Main Combos
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| (DGF) | N/A | |
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A |
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| (DGF) | N/A | |
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A |
| for dmg | (NSS) |
| wall carry | |
| wall break | |
| floor break | |
Wavu reference snapshot. Individual source pages have different revision dates; this supplement is not a blanket verification for the current patch.
Damage: +22
Heat engager
Damage: +14
Damage: +21
Only off-axis SSL or against Jack-8 and Devil Jin
Damage: +24
CH 2: Only against certain characters
Damage: +17
Heat engager
Damage: +18
Damage: +17
Damage: +23
NSS 2,1: Requires forward dash u/f+4: Requires forward dash NSS 1+2+3: Opponent can escape with quick back roll
Damage: +16
Damage: +31
Damage: +23
Damage: +31
1SS qcf+1: Delay followups with a forward dash to increase damage dealt 1+2,P: Delay followups with a forward dash to increase damage dealt
Damage: +23
1SS qcf+1: Delay followups with a forward dash to increase damage dealt 1+2,P: Delay followups with a forward dash to increase damage dealt
Damage: +23
Damage: +8
Damage: +24
Damage: +18
Damage: +59
Deals 60 self damage 1 frame afterwards
Damage: +57
Damage: +49
Damage: +48
Damage: +47
Doesn't work on Alisa, Jack-8, Jun, Kuma/Panda, Lee, Leroy, Victor, Xiaoyu, Yoshimitsu and Zafina
Damage: +?
Damage: +50
Damage: +46
Damage: +46
Damage: +44
Damage: +54
Damage: +53
1SS only
Damage: +48
Doesn't work on bears
Damage: +61
Last hit guard breaks for a free b+2,2 on standup, or counter-hits wakeup kicks. Hits grounded.
Damage: +42
Damage: +40
312 moves
Damage: [12;12] · m
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.
Damage: 51 · M,m,m,m
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
Damage: 26 · M
Floor break; Weapon; 13 chip damage on block; Recovers 1 base health or 6 additional recoverable health on hit; Consumes 240F of remaining Heat time
Damage: 10,10,20 · h,h,h
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
Damage: 20 · m
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; Can be done from Crouch Level 1; Crumple stun +14~17 after hit; H.1+4: Consumes 300F of remaining Heat time
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,19 · h,m
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
Damage: 10 · h
Damage: 10,23 · h,m
Balcony break; Weapon; Combo from 1st CH with 1f delay; Move cannot be delayed; Cancel to -12 -6 r30 with B; Interrupt with i8 from 1st block; Replaced by a different move in NSS
Damage: 10,18 · h,h
Tornado; 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; Hit vs BT +20a (+11)
Damage: 10,24 · h,h
Balcony break; Combo from 1st CH with 2f delay; Interrupt with i6 from 1st block; Whiffs vs SSR from 1st block; Move can be delayed 5f
Damage: 10,11 · h,L
Combo from 1st hit with 2f delay; Interrupt with i4 from 1st block; Input can be delayed 2f; Move cannot be delayed
Damage: 12 · m
Damage: 12,20 · m,h
Heat engager; Heat dash +62a (+42); Balcony break; Weapon; Combo from 1st hit; Interrupt with i1 from 1st block; 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
Damage: 12,12 · m,m
Interrupt with i1 from 1st block
Damage: 12,12,26 · m,m,M
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
Damage: 6,22 · m,m
Jail from 1st attack; Enter DGF +5 +14 r18 with 1SS.U; Cannot transition after frame 29
Damage: 25 · m
Tornado; Evasive, can go under some mids
Damage: 16 · h
Damage: 16,16 · h,h
Combo from 1st hit with 4f delay; Move cannot be delayed
Damage: 16,16,5 · h,h,m
Yoshimitsu recovers sideturned on block
Damage: 16,16,5,6 · h,h,m,h
Combo from 3rd hit
Damage: 16,16,5,6,30 · h,h,m,h,m!
Weapon
Damage: 16,16,5,6,30,22 · h,h,m,h,m!,m!
Weapon; Cancel early to r26 with B (earliest cancel -12a); Possible to double-hit
Damage: 16,16,20 · h,h,h
Balcony break; Combo from 2nd CH with 4f delay; Move cannot be delayed
Damage: 20 · m
Weapon; 70% proration on standing hit; Recovers 12f faster on hit; Hit vs BT +11d (FDFT); Power up in NSS or Heat; Can be done from Crouch Level 1
Damage: 0 · m
Weapon; Can hit grounded when up-close and off-axis
Damage: 18 · h
Balcony break
Damage: 18,21 · h,M
Tornado; Weapon; Combo from 1st CH +66a (+50)
Damage: 18,8 · h,m
Input can be delayed 2f; Move cannot be delayed; Leads to db+2 extensions
Damage: 24 · h
Homing; Balcony break
Damage: 24,20 · h,m
2nd hit delayed 18f; Interrupt with i17 from 1st block
Damage: 20 · m
Balcony break; -9 on block after absorbing an attack; 8 chip damage on attack absorption
Damage: 23 · M
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)
Damage: 18,3,3,3 · m,M,M,M
Balcony break; Floor break; 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 r19 t88
Damage: 14 · m
Damage: 14,16 · m,h
Balcony break; Combo from 1st CH with 2f delay; Interrupt with i5 from 1st block; Move cannot be delayed
Damage: 14,16,19 · m,h,M
Tornado; Weapon; Combo from 2nd CH +66a (+50); Interrupt with i1 from 2nd block
Damage: 14,16,8 · m,h,m
Jail from 2nd block; Leads to db+2 extensions
Damage: 14,17 · m,m
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
Damage: 13 · m
+4s against crouching; Launches crouching on CH; Can evade jabs on frames ?~?
Damage: 10 · m
Damage: 10,20 · m,M
Floor break; Weapon; Combo from 1st hit; Interrupt with i1 from 1st block; 4 chip damage on block; Power up in NSS or Heat; Input can be held to transition to d+1*
Damage: 15 · m
Recovers 2f faster on hit or block
Damage: 20 · M
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
Damage: 18 · m
Balcony break; Weapon; Can be performed in FC; Faster startup and 20 damage with input f,n,d,df+2
Damage: 15 · M
Floor break; Weapon; 4 chip damage on block; Power up in NSS or Heat
Damage: 20 · M!
Floor break; Weapon; Slowly realigns while charging; Can be canceled with b*
Damage: 25 · M!
Floor break; Weapon; Slowly realigns while charging; Can be canceled with b*
Damage: 30 · M!
Floor break; Weapon; Slowly realigns while charging; Can be canceled with b*
Damage: 40 · M!
Floor break; Weapon; Slowly realigns while charging; Can be canceled with b*
Damage: 60 · M!
Floor break; Weapon; Slowly realigns while charging; Can be canceled with b*
Damage: 200 · M!
Floor break; Weapon; Slowly realigns while charging; Can be canceled with b*
Damage: 12 · M
Weapon
Damage: 12,23 · M,h
Balcony break; Weapon; Combo from 1st hit with 8f delay; Input can be delayed 16f; Move can be delayed 10f
Damage: 12,15 · M,m
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
Damage: 12,15,20 · M,m,h
Balcony break; Weapon; Input can be delayed 10f; Move can be delayed 9f
Damage: 12,15,19 · M,m,M
Tornado; Weapon; Input can be delayed 10f; Move can be delayed 9f; Steel pedal
Damage: 12,15,17 · M,m,m
Floor break; Weapon; Input can be delayed 10f; Move can be delayed 9f; Last hit has shorter range and no Weapon property in NSS
Damage: 12 · L
Most commonly impacts on frame 16, except when tracking right
Damage: 6 · l
Damage: 60 · m!
Weapon; 60 self damage during 1st recovery frame; Can connect from the front if the opponent attacks into it
Damage: 60,18 · m!,m!
Weapon; 6 self damage
Damage: 60,18,20 · m!,m!,m!
Weapon; 6 self damage
Damage: 60,18,20,21 · m!,m!,m!,m!
Weapon; 10 self damage
Damage: 60,18,20,21,28 · m!,m!,m!,m!,m!
Weapon; 12 self damage
Damage: 60,18,20,21,28,30 · m!,m!,m!,m!,m!,m!
Weapon; 17 self-damage; The entire string deals 111 self damage
Damage: 12 · L
Unavailable in NSS
Damage: 12,20 · L,m
Combo from 1st with 1f delay; Combo from 1st CH with 8f delay; Input can be delayed 8f
Damage: 8 · m
Damage: 8,7 · m,m
Combo from 1st hit
Damage: 8,7,6 · m,m,m
Combo from 1st hit
Damage: 8,7,6,5 · m,m,m,m
Combo from 3rd CH
Damage: 8,7,6,5,4 · m,m,m,m,m
Combo from 4th hit; Combo from 3rd CH
Damage: 8,7,6,5,4,3 · m,m,m,m,m,m
Combo from 5th CH
Damage: 8 · l
Damage: 8,7 · l,l
Combo from 1st hit; Enter IND r20 with d+3+4
Damage: 8,7,7 · l,l,l
Combo from 2nd CH; Enter IND r20 with d+3+4
Damage: 8,7,7,5 · l,l,l,l
Combo from 3rd CH; Enter IND r20 with d+3+4
Damage: 8,7,7,5,5 · l,l,l,l,l
Combo from 4th CH; Enter IND r20 with d+3+4
Damage: 8,7,7,5,5,5 · l,l,l,l,l,l
Combo from 5th CH
Damage: 8,7,7,5,5,15 · l,l,l,l,l,m
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 and last
Damage: 14 · L
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
Damage: 25 · h!
Damage: 23 · m
Can hit from the front of the opponent attacks into it
Damage: 8 · h
Can transition to Spinning Evade with b+3 or b+4
Damage: 8,9 · h,h
Combo from 1st hit; Can transition to Spinning Evade with b+3 or b+4
Damage: 8,9,10 · h,h,h
Combo from 1st hit; Can transition to Spinning Evade with b+3 or b+4
Damage: 8,9,10,12 · h,h,h,h
Combo from 3rd CH; Can transition to Spinning Evade with b+3 or b+4
Damage: 8,9,10,12,14 · h,h,h,h,h
Combo from 4th hit; Combo from 3rd CH; Can transition to Spinning Evade with b+3 or b+4
Damage: 8,9,10,12,14,16 · h,h,h,h,h,h
Combo from 4th hit; Combo from 3rd CH
Damage: 8,9,7 · h,h,l
Combo from 1st hit; Can combo to DB+3 extensions; Can be performed after one or three b+1
Damage: 8,9,7,5 · h,h,l,l
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
Damage: 12 · m
Enter KIN r27 with 1+2
Damage: 12,20 · m,M
Weapon; Combo from 1st CH with 2f delay; Enter KIN r30 with 1+2; Input can be delayed 14f
Damage: 12,21 · m,h
Heat engager; Heat dash +43d (+35); Weapon; Combo from 1st hit with 1f delay; Combo from 1st CH with 7f delay; Interrupt with i3 from 1st block; Input can be delayed 14f
8 self-damage; Can be performed from backturn (reverse direction); i4 startup
10 self-damage; 18 self-damage in total
5 self-damage; 23 self-damage in total
5 self-damage; 28 self-damage in total
5 self-damage; 33 self-damage in total
5 self-damage; 38 self-damage in total
Damage: 17 · m
Floor break; Weapon; Performs u+1 with a vertical jump
Damage: 17 · m
Balcony break; Floor break
Damage: 25 · M
Balcony break; Weapon; 5 chip damage on block; Power up in NSS or Heat
Damage: 40 · m!
Weapon; Punishable on close hit with FUFT.3
Damage: 40,18 · m!,h!
Floor break; Weapon
Damage: 40,22 · m!,m!
Weapon; Cancel early to r25 with B on frame 64; Possible to double-hit during cancel
Damage: 20 · m
Floor break; Weapon
Damage: 10,12 · M,M
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
Damage: 10 · m
Weapon; Good right sidestep tracking; Transition to KIN -3 +9 r26 with 1+2; H.uf+1: Consumes 90F of remaining Heat time
Damage: 10,17 · m,M
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; Power up in NSS or Heat
Damage: 25 · L
Weapon; Cancel to r47 FC with D on frame 27
Damage: 15 · m
Can evade jabs at frames 5-7
Damage: 21 · m
Homing; Balcony break; Floor break
Damage: 20 · M
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
Damage: 20,8 · M,h
On hit, transitions to r49 backward jump automatically; Combo from 1st hit vs grounded; Combo from 1st hit
Damage: 20,8,15 · M,h,m
Combos from 1st (requires wall)
Damage: 20,8,15,15 · M,h,m,M
Floor break; Weapon; 4 chip damage on block; Power up in NSS or Heat
Damage: 20,8,21 · M,h,M
Floor break; 3rd hit delayed 18f, effective startup i49~53; On hit, transitions to r49 backward jump automatically
Damage: 20,10,10 · M,M,M
Floor break; Floor break occurs on 3rd hit; Evades mid attacks from frames ?-?
Damage: 20,25 · M,m
Tornado; Combo from 1st hit
Damage: 40 · M!
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
Damage: 25 · M
Floor break; Weapon; 10 chip damage on block; Input during frames 1-31 of uf+1+3
Damage: 30 · M
Floor break; Weapon; 12 chip damage on block; Input during frames 35-60 of uf+1+3
Damage: 35 · M!
Floor break; Weapon; Cancel to r106 DGF with 1+2 on frame 79; Input during frames 1-31 of uf+1+3; Yoshimitsu will transition to BT if the opponent is far
Damage: 15 · m
Cannot be buffered; Increased pushback on CH
Damage: 15,18 · m,t
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
Damage: 20 · m
Enter KIN r25 +3 +12 with 1+2; Cannot be buffered
Damage: 20 · m
Balcony break; Cannot be buffered; -12 if Yoshimitsu holds back to turn around and block
Damage: 22 · m
Floor break; Cannot be buffered; Visually similar to f,F+3+4
Damage: 15 · m
Floor break; Cannot be buffered; Visually similar to f,F+1+2
Damage: 15,15 · m,m
Balcony break; Combo from 1st CH; Tremendous forward travel; Automatically recovers to r55 IND on self-wallsplat
Damage: 15,15,20 · m,m,m
Tornado; Combo from 2nd hit; Combo from 1st CH; Tremendous forward travel
Damage: 60 · m!
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
Damage: 60,185 · m!,m!
Weapon; 200 self-damage during 1st recovery frame; Dealing lethal damage will award the victory to Yoshimitsu
Damage: 50 · m!
Weapon; Cannot be buffered; Poor hitbox, will go over crouching opponents sometimes
Damage: 20 · m
Weapon; 70% proration on standing hit; Recovers 12f faster on hit; Hit vs BT +11d (FDFT); Power up in NSS or Heat; Can be done from Crouch Level 1
Damage: 22 · M
Weapon; Can be buffered; Enter KIN r30 with 1+2; Can be performed from FC
Damage: 20 · m
Balcony break; Weapon; Can be buffered; Can be performed in FC
Damage: 24,15,35 · h,h,M
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
Damage: 30 · M
Balcony break; 9 chip damage on block; Enter DGF +7 +15a (+5) r34 with 1SS.U
Damage: 5 · sl
Transition to r24 with f; Transition input can be delayed 16f
Damage: 8 · sl
Damage: 10 · L
Damage: 6 · l
Damage: 18 · L
Homing; Enter IND -26 +8c +35a r24 with d+3+4; Can be done from Crouch Level 1
Damage: 8 · l
Leads to db+3 extensions; Can be done from Crouch Level 1
Damage: [12;12] · l!
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)
Damage: 12 · m
Damage: 12,12 · m,h
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
Damage: 12,12,12 · m,h,h
Floor break; Combo from 1st CH with 12f delay; Input can be delayed 12f
Damage: 12,12,12,25 · m,h,h,m
Floor break; Combos from 3rd CH with 5f delay; Input can be delayed 12f
Damage: 12,18 · m,h
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
Damage: 18,21 · h,M
Tornado; Weapon; Combo from 2nd CH
Damage: 12,18,8 · m,h,m
Leads to db+2 extensions
Damage: 13 · m
Damage: 13,14 · m,m
Weapon; Combo from 1st hit with 1f delay
Damage: 12 · m
Damage: 12,20 · m,m
Floor break; Weapon; Combo from 1st hit
Damage: 14 · m
Enter KIN r24 with 1+2; Enter NSS r24 with B
Transition to r17 FC with D; Strong Attack Reversal: parries all highs or mids, except throws, unblockables and charge moves
Damage: 10,12 · M,M
Damage: 10 · m
Floor break; Weapon; 2 chip damage on block in NSS; H.KIN.1: Consumes 90F of remaining Heat time
Damage: 10,5,15 · m,m,m
Floor break; Weapon; Combo from 1st hit with 2f delay; Power up in NSS or Heat
Damage: 15 · m
Weapon
Damage: 15,30 · m,M
Balcony break; Floor break; Weapon; 6 chip damage on block; Power in NSS or Heat; -3d on backturned hit
Damage: 15,30 · m,M
Balcony break; Floor break; Weapon; 9 chip damage on block; Power in NSS or Heat; -3d on backturned hit
Damage: 17 · L
Damage: 23 · h
Homing; Balcony break; Enter KIN +3 +23a (+14) r26 with 1+2; Enter MED -1 +19a (+10) r28 with 3+4
Damage: 4,4,4,24 · m,m,m,m
Floor break; Weapon; Combos from any hit; Despite being i12, it always connects on i13 after f,F+3,1+2 on hit
Damage: 20 · m
Weapon; 70% proration on standing hit; Recovers 12f faster on hit; Hit vs BT +11d (FDFT); Power up in NSS or Heat; Can be done from Crouch Level 1
Damage: 20 · L
Weapon; Cancel to r34 FC with DB on frame 16
Damage: 6,6,10 · M,M,M
Weapon; Combos from any hit; 8 chip damage on block; Powers in NSS or Heat
Damage: 6,6,6,6,6,10 · M,M,M,M,M,M
Weapon; Combos from any hit; 14 chip damage on block; Powers in NSS or Heat
Damage: 25 · h
Heat engager; Heat dash +5, +43d (+35); Homing; Balcony break; Weapon
Damage: 20 · m
Weapon; Transition to FLE on hit or block only; Power up in NSS or Heat
Damage: 15 · m
Weapon
Damage: 15,19 · m,M
Tornado; Weapon; Combo from 1st hit
Damage: 25 · m!
Weapon; Backswing blow; Unavailable in NSS; Move is delayed by 5f
Can be counterhit on frames 1~19
Yoshimitsu recovers in BT
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)
Transition to BT with 3+4; Can be cancelled into instant while standing; Closes distance with the opponent
Transitions into sidewalk with held input
Damage: 20 · L
Weapon
Damage: 15,15 · m,M
Floor break; BT.d+3 is guaranteed on meaty block; 1st hit only connects if the opponent is close enough
Damage: 10 · m!
Recovers 12 base health
Damage: 20 · m
Weapon; 70% proration on standing hit; Recovers 12f faster on hit; Hit vs BT +11d (FDFT); Power up in NSS or Heat; Can be done from Crouch Level 1
Unavailable in NSS
Damage: 7 · M
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
Damage: 20 · L
Side switches on close hit; Can combo to ws4 on no side switch
Evades like a sidestep
Damage: 16 · m
Tornado
Damage: 25 · m
Tornado
Damage: 3,3,3,3,3 · M,M,M,M,M
Combos from any hit; Floor break on all hits; Sometimes combos into FLE.n
Evades jabs from frames 4-14; Evades mids from frames 7-12; Can be canceled into other FLE moves (except FLE.n)
Damage: 0 · M
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
Damage: 23 · h
Homing; Balcony break; Weapon
Damage: 30 · m
Balcony break; Tech roll to r33 FC on frames 41-42
Damage: 25 · m
Balcony break; 10 chip damage on block; Opponent recovers crouching on block
In WFL from frames 2?-32?; Cancel into FLE.f,f with f within 19? frames
Damage: 25 · m
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
Damage: 15 · L
Transition to r24 IND on hit only
All stance moves are bufferable
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
Evasive, can go under some attacks if timed
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
Damage: 15 · M!
Floor break; Weapon; Same animation as the ending of qcf+1
Damage: 7 · m
Leads to db+2 extensions; Greater forward momentum than a standing db+2
Damage: 15 · m
Balcony break; Automatically recovers to r55 IND on self-wallsplat
Damage: 15,15,20 · m,m,m
Tornado; Combo from 1st hit; Tremendous forward travel
Damage: 18 · L
Homing; Enter IND -26 +8 +35a r24 with d+3+4
Unavailable in NSS
Damage: 6,22 · m,m
Homing; Transition to DGF r18 with 1SS.U (+5/+14)
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
Unavailable in NSS
Cannot block during transition
Cannot block during transition
Damage: 5,22 · h,m
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; 1,H.1: Consumes 90F of remaining Heat time
Damage: 10,5,15 · h,h
Balcony break; Combo from 1st hit; Interrupt with i3 from 1st block; Jail from 2nd attack; Duckable
Damage: 12,22 · m,h
Heat engager; Heat dash +5, +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; 3,H.1: Consumes 90F of remaining Heat time
Damage: 12,12,27 · m,m,M
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; 3,2,H.1+2: Consumes 180F of remaining Heat time
Damage: 16,16,5,6,30 · h,h,m,h,m
Damage: 16,16,5,6,30,40 · h,h,m,h,m,h!
Balcony break; Cancel early to r30 with B
Damage: 25 · h
Balcony break
Damage: 18,21 · h,m
Tornado; Airborne combo from 1st CH (+66a (+50))
Damage: 29 · M
Heat engager; Heat dash +5, +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; H.f+1+2: Consumes 270F of heat timer during heat; Steel pedal
Damage: 20 · m
Balcony break; 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
Damage: 14,16,19 · m,h,M
Tornado; Combo from 2nd CH
Damage: 10,24 · m,M
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+3,H.1: Consumes 90F of remaining Heat time
Damage: 19 · m
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
Damage: 24 · M
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*; H.d+1: Consumes 90F of remaining Heat time
Damage: 12,18 · M,h
Balcony break; Combo from 1st hit with 8f delay; Input can be delayed 16f; Move can be delayed 10f
Damage: 12,15,20 · M,m,h
Balcony break; Input can be delayed 10f; Move can be delayed 9f
Damage: 12,15,17 · M,m,m
Floor break; Input can be delayed 10f; Move can be delayed 9f
Yoshimitsu is invisible on frames 50~64, but can still be hit; Transition to 1SS.IND with D; Transition to DGF with U
Damage: 5 · sl
Transition to standing r24 with f at frame 25; +6c on crouching hit
Damage: 12,17 · m,m
Enter KIN r30 with 1+2; Combo from 1st CH with 2f delay; Input can be delayed 14f
Damage: 12,18 · m,h
Heat engager; Heat dash +5, +43d (+35); Combo from 1st with 1f delay; Combo from 1st CH with 7f delay; Input can be delayed 14f
Damage: 21 · m
Floor break
Damage: 30 · M
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; H.ub+1+2: Consumes 180F of remaining Heat time
Damage: 50 · m!
Punishable on close hit with FUFT.3
Damage: 50,15 · m!,h
Floor break
Damage: 50,40 · m!,h!
Balcony break; Cancel to r94 with B on frame 64
Damage: 24 · m
Floor break
Damage: 18 · L
Floor break; Can't be low parried; Opponent recovers crouching
Damage: 10,22 · m,M
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
Damage: 20,8,15,24 · M,h,m,M
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
Damage: 40 · m!
Balcony break
Damage: 20 · m
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; Can be done from Crouch Level 1; Crumple stun +14~17 after hit; H.1+4: Consumes 300F of remaining Heat time
Damage: 19 · m
Weapon; Can be buffered; Enter KIN r30 with 1+2; Can be performed from FC
Damage: 30 · M
Floor break; Can be buffered; Can be performed in FC
Damage: 12 · l
Damage: 12,20 · l,L
Floor break; Combo from 1st hit; Interrupt with i7 from 1st block
Damage: 12 · L
Damage: 13,16 · m,h
Combo from 1st hit
Damage: 16,18 · h,m
Combo from 2nd CH
Damage: 16,25 · h,h
Balcony break; Combo from 2nd CH
Damage: 10,5,20 · m,m,m
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
Damage: 15,30 · m,M
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,H.1+2: Consumes 90F of remaining Heat time
Damage: 15,30 · m,M
Balcony break; Floor break; Weapon; 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; +26d (+26) on airborne hit; +40a on backturned hit; KIN.2,H.1+2*: Consumes 210F of remaining Heat time
Damage: 20 · m
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; Can be done from Crouch Level 1; Crumple stun +14~17 after hit; H.1+4: Consumes 300F of remaining Heat time
Damage: 6,6,12 · M,M,M
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; H.KIN.f+1: Consumes 90F of remaining Heat time
Damage: 6,6,6,6,6,12 · M,M,M,M,M,M
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; H.KIN.f+1*: Consumes 90F of remaining Heat time
Damage: 17 · L
Cancel to r34 FC with DB on frame 16
Damage: 20 · m
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; H.KIN.f+1+2: Consumes 90F of remaining Heat time
Damage: 15 · M
Floor break; Same animation as the ending of NSS.qcf+1
Damage: 15 · l
Yoshimitsu remains in NSS
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
realigns with opponent, creates distance
Damage: 22 · M
Floor break; Weapon; 11 chip damage on block; Power up in Heat
Damage: 15 · h
Damage: 15,22 · h,M
Tornado; Combo from 1st hit; Enter NSS r33 with B
Damage: 18 · L
Airborne attack, can't be low parried
Damage: 24 · m
Heat engager; Heat dash +5, +62a (+42); Balcony break
Damage: 17,18 · h!,t
Floor break; Transitions to attack throw on front hit (air hit OK); Attack throw recovers standing
Damage: 23 · h
Homing; Balcony break; Weapon
Damage: 9,9,18 · h,h,h
Homing; Balcony break; Weapon; Jail from 1st block; Combo from 1st hit; 9 chip damage on block; Power up in Heat
Damage: 16 · h
Damage: 16,18 · h,m
Combo from 1st CH
Damage: 16,25 · h,h
Balcony break; Combo from 1st CH
Damage: 18 · h
Balcony break; Leads to f+2 extensions
Damage: 20 · m
Floor break
Damage: 20 · L
Weapon
Damage: 55+ · m,t
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
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
Damage: 21 · m
Sidestep adds minimum 9f, effective startup i26~27
Damage: 22 · m
Tornado; Sidestep adds minimum 9f, effective startup i25~26
Damage: 25 · t
Available only after reversing Ultimate Tackle with 1+2; Unbreakable (even in NSS)
Damage: 21 · m
Damage: 35 · t
Homing; Throw break 1 or 2
Damage: 35 · t
Homing; Floor break; Throw break 1 or 2; Side switch on hit
Damage: 45 · t
Throw break 1; Side switch on hit
Damage: 40 · t
Throw break 2
Damage: 50 · t
Floor break; Unbreakable
Damage: 40 · t
Floor break; Throw break 1+2; Side switch on break
Damage: 22 · t
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
Damage: 0 · t
Unbreakable; Opponent recovers 26 health; Yoshimitsu loses 35 health