 8 | i17~18, i15 | -5 | +6 | * Input can be delayed 2f* Move cannot be delayed* Leads to db+2 extensions | |
| f+3 | h | 24 | i16~17 | -9 | +17a (+8) | * Homing* Balcony Break | |
| f+3,4 | h, m | 24, 20 | i16~17, 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+4 | m | 20 | i18 | -13 | +21a (+11) | * Balcony Break* -9 on block after absorbing an attack* 8 chip damage on attack absorbtion* Power crush 7~17 | |
| f+1+2 | M | 23 | i20 | -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+4 | m,M,M,M | 18,3,3,3 | i21~25 | -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+1 | m | 14 | i13 | -4 | +5 | ||
| df+1,2 | m, h | 14, 16 | i13, i25~26 | -4 | +14g | +39a | * Balcony Break* Combo from 1st CH with 2f delay* Move cannot be delayed |
| df+1,2,1 | m, h, M | 14, 16, 19 | i13, ,i26~27 | -12 | +17a (+10) | * Tornado* Weapon* Combo from 2nd CH +66a (+50) | |
| df+1,2,NSS.1 | m, h, M | 14, 16, 19 | i13, ,i26~27 | -12 | +17a (+10) | * Tornado* Combo from 2nd CH | |
| df+1,2,db+2 | m, h, m | 14, 16, 8 | i13, ,i15 | -5 | +6 | * Leads to db+2 extensions | |
| df+1,4 | m, m | 14, 17 | i13, 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+2 | m | 13 | i15~16 | -7 | +34a (+24) | * +4s against crouching* Launches crouching on CH* Can evade jabs on frames ?~? | |
| df+3 | m | 10 | i17~18 | -4 | +4 | ||
| df+3,1 | m, M | 10, 20 | i17~18, 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.1 | m, M | 10, 24 | i17~18, 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+4 | m | 15 | i12 | -7 | +4 | ||
| df+1+4 | M | 20 | i20~21 | -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+3 | m | 18 | i17~18 | -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+1 | M | 15 | i24~25 | -9 | +1c | +6a | * Floor Break* Weapon* 4 chip damage on block* Power up in NSS or Heat |
| d+1*(1),n | M! | 20 | i55~56 | +4c | +6a | * Floor Break* Weapon* Slowly realigns while charging* Can be canceled with b* | |
| d+1*(2),n | M! | 25 | i99~100 | +4c | +6a | * Floor Break* Weapon* Slowly realigns while charging* Can be canceled with b* | |
| d+1*(3),n | M! | 30 | i130~131 | +4c | +6a | * Floor Break* Weapon* Slowly realigns while charging* Can be canceled with b* | |
| d+1*(4),n | M! | 40 | i179~180 | +16a | +52a | * Floor Break* Weapon* Slowly realigns while charging* Can be canceled with b* | |
| d+1*(5),n | M! | 60 | i214~215 | +16a | +52a | * Floor Break* Weapon* Slowly realigns while charging* Can be canceled with b* | |
| d+1*(6),n | M! | 200 | i249~250 | +16a | +52a | * Floor Break* Weapon* Slowly realigns while charging* Can be canceled with b* | |
| d+2 | M | 12 | i16~17 | -9~-8 | +0~+1 | Weapon | |
| d+2,1 | M, h | 12, 23 | i16~17, 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+2,2 | M, m | 12, 15 | i16~17, 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+2,2,1 | M, m, h | 12, 15, 20 | i16~17, ,i19~20 | -9 | +8a (-1) | * Balcony Break* Weapon* Input can be delayed 10f* Move can be delayed 9f | |
| d+2,2,2 | M, m, M | 12, 15, 19 | i16~17, ,i25~27 | -13 | +16a (+9) | * Tornado* Weapon* Input can be delayed 10f* Move can be delayed 9f | |
| d+2,2,NSS.1 | M, m, h | 12, 15, 20 | i16~17, ,i19~20 | -9 | +8a (-1) | * Balcony Break* Input can be delayed 10f* Move can be delayed 9f | |
| d+2,2,NSS.d+1 | M, m, m | 12, 15, 17 | i16~17, ,i29~30 | -12 | +2c | +42a | * Floor Break* Input can be delayed 10f* Move can be delayed 9f |
| d+2,2,d+1 | M, m, m | 12, 15, 17 | i16~17, ,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.1 | M, h | 12, 18 | i16~17, i27~28 | -9 | +10g | * Balcony Break* Combo from 1st hit with 8f delay* Input can be delayed 16f* Move can be delayed 10f | |
| d+3 | L | 12 | i15~17 | -18~-16 | -4~-2 | Most commonly impacts on frame 16, except when tracking right* High crush 4~ | |
| d+4 | l | 6 | i12 | -15 | -4 | * High crush 4~ | |
| d+1+2 | * Unavailable in NSS* Low crush 8~17* Floating state 18~20 | ||||||
| d+1+4 | m! | 60 | i29~30 | -32a | * Weapon* 60 self damage during 1st recovery frame* Can connect from the front if the opponent attacks into it | ||
| d+1+4,B+1 | m!, m! | 60, 18 | i29~30, i1~39 | -29a | * Weapon* 6 self damage | ||
| d+1+4,B+1,1 | m!, m!, m! | 60, 18, 20 | i29~30, ,i1~18 | -29a | * Weapon* 6 self damage | ||
| d+1+4,B+1,1,1 | m!, m!, m!, m! | 60, 18, 20, 21 | i29~30, ,i1~18 | -29a | * Weapon* 10 self damage | ||
| d+1+4,B+1,1,1,1 | m!, m!, m!, m!, m! | 60, 18, 20, 21, 28 | i29~30, ,i1~18 | -29a | * Weapon* 12 self damage | ||
| d+1+4,B+1,1,1,1,1 | m!, m!, m!, m!, m!, m! | 60, 18, 20, 21, 28, 30 | i29~30, ,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+1 | L | 12 | i26~28 | -11~-9 | +4~+6 | +7~+9 | Unavailable in NSS* High crush 8~ |
| db+1,2 | L, m | 12, 20 | i26~28, 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+2 | m | 8 | i15 | -5 | +6 | ||
| db+2,2 | m, m | 8, 7 | i15, i10~14 | -9~-5 | +2~+6 | Combo from 1st hit | |
| db+2,2,2 | m, m, m | 8, 7, 6 | i15, ,i10~14 | -9~-5 | +2~+6 | Combo from 1st hit | |
| db+2,2,2,2 | m, m, m, m | 8, 7, 6, 5 | i15, ,i10~14 | -9~-5 | +2~+6 | Combo from 3rd CH | |
| db+2,2,2,2,2 | m, m, m, m, m | 8, 7, 6, 5, 4 | i15, ,i10~14 | -9~-5 | +2~+6 | * Combo from 4th hit* Combo from 3rd CH | |
| db+2,2,2,2,2,2 | m, m, m, m, m, m | 8, 7, 6, 5, 4, 3 | i15, ,i10~14 | -49 | -37 | Combo from 5th CH | |
| db+3 | l | 8 | i18~19 | -25 | -14 | * High crush 6~ | |
| db+3,3 | l, l | 8, 7 | i18~19, i15~17 | -19 | -7 | * Combo from 1st hit* Enter IND r20 with d+3+4* High crush 1~ | |
| db+3,3,3 | l, l, l | 8, 7, 7 | i18~19, ,i15~17 | -19~-17 | -7~-5 | * Combo from 2nd CH* Enter IND r20 with d+3+4* High crush 1~ | |
| db+3,3,3,3 | l, l, l, l | 8, 7, 7, 5 | i18~19, ,i15~17 | -19 | -7 | * Combo from 3rd CH* Enter IND r20 with d+3+4* High crush 1~ | |
| db+3,3,3,3,3 | l, l, l, l, l | 8, 7, 7, 5, 5 | i18~19, ,i15~17 | -19 | -7 | * Combo from 4th CH* Enter IND r20 with d+3+4* High crush 1~ | |
| db+3,3,3,3,3,3 | l, l, l, l, l, l | 8, 7, 7, 5, 5, 5 | i18~19, ,i9~11 | -26 | -15 | * Combo from 5th CH* High crush 1~ | |
| db+4 | L | 14 | i17 | -12 | -1 | ||
| b+1 | h | 8 | i17 | +1 | +7 | +12 | Can transition to Spinning Evade with b+3 or b+4 |
| b+1,1 | h, h | 8, 9 | i17, i11~12 | +4 | +5 | +10 | * Combo from 1st hit* Can transition to Spinning Evade with b+3 or b+4 |
| b+1,1,1 | h, h, h | 8, 9, 10 | i17, ,i11~12 | +4 | +5 | +10 | * Combo from 1st hit* Can transition to Spinning Evade with b+3 or b+4 |
| b+1,1,1,1 | h, h, h, h | 8, 9, 10, 12 | i17, ,i11~12 | +4 | +5 | +10 | * Combo from 3rd CH* Can transition to Spinning Evade with b+3 or b+4 |
| b+1,1,1,1,1 | h, h, h, h, h | 8, 9, 10, 12, 14 | i17, ,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+1,1,1,1,1,1 | h, h, h, h, h, h | 8, 9, 10, 12, 14, 16 | i17, ,i11~12 | -73 | -71 | -67 | * Combo from 4th hit* Combo from 3rd CH |
| b+1,1,db+3 | h, h, l | 8, 9, 7 | i17, ,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+3,3 | h, h, l, l | 8, 9, 7, 5 | i17, ,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+2 | m | 12 | i14~15 | -9 | +2 | Enter KIN r27 with n,1+2 | |
| b+2,1 | m, M | 12, 20 | i14~15, 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+2,2 | m, h | 12, 21 | i14~15, 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.1 | m, m | 12, 17 | i14~15, 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.2 | m, h | 12, 18 | i14~15, 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+1 | m | 17 | i24~25 | -5 | +4c | * Floor Break* Weapon* Performs u+1 with a vertical jump* Low crush 9~27* Floating state 28~30 | |
| ub+1+3 | m! | 40 | i50~52 | -24 | * Weapon* Punishable on close hit with FUFT.3 | ||
| ub+1+3,1+2 | m!, h! | 40, 18 | i50~52, i18~19 | +1~+2 | +45a | * Floor Break* Weapon | |
| ub+1+3,n,1 | m!, m! | 40, 22 | i50~52, i28~113 i2~4 | -57a | * Weapon* Cancel early to r25 with B on frame 64* Possible to double-hit during cancel | ||
| ub+4 | m | 17 | i20~22 | -19 | +12a (+2) | * Balcony Break* Floor Break* Low crush 9~32* Floating state 33~35 | |
| ub+1+2 | M | 25 | i24~25 | -8c | +27a (+17) | * Balcony Break* Weapon* 5 chip damage on block* Power up in NSS or Heat | |
| u+1 | m | 20 | i24~25 | -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+4 | M,M | 10,12 | i39~42 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+1 | m | 10 | i17 | -10 | +2c | * Weapon | |
| uf+1,1 | m, M | 10, 17 | i17, 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.1 | m, M | 10, 22 | i17, 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+3 | M! | 40 | i113~114 | +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<d | M | 30 | i83~84 | -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,b | M! | 35 | i93~94 | +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,d | M | 25 | i55~56 | -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+2 | L | 25 | i35~36 | -16 | +6g | +25a | * Weapon* Cancel to r47 FC with D on frame 27* Low crush 10~29* Floating state 30~32 |
| uf+3 | m | 15 | i15 | -13 | +32a (+22) | * Knee* Can evade jabs at frames 5-7* Low crush 9~33* Floating state 34~36 | |
| uf+4 | m | 21 | i20~22 | -9 | +22a | * Homing* Balcony Break* Floor Break* Low crush 9~32* Floating state 33~35 | |
| uf+3+4 | M | 20 | i31~35 | -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+4,1 | M, h | 20, 8 | i31~35, i16~18 | -1 | -43 | * On hit, transitions to r49 backward jump automatically* Combo from 1st hit vs grounded* Combo from 1st hit | |
| uf+3+4,1,4 | M, h, m | 20, 8, 15 | i31~35, ,i17~28 i28~39 | -14~+13g | +27a (+17a) | Combos from 1st (requires wall)* Low crush 29~56* Floating state 57~59 | |
| uf+3+4,1,4,1 | M, h, m, M | 20, 8, 15, 15 | i31~35, ,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.1 | M, h, m, M | 20, 8, 15, 24 | i31~35, ,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+4 | M, h, M | 20, 8, 21 | i31~35, ,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+4,3 | M, M,M | 20, 10,10 | i31~35, 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+4 | M, m | 20, 25 | i31~35, 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+4 | m! | 50 | i59~61 | +2a | * Weapon* Cannot be buffered* Poor hitbox, will go over crouching opponents sometimes | ||
| b,B+1+4,B | m | 20 | i22~25 | -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+2 | m | 15 | i15 | -9 | +4 | * Elbow* Cannot be buffered* Increased pushback on CH | |
| f,F+2:2 | m, t | 15, 18 | i15, | +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+3 | m | 20 | i23~24 | -4 | +5 | * Enter KIN r25 +3 +12 with 1+2* Cannot be buffered | |
| f,F+4 | m | 20 | i15~16 | -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+2 | m | 22 | i22~24 | -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+4 | m! | 60 | i45 | -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,F | m!, m! | 60, 185 | i45, i35~37 | -60a | * Weapon* 200 self-damage during 1st recovery frame* Dealing lethal damage will award the victory to Yoshimitsu | ||
| f,F+1+4,n | m! | 60 | i45, | ||||
| f,F+3+4 | m | 15 | i22~24 | -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+2 | m, m | 15, 15 | i22~24, 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+4 | m, m, m | 15, 15, 20 | i22~24, ,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+1 | M | 22 | i17~18 | -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+2 | m | 20 | i14~15 | -13 | +6g | +58a (+38) | * Balcony Break* Weapon* Can be buffered* Can be performed in FC* High crush 6~14 |
| qcf+1 | h,h,M | 24,15,35 | i28~34 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+3 | M | 30 | i22~23 | +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 | |
| ws1 | m | 12 | i13~14 | -10 | +1 | +6 | |
| ws1,1 | m, h | 12, 12 | i13~14, 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 | |
| ws1,1,1 | m, h, h | 12, 12, 12 | i13~14, ,i18 | -11 | +0 | * Floor Break* Combo from 1st CH with 12f delay* Input can be delayed 12f | |
| ws1,1,1,1 | m, h, h, m | 12, 12, 12, 25 | i13~14, ,i25~26 | +0c | +6c | * Floor Break* Combos from 3rd CH with 5f delay* Input can be delayed 12f | |
| ws1,2 | m, h | 12, 18 | i13~14, 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 |
| ws1,2,1 | m, h, M | 12, 18, 21 | i13~14, ,i26~27 | -12 | +17a (+10) | * Tornado* Weapon* Combo from 2nd CH | |
| ws1,2,db+2 | m, h, m | 12, 18, 8 | i13~14, ,i15 | -5 | +6 | Leads to db+2 extensions | |
| ws2 | m | 13 | i15~16 | -4 | +7 | Balcony Break (airborne) | |
| ws2,1 | m, m | 13, 14 | i15~16, i27~28 | -3a | +36a (+26) | * Weapon* Combo from 1st hit with 1f delay | |
| ws2,NSS.1 | m, h | 13, 16 | i15~16, i23 | -6 | +5 | * Elbow* Combo from 1st hit | |
| ws2,NSS.1,2 | m, h | 13, 16 | i15~16, , | * Balcony Break (airborne)* Elbow* Combo from 2nd CH | |||
| ws2,NSS.1,3 | m, h | 13, 16 | i15~16, , | * Balcony Break* Combo from 2nd CH | |||
| ws3 | m | 12 | i16 | -6 | +3 | ||
| ws3,2 | m, m | 12, 20 | i16, i32 | -12c | +0a | * Floor Break* Weapon* Combo from 1st hit | |
| ws4 | m | 14 | i11~12 | -6 | +5 | * Enter KIN r24 with 1+2* Enter NSS r24 with B | |
| SS.1 | m | 21 | i17~18 | -9 | +2 | +27a (+17) | Sidestep adds minimum 9f, effective startup i26~27 |
| SS.2 | m | 22 | i16~17 | -13 | +28a (+18) | * Tornado* Sidestep adds minimum 9f, effective startup i25~26 | |
| FC.DF+1 | l! | [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+1 | sl | 5 | i10 | -5 | +6 | * Transition to r25? with f* Transition input can be delayed 16f* High crush 1~ | |
| FC.d+2 | sl | 8 | i11 | -4 | +5 | * High crush 1~ | |
| FC.d+3 | L | 10 | i16 | -17 | -6 | * High crush 1~ | |
| FC.d+4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| BDS.1 | h! | 25 | i21~40 | +32a~+51a | |||
| BDS.3 | m | 23 | i17~30 | -15~-2 | -13~+0 | Can hit from the front of the opponent attacks into it* Low crush 14~27* Floating state 28~30 | |
| BT.1 | h | 16 | i15 | -3 | +8 | Elbow | |
| BT.1,2 | h, m | 16, 18 | i15, i25 | -5 | +5 | +63a | * Balcony Break (airborne)* Elbow* Combo from 1st CH |
| BT.1,3 | h, h | 16, 25 | i15, i25~26 | -7 | +27a (+17) | * Balcony Break* Combo from 1st CH | |
| BT.2 | h | 18 | i16~17 | -4 | +14g | +39a | * Balcony Break* Leads to f+2 extensions |
| BT.3 | m | 20 | i24~26 | -3~-1 | +11a | Floor Break* Low crush 6~29* Floating state 30~32 | |
| BT.d+1 | L | 20 | i17~18 | -13 | +3 | +38a | Weapon* High crush 6~ |
| DGF.1 | M | 22 | i30~31 | -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.2 | h | 15 | i16~18 | +4 | +13s | * Low crush 1~ | |
| DGF.2,4 | h, M | 15, 22 | i16~18, i26~28 | -14 | +15a (+8) | * Tornado* Combo from 1st hit* Enter NSS r33 with B* Low crush 1~46* Floating state 47~49 | |
| DGF.3 | L | 18 | i22~23 | -13 | +6c | +28a | Airborne attack, can’t be low parried* Low crush 1~18 |
| DGF.4 | m | 24 | i18~20 | -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+4 | h!,t | 17,18 | i20~21 | +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.f | realigns with opponent, creates distance* Low crush 1~ | ||||||
| DGF.f+2 | h | 23 | i20~21 | +7 | +19a (+10) | +64a (+44) | * Homing* Balcony Break* Weapon* Low crush 1~ |
| DGF.f+1+2 | h,h,h | 9,9,18 | i16~17 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.2 | L | 20 | i24~28 | -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+2 | m | 16 | i18~19 | -9 | +4 | +31a (+21) | * Tornado* Head* High crush 6~17 |
| FLE.3+4 | m | 25 | i25~26 | -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.d | M | 0 | i10 | +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,f | M,M,M,M,M | 3,3,3,3,3 | i17~19 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.n | M | 7 | i2~60 | -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.uf | m | 25 | i30~45 | +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+4 | m | 30 | i38~40 | +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.1 | M! | 15 | i53~55 | +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.2 | m | 7 | i39~43 | -8~-5 | +2~+6 | * Leads to db+2 extensions* Greater forward momentum than a standing db+2 | |
| IND.3 | m | 15 | i32~38 | -31 | -2a (-12) | * Balcony Break* Automatically recovers to r55 IND on self-wallsplat* Low crush 12~34* Floating state 35~90 | |
| IND.3,3+4 | m, m | 15, 20 | i32~38, i27 | -13 | +52a (+42) | * Tornado* Combo from 1st hit* Tremendous forward travel* Low crush 1~13* Floating state 14~54 | |
| IND.4 | L | 18 | i47~48 | -26 | +4c | +31a | * Homing* Enter IND -26 +8 +35a r24 with d+3+4* High crush 1~ |
| IND.1+2 | Unavailable in NSS* Low crush 1~27* Floating state 28~30 | ||||||
| IND.3+4 | m,m | 6,22 | i17~18 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+2 | Unavailable in NSS* Low crush 1~ | ||||||
| KIN.1 | m | 10 | i17 | -12 | -1 | * Floor Break* Weapon* Deals 2 chip damage in NSS | |
| KIN.1,1 | m, m,m | 10, 5,15 | i17, 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.1 | m, m,m | 10, 5,20 | i17, 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.2 | m | 15 | i21~22 | -14 | +26a (+16) | Weapon | |
| KIN.2,1+2 | m, M | 15, 30 | i21~22, 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, M | 15, 30 | i21~22, 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+2 | m, M | 15, 30 | i21~22, 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, M | 15, 30 | i21~22, 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.3 | L | 17 | i25~32 | -16~-9 | +13a | +25a | * Low crush 10~20* Floating state 21~23* High crush 24~ |
| KIN.4 | h | 23 | i16~17 | +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+2 | m,m,m,m | 4,4,4,24 | i12~13 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+4 | m | 20 | i10~13 | -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+2 | m | 15 | i15~16 | -9 | +2 | Weapon | |
| KIN.b+2,1 | m, M | 15, 19 | i15~16, i23~24 | -12 | +30a (+20) | * Tornado* Weapon* Combo from 1st hit | |
| KIN.b+1+2 | m! | 25 | i46 | +6a | * Weapon* Backswing blow* Unavailable in NSS* Move is delayed by 5f | ||
| KIN.d+1 | L | 20 | i23~24 | -13 | +3 | +38a | * Weapon* Cancel to r34 FC with DB on frame 16* High crush 22~ |
| KIN.f | * High crush 5~25 | ||||||
| KIN.f+1 | M,M,M | 6,6,10 | i19~20 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,M | 6,6,6,6,6,10 | i19~20 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+2 | h | 25 | i12~13 | -1 | +9a (+0) | * Heat Engager* Heat Dash +5g, +34a (+27)* Homing* Balcony Break* Weapon | |
| KIN.f+1+2 | m | 20 | i24~25 | +14c | +14c | +49a | * Weapon* Transition to FLE on hit or block only* Power up in NSS or Heat* Low crush 8~ |
| KIN.u+1+2 | Can be counterhit* Low crush 14~ | ||||||
| MED.1 | |||||||
| MED.3 | m,M | 15,15 | i17~28 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+2 | m! | 10 | i30~34 | -1a | Recovers 12 base health | ||
| MED.1+4 | m | 20 | i6~9 | -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.d | Transitions 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+3 | h | 25 | i22~40 | -18~+0 | +26d (-32) | Balcony Break | |
| NSS.1+4 | m | 20 | i8~11 | -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+1 | l | 15 | Yoshimitsu remains in NSS | ||||
| NSS.FC.DF+1 | l | 12 | i25~26 | -16 | +27a | * High crush 1~34 | |
| NSS.FC.DF+1,2 | l, L | 12, 20 | i25~26, i25~26 | -14 | +14 | * Floor Break* Combo from 1st hit* Interrupt with i7 from 1st block* High crush 1~45 | |
| NSS.FC.df+3 | L | 12 | i20~21 | -26 | +67a (+51) | * High crush 1~ | |
| NSS.IND.1 | M | 15 | i48~51 | -8c | +5a | * Floor Break* Same animation as the ending of NSS.qcf+1* Low crush 30~52* Floating state 53~55 | |
| NSS.KIN.1+4 | m | 20 | i12~15 | -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+1 | L | 17 | i23~24 | -13 | +3 | +38a | Cancel to r34 FC with DB on frame 16* High crush 22~ |
| NSS.KIN.f+1 | M,M,M | 6,6,12 | i19~20 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,M | 6,6,6,6,6,12 | i19~20 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+2 | m | 20 | i24~25 | +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+4 | m! | 40 | i65~70 | -3a (-12) | +29a (-18) | Balcony Break | |
| NSS.b,B+1+4,B | m | 20 | ,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+1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 with f* High crush 4~ | |
| NSS.df+1+4 | m | 19 | i20~21 | -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+1 | M | 24 | i24~25 | -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+4 | Yoshimitsu is invisible on frames 50~64, but can still be hit | ||||||
| NSS.f,n,d,df+1 | m | 19 | i17~18 | -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+2 | M | 29 | i20 | -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+4 | m | 20 | i21~25 | -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+1 | M | 30 | i53~56 | -8c | +5a | * Floor Break* Can be buffered* Can be performed in FC* Low crush 10~55* Floating state 56~58 | |
| NSS.ub+1 | m | 21 | i25~26 | -5 | +4c | Floor Break* Low crush 9~27* Floating state 28~30 | |
| NSS.ub+1+3 | m! | 50 | i51~65 | -23 | * Punishable on close hit with FUFT.3 | ||
| NSS.ub+1+3,1+2 | m!, h | 50, 15 | i51~65, i18~19 | -15 | -4 | +45a | Floor Break |
| NSS.ub+1+3,n,1 | m!, h! | 50, 40 | i51~65, i20~105 | -49a (-75) | * Balcony Break* Cancel to r94 with B on frame 64 | ||
| NSS.ub+1+2 | M | 30 | i24~25 | -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+1 | m | 24 | i25~26 | -4 | +5c | +15a | Floor Break* Low crush 9~27* Floating state 28~30 |
| NSS.u+1+2 | L | 18 | i27~29 | +5 | +21g | * Floor Break* Can’t be low parried* Opponent recovers crouching* Low crush 9~24* Floating state 25~ | |
| WFL.3 | m | 25 | i17 | -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.4 | L | 15 | i23~24 | -9 | +15c | Transition to r24 IND on hit only* Low crush 1~12* High crush 12~* Floating state 13~ | |
| hFC.db+3 | l | 8 | i18~19 | -25 | -14 | * Leads to db+3 extensions* Can be done from Crouch Level 1* High crush 1~ | |
| hFC.df+4 | L | 18 | i18~19 | -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) | t | 25 | * Available only after reversing Ultimate Tackle with 1+2* Unbreakable (even in NSS) | ||||
| 1+3 | t | 35 | i12~14 | -3 | +1d | * Homing* Throw break 1 or 2 | |
| 2+4 | t | 35 | i12~14 | +0 | +1 | * Homing* Floor Break* Throw break 1 or 2* Side switch on hit | |
| Back Throw | t | 50 | +1d | * Floor Break* Unbreakable | |||
| Left Throw | t | 45 | -3 | +0d | * Throw break 1* Side switch on hit | ||
| Right Throw | t | 40 | -3 | -3d | Throw break 2 | ||
| qcb,f+2 | t | 0 | i15~16 | +0 | * Unbreakable* Opponent recovers 26 health* Yoshimitsu loses 35 health | ||
| qcf+2 | t | 22 | i15~16 | +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+2 | t | 40 | i11 | +0 | +1 | * Floor Break* Throw break 1+2* Side switch on break |
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One Response
list is missing 1SS.FC.df+1