
Tekken 5 / Dark Resurrection · Tekken 5 · Dark Resurrection archive
Yoshimitsu
Throws, moves and combos, in familiar notation.
Shared commands appear once. Differences show Tekken 5 above DR. Edition labels identify documented coverage; only “DR only” means exclusive.
Damage includes the full starter. Earlier hits in a launcher string may not be guaranteed; CH requires a counter hit. PS2 routes are not automatically confirmed for arcade 5.1 or DR.
Main Combos
- Juggle follow-up
- Launcher
+
Tekken 5
+

+

+
Guide damage: 34
DR
+

+
,
Guide damage: 36
- Juggle follow-upTekken 5
- Launcher (choose one)
+
+
+

+
,

+

+
,
Guide damage: 48–50 (varies by launcher)
- Juggle follow-upTekken 5
- Launcher
+


,
+
Guide damage: 42
- Juggle follow-upTekken 5
- Launcher
+
,
FLE
+
Guide damage: 23
- Juggle follow-upTekken 5
- Launcher
+
,
FLE

,
+
Guide damage: 35
- Juggle follow-upTekken 5
- Launcher (choose one)
+
- DGF

+
Guide damage: 29
- Juggle follow-upTekken 5
- Launcher
+
+

+

+
,
Guide damage: 50
- Juggle follow-upTekken 5
- Launcher (choose one)
+
- MED
+


+

+

+
Guide damage: 42
- Juggle follow-upTekken 5
- Launcher (choose one)
+
- MED
+


+
Guide damage: 62
- Juggle follow-upTekken 5
- Launcher
+
+

+
Guide damage: 37
- Juggle follow-upTekken 5
- Launcher
+
+

+
,
,
+
,
,
Guide damage: 46
- Juggle follow-upTekken 5
- Launcher



+
Guide damage: 35
- Juggle follow-upTekken 5
- Launcher



,
+
Guide damage: 46
- Juggle follow-upTekken 5
- Launcher (choose one)

+
FLE
+

+
,

+
,
Guide damage: 49–51 (varies by launcher)
- Juggle follow-upTekken 5
- Launcher
- DGF

DGF
Guide damage: 25
- DGF
- Juggle follow-upTekken 5
- Launcher
- DGF

DGF

+

+

+
Guide damage: 36
- DGF
- Juggle follow-upTekken 5
- Launcher (choose one)
- DGF
,
- DGF
,
,
DGF
Guide damage: 36–43 (varies by launcher)
- DGF
- Juggle follow-upTekken 5
- Launcher
- DGF
,
DGF

+
Guide damage: 38
- DGF
- Juggle follow-upTekken 5
- Launcher
- DGF
,
,
DGF
Guide damage: 44
- DGF
- Juggle follow-upTekken 5
- Launcher
- DGF

+
,
,
Guide damage: 45
- DGF
- Juggle follow-upTekken 5
- Launcher
- FLE

+
Guide damage: 47
- FLE
- Juggle follow-upTekken 5
- Launcher
- FLE



+

+
,
Guide damage: 66
- FLE
- Juggle follow-upTekken 5
- Launcher
- MED






Guide damage: 42
- MED
- Juggle follow-upTekken 5
- Launcher (choose one)
- MED

~
- (Indian stance),


+
Guide damage: 57–72 (varies by launcher)
- MED
- Juggle follow-upTekken 5
- Launcher (choose one)
~
- (Indian stance),

,



Guide damage: 45
- Juggle follow-upTekken 5
- Launcher (choose one)
- FC
+
- FC
+
,
+
Guide damage: 30
- FC
- Juggle follow-upTekken 5
- Launcher (choose one)
- FC
+
- FC
+
+
,
,
+
,
,
,
Guide damage: 45
- FC
- Juggle follow-upTekken 5
- Launcher
- FC
+
FC
+
Guide damage: 20
- FC
- Juggle follow-upTekken 5
- Launcher
- FC
+



+
Guide damage: 34
- FC
- Juggle follow-upTekken 5
- Launcher
+
Guide damage: 34
- Juggle follow-upTekken 5
- Launcher

FLE
+
Guide damage: 50
- Juggle follow-upTekken 5
- Launcher

+
+

,
+
Guide damage: 36
- Juggle follow-upTekken 5
- Launcher

+
+

+



Guide damage: 46
- Juggle follow-upTekken 5
- Launcher

+
+
Guide damage: 43
- Juggle follow-upTekken 5
- Launcher

+
+
,
,
,
,
Guide damage: 44
- Juggle follow-up
- Launcher

+
~
Tekken 5MED



Guide damage: 47
DRMED


+
Guide damage: 65
- Juggle follow-upTekken 5
- Launcher

+
~
MED





+
Guide damage: 52
- Juggle follow-upTekken 5
- Launcher
DGF
+
DGF
Guide damage: 45
- Juggle follow-upTekken 5
- Launcher
DGF
+
,
,
Guide damage: 60
- Juggle follow-upDR
- Launcher (choose one)
~
- FLE




Guide damage: 47
- Juggle follow-upDR
- Launcher (choose one)
~
- FLE

+

+
Guide damage: 64
- Juggle follow-upDR
- Launcher

+
+
Guide damage: 42
- Juggle follow-upDR
- Launcher

+

FLE

,
+
Guide damage: 47
- Juggle follow-upDR
- Launcher

,
+
,

FLE
+
Guide damage: 34
- Juggle follow-upDR
- Launcher

,
+
,
+

+
,

+

+
Guide damage: 50
- Juggle follow-upDR
- Launcher
DGF
+
,
Guide damage: 48
- Juggle follow-upDR
- Launcher (choose one)
- (
),
+
~
- (
+
),
- (
,
+
,
),
- FLE

- (IND
),
- IND

,

+
,(
),
,(
),
,
+
,
,(
,
),
,
+
Parenthesized hits must miss. Follow-up damage: 47.
- (
- Juggle follow-upDR
- Launcher (choose one)
- (
),
+
~
- (
+
),
- (
,
+
,
),
- FLE

- (IND
),
- IND

,

+
,(
),
,(
),
,
+
,
,
+
,
+
d+1 after uf+4 spike is guaranteed, as the opponent is forced to stand into it (d+1 is unblockable). Damage changes depending on if/how opponent tech rolls. Parenthesized hits must miss. Follow-up damage: 46/49.
- (
- Juggle follow-upDR
- Launcher (choose one)
- (
),
+
~
- (
+
),
- (
,
+
,
),
- FLE

- (IND
),
- IND

,

+
,(
),
,(
),
,
+
,
,(
,
),
,
+
Parenthesized hits must miss. Follow-up damage: 46.
- (
- Juggle follow-upDR
- Launcher (choose one)
+
- (
+
),
- MED
+


+
,
+
,(
),
,(
),
,
+
,
Parenthesized hits must miss. Follow-up damage: 46.
- Juggle follow-upDR
- Launcher (choose one)
+
- (
+
),
- MED
+


+
,
+
,(
),
,(
),
,
+
Parenthesized hits must miss. Follow-up damage: 45.
- Juggle follow-upDR
- Launcher (choose one)
+
- (
+
),
- MED
+


+
,
+
,
,
+
,(
),
,(
),
Parenthesized hits must miss. Follow-up damage: 38.
- Juggle follow-upDR
- Launcher
+
+
,(
),
,(
),
,
+
,
,(
,
),
,
+
b+1 routes are inconsistent depending how off-axis the starter lands. Parenthesized hits must miss. Follow-up damage: 47.
- Juggle follow-upDR
- Launcher
+
+
,(
),
,(
),
,
+
,
,
+
,
+
d+1 after uf+4 spike is guaranteed, as the opponent is forced to stand into it (d+1 is unblockable). Damage changes depending on if/how opponent tech rolls. b+1 routes are inconsistent depending how off-axis the starter lands. Parenthesized hits must miss. Follow-up damage: 46/49.
- Juggle follow-upDR
- Launcher
+
+
,(
),
,(
),
,
+
,
,(
,
),
,
+
b+1 routes are inconsistent depending how off-axis the starter lands. Parenthesized hits must miss. Follow-up damage: 46.
- Juggle follow-upDR
- Launcher
- (Bad stomach stance)
(
+
,
)
,
+
,
,(
),
,
+
,
+
1 can whiff if slightly off-axis, more consistent on direct alignment. Parenthesized hits must miss. Follow-up damage: 38.
- (Bad stomach stance)
- Juggle follow-upDR
- Launcher
- (Bad stomach stance)
(
+
,
)
,
+
,
,(
),
,
+
,
+
d+1 after uf+4 spike is guaranteed, as the opponent is forced to stand into it (d+1 is unblockable). Damage changes depending on if/how opponent tech rolls. 1 can whiff if slightly off-axis, more consistent on direct alignment. Parenthesized hits must miss. Follow-up damage: 37/40.
- (Bad stomach stance)
- Juggle follow-upDR
- Launcher
- (Bad stomach stance)
(
+
,
)
,
+
,
,(
),
,
+
,
+
1 can whiff if slightly off-axis, more consistent on direct alignment. Parenthesized hits must miss. Follow-up damage: 37.
- (Bad stomach stance)
- Juggle follow-upDR
- Launcher
+
,
+
,
,
,
+
d+1 after df+1,1,1 spike is guaranteed, as the opponent is forced to stand into it (d+1 is unblockable). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 35/38.
- Juggle follow-upDR
- Launcher
+
,
+
,
+
,
Follow-up damage: 27.
- Juggle follow-upDR
- Launcher
+
,
,
FLE
+
Can also be executed to pick up grounded characters (hits do not combo, only [uf+3+4,n],1+2 connects). Follow-up damage: 15.
- Juggle follow-upDR
- Launcher (choose one)
- FC
+

+
DGF
+
,
,
,
+
d+1 after df+1,1,1 spike is guaranteed, as the opponent is forced to stand into it (d+1 is unblockable). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 30/33.
- FC
- Juggle follow-upDR
- Launcher
- FC
+
+
,
Follow-up damage: 27.
- FC
- Juggle follow-upDR
- Launcher
- FC
+
+
,
,
+
,
,(
,
),
Parenthesized hits must miss. Follow-up damage: 25.
- FC
- Juggle follow-upDR
- Launcher
- FC
+

,
+
Full combo routes using FC.1 into crouch cancel 1 are potentially possible, but are difficult to execute. Follow-up damage: 22.
- FC
- Juggle follow-upDR
- Launcher
- FC
+

,
,
+
Full combo routes using FC.1 into crouch cancel 1 are potentially possible, but are difficult to execute. Follow-up damage: 16.
- FC
- Juggle follow-upDR
- Launcher
- FC
+

,
+
,
,
,
+
Only works on Marduk, King and Feng. d+1 after df+1,1,1 spike is guaranteed, as the opponent is forced to stand into it (d+1 is unblockable). Damage changes depending on if/how opponent tech rolls. Full combo routes using FC.1 into crouch cancel 1 are potentially possible, but are difficult to execute. Follow-up damage: 36/39.
- FC
- Juggle follow-upDR
- Launcher
- DGF

DGF
,DGF
,DGF
Follow-up damage: 29.
- DGF
- Juggle follow-upDR
- Launcher
,
,FLE
+
Follow-up damage: 23.
- Juggle follow-upDR
- Launcher

+
,

Follow-up damage: 18.
- Juggle follow-upDR
- Launcher
+
,
,
+
,(
),
,(
),
,FC
Parenthesized hits must miss. Follow-up damage: 29.
- Juggle follow-upDR
- Launcher
+
,
,
+
,(
),
,(
),
Parenthesized hits must miss. Follow-up damage: 25.
- Juggle follow-upDR
- Launcher
+
,
,
+
d+1 after df+1,1 spike is guaranteed, as the opponent is forced to stand into it (d+1 is unblockable). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 24/27.
- Juggle follow-upDR
- Launcher
(
),
+
,
+
,
,
,
+
d+1 after df+1,1,1 spike is guaranteed, as the opponent is forced to stand into it (d+1 is unblockable). Damage changes depending on if/how opponent tech rolls. Parenthesized hits must miss. Follow-up damage: 36/39.
- Juggle follow-upDR
- Launcher
(
),
,
+
,
+
,
,
+
,(
),
Parenthesized hits must miss. Follow-up damage: 29.
- Juggle follow-upDR
- Launcher
(
),
,
+
,
+
,
+
Parenthesized hits must miss. Follow-up damage: 27.
- Juggle follow-upDR
- Launcher
+
,
,
+
,
,(
,
),
Damage on hit varies depending on strength of move countered. Parenthesized hits must miss. Follow-up damage: 25.
- Juggle follow-upDR
- Launcher
,FLE
+
Damage on hit varies depending on strength of move countered. Follow-up damage: 23.
- Juggle follow-upDR
- Launcher

+
,FLE
,
,
+
Follow-up damage: 29.
- Juggle follow-upDR
- Launcher (choose one)

+
DGF
+
,
,
+
,
,(
,
),
,FC
Parenthesized hits must miss. Follow-up damage: 29.
- Juggle follow-upDR
- Launcher

+
,

,
+
,
,(
),
,
+
,
+
Parenthesized hits must miss. Follow-up damage: 38.
- Juggle follow-upDR
- Launcher

+
,

,
+
,
,(
),
,
+
,
+
d+1 after uf+4 spike is guaranteed, as the opponent is forced to stand into it (d+1 is unblockable). Damage changes depending on if/how opponent tech rolls. Parenthesized hits must miss. Follow-up damage: 37/40.
- Juggle follow-upDR
- Launcher

+
,

,
+
,
,(
),
,
+
,
,
+
Parenthesized hits must miss. Follow-up damage: 30.
- Juggle follow-upDR
- Launcher (choose one)
(
+
),
(
+
,
),
(
+
,
,
),
(
+
,
,
,
),
+
Best used when near wall for a wall splat combo. Parenthesized hits must miss. Follow-up damage: 28.
- Juggle follow-upDR
- Launcher (choose one)
(
+
),
(
+
,
),
(
+
,
,
),
(
+
,
,
,
),
+
Best used when near wall for a wall splat combo. Parenthesized hits must miss. Follow-up damage: 27.
- Juggle follow-upDR
- Launcher


+
,
+
,
,
+
,
,(
,
),
Damage on hit varies depending on strength of move countered. Parenthesized hits must miss. Follow-up damage: 25.
- Juggle follow-upDR
- Launcher


+
,
,FLE
+
Damage on hit varies depending on strength of move countered. Follow-up damage: 23.
- Juggle follow-upDR
- Launcher

,
+
~
,
+
,
+
,
,
+
d+1 after df+1,1 spike is guaranteed, as the opponent is forced to stand into it (d+1 is unblockable). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 30/33.
- Juggle follow-upDR
- Launcher (choose one)

,
+
~
DGF
+
,
+
,
,
+
,(
),
Parenthesized hits must miss. Follow-up damage: 29.
- Juggle follow-upDR
- Launcher

,
+
~
+
,
+
,
+
Follow-up damage: 27.
- Juggle follow-upDR
- Launcher
DGF
,
+
,
,
,
+
d+1 after df+1,1,1 spike is guaranteed, as the opponent is forced to stand into it (d+1 is unblockable). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 30/33.
- Juggle follow-upDR
- Launcher
DGF
,
+
,
,
Follow-up damage: 30.
- Juggle follow-upDR
- Launcher
+
,
,
+
,
,(
,
),
,FC
Can get more b+1 spins in to increase damage, but launch height is shorter, making it very inconsistent. b+1,1 , b+1 is the most consistent route without sacrificing too much damage. Parenthesized hits must miss. Follow-up damage: 31.
- Juggle follow-upDR
- Launcher
,
+
,
+
,
Can get more b+1 spins in to increase damage, but launch height is shorter, making it very inconsistent. b+1,1 , b+1 is the most consistent route without sacrificing too much damage. Follow-up damage: 27.
- Juggle follow-upDR
- Launcher
+
,
,
+
,
,(
,
),
Can get more b+1 spins in to increase damage, but launch height is shorter, making it very inconsistent. b+1,1 , b+1 is the most consistent route without sacrificing too much damage. Parenthesized hits must miss. Follow-up damage: 25.
- Juggle follow-upDR
- Launcher
,
+
,
+
,
,
,
+
d+1 after df+1,1,1 spike is guaranteed, as the opponent is forced to stand into it (d+1 is unblockable). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 36/39.
- Juggle follow-upDR
- Launcher
,
+
,
+
,
,
+
,(
),
Parenthesized hits must miss. Follow-up damage: 29.
- Juggle follow-upDR
- Launcher
,
+
,
,
+
,(
),
,(
),
Parenthesized hits must miss. Follow-up damage: 25.
- Juggle follow-upDR
- Launcher


,
MED
,
,
+
Follow-up damage: 27.
- Juggle follow-upDR
- Launcher


,
MED
,

Follow-up damage: 21.
- Juggle follow-upDR
- Launcher
+
,
+
Combo off of unblockable move (slow start-up). Follow-up damage: 15.
- Juggle follow-upDR
- Launcher
+

Combo off of unblockable move (slow start-up). Follow-up damage: 5.
- Juggle follow-upDR
- Launcher
,
+
+
Damage changes depending on if/how opponent tech rolls. Damage changes depending on if/how opponent tech rolls. Can use df+1+2,2 extension to catch techs for extra damage. Combo off of unblockable move (slow start-up). Follow-up damage: 12/18.
- Juggle follow-upDR
- Launcher
,
+
+
Combo off of unblockable move (slow start-up). Follow-up damage: 12.
- Juggle follow-upDR
- Launcher
,
+
+
Combo off of unblockable move (slow start-up). Follow-up damage: 12.
Standing Punishers
- i5Startup
- i8Startup
- i11Startup
- i12Startup
- i14Startup
- i16Startup
- i17Startup
- i39Startup
While Rising / Crouching Punishers
- i8Startup
- i10Startup
- i11Startup
- i12Startup
- i14Startup
- i15Startup
- i16Startup
- i18Startup
Check range and recovery position. Frame-derived string entries show only the opening hit; follow-ups are in the move list. Motion launchers need additional command-entry time.
Wall Combos
- Wall follow-upDR
+
,
,
+
,
,
,
,
Regular combo (scaled) Does not combo at normal wall splat height, use as high wall splat combo. Follow-up damage: 49.
- Wall follow-upDR
+
,
,
Regular combo (scaled) Does not combo at normal wall splat height, use as high wall splat combo. Follow-up damage: 40.
- Wall follow-upDR
+
,
+
,
,
,
,
Regular combo (scaled) Can go for the final sixth spin for max damage, but will self-induce stun state, sacrificing oki. Use b+1,1 , df+2, 2 or 1 for high wall splat hit, then continue with normal combo. Follow-up damage: 37.
- Wall follow-upDR
+
,
,
,
+
Regular combo (scaled) Does not combo at normal wall splat height, use as high wall splat combo. d+1 after df+1,1,1 spike is guaranteed, as the opponent is forced to stand into it (d+1 is unblockable). Damage changes depending on if/how opponent tech rolls. Follow-up damage: 35/38.
- Wall follow-upDR
+
Low wall hit (near ground, after wall carry etc.) Follow-up damage: 18.
- Wall follow-upDR
- FLE
+
Low wall hit (near ground, after wall carry etc.) Follow-up damage: 17.
- Wall follow-upDR

Low wall hit (near ground, after wall carry etc.) Very short range, more consistent when either off-axis or with a dash/forward momentum beforehand. Follow-up damage: 14.
- Wall follow-upDR
+
Low wall hit (near ground, after wall carry etc.) Follow-up damage: 12.
Throws
- Devious Plot
Or
+
Damage: 35
Throw break:
DRThrow
- Startup
- 12~24f
- On block
- -3
- On hit
- +0d
Throw break 1
- Sword Face Smash
Or
+
Damage: 35
Throw break:
DRThrow
- Startup
- 12~24f
- On block
- +0
- On hit
- +0d
Throw break 2. Can side switch on hit
- Rainbow Drop


+
Damage: 47
Throw break:
DRThrow
- Startup
- 11f
- On block
- +0
- On hit
- +0d
Throw break 1+2. Side switch on break. Can be buffered
- Soul Siphon


+
OrMED
Damage: 22
Throw break:
DRThrow
- Startup
- 15~16f
- On hit
- +0
Yoshimitsu recovers 16 health. On break:. Opponent recovers 22 health. Yoshimitsu loses 16 health Throw break 1+2. Yoshimitsu recovers 16 health on hit. On break:. Opponent recovers 22 health. Yoshimitsu loses 16 health. Can be buffered
- Possession


,
+
OrMED
~
Unbreakable
DRThrow
- Startup
- 15~16f
- On hit
- +0
Unbreakable. Yoshimitsu loses 35 health. Opponent recovers 26 health
- Wheels of Hell
- (left throw)
Or(left throw)
Damage: 15,25
Throw break:

- Bulldog
- (right throw)
Or(right throw)
Damage: 40
Throw break:

- Tornado Drop
- (back throw)
Or(back throw)
Damage: 50
Unbreakable
- f+1+3DR
+
Damage: 35 · Throw
- Startup
- 12~24f
- On block
- -3
- On hit
- +0d
Throw break 1
- f+2+4DR
+
Damage: 35 · Throw
- Startup
- 12~24f
- On block
- +0
- On hit
- +0d
Throw break 2. Can side switch on hit
- Soul PossessionDR


,
+
Throw
- Startup
- 15~16f
- On hit
- +0
Unbreakable. Yoshimitsu loses 35 health. Opponent recovers 26 health. Can be buffered
Recovery Setups
- Guaranteed follow-upDR
- Launcher
- (
),
+
Damage changes depending on if/how opponent tech rolls. Damage changes depending on if/how opponent tech rolls. Can use df+1+2,2 extension to catch techs for extra damage. Parenthesized hits must miss. Follow-up damage: 12/18.
- (
- Guaranteed follow-upDR
- Launcher
- (
),
,
+
Parenthesized hits must miss. Follow-up damage: 10.
- (
- Guaranteed follow-upDR
- Launcher
+
,
Follow-up damage: 20.
- Guaranteed follow-upDR
- Launcher
+
+
Follow-up damage: 17.
- Guaranteed follow-upDR
- Launcher (choose one)
+
- (
+
),
+
+
,
Parenthesized hits must miss. Follow-up damage: 22.
- Guaranteed follow-upDR
- Launcher (choose one)
+
- (
+
),
+
FC
+
Damage changes depending on if/how opponent tech rolls. Parenthesized hits must miss. Follow-up damage: 8/12.
- Guaranteed follow-upDR
- Launcher
,
+
Follow-up damage: 15.
- Guaranteed follow-upDR
- Launcher

Follow-up damage: 5.
- Guaranteed follow-upDR
- Launcher
- FLE
+
,
+
Damage changes depending on if/how opponent tech rolls. Follow-up damage: 8/12.
- FLE
- Guaranteed follow-upDR
- Launcher
- FLE
+
(Face down feet towards)
Follow-up damage: 7.
- FLE
Preset Strings
- 10 Hit ComboVersion unverified
,
,
,
,
,
,
,
,
,
Use the string’s rhythm; these ten attacks are not all guaranteed on hit.
Unblockable Attacks
- Harakiri
,
+
~
Or
,
+
~
Or
,
+
~
Or
,
+
~
Tekken 5Follow-up only
- Startup
- 45f
- On block
- KD
- On hit
- KD
- Counter hit
- KD
- Sword Slice
+
Damage: 10
Tekken 5- Startup
- 24f
- On block
- -5
- On hit
- -5
- Counter hit
- -5
DRUnblockable mid
- Startup
- 24~27f
- On block
- !
- On hit
- -5~-2
- Sword Delay
+
~
,
- Delayed Sword Slice
+
~
,
,
- Sword Impale
,
+
Damage: 90 · Unblockable
Tekken 5- Startup
- 80f
- On block
- KD
- On hit
- KD
- Counter hit
- KD
DRUnblockable mid
- Startup
- 80f
- On block
- !
- On hit
- +6a
- Sword Spin
,
+
~
+
Damage: 90,22 · Unblockable / Unblockable
Tekken 5Follow-up only
- Startup
- 20f
- On block
- KD
- On hit
- KD
- Counter hit
- KD
- Ochimusha Hunter
,
+
~
Damage: 90,15
Tekken 5Follow-up only
- Startup
- 17f
- On block
- -12
- On hit
- -12
- Counter hit
- -12
DRUnblockable mid / Unblockable high
Follow-up only
- Startup
- ,17~19f
- On block
- !
- On hit
- -5
- Counter hit
- +45a
- Sweep Slice
- FC
+
Or
,
Unblockable
Launches on hit.
Tekken 5Damage: 20
- Startup
- 25f
- On block
- KD
- On hit
- KD
- Counter hit
- KD
DRDamage: 15
- Moonsault Slayer


+
Damage: 15,28,28
Tekken 5- On block
- 0
- On hit
- 0
- Counter hit
- 0
DRDamage: 24,15,25 · Unblockable mid / Unblockable mid / Unblockable mid
- Startup
- 28~34 / 38~49 / 58~60f
- On block
- !
- On hit
- +0
- Flea

Damage: 15
Tekken 5- Startup
- 20f
- On block
- KD
- On hit
- KD
- Counter hit
- KD
DRSpecial
- Startup
- spf
Transition to FLE, cancel to r42 with b Transition to FLE, cancel to r42 with b Transition to IND with FLE.d+3+4 Transition to DGF with FLE.u+1+2
- Ki Charge
DRSpecial
Can't block for 1.5 seconds. CH state for 1.5 seconds
- Poison Sword Spin
~
,
,
,
+
DRDamage: 1 · Special / Unblockable high
Follow-up only
- Startup
- 20~105f
- On block
- !
- On hit
- -59a
- Poison Knee Taunt
~
,
,
,
+
Launches on hit.
DRDamage: 0,1 · Special / Mid / Unblockable high
Follow-up only
- Startup
- 28~31 / 82~102f
- On block
- !
- On hit
- +201a
Can only be performed against Bryan Fury. Cancel knee to standing moves from frame 29
- Thunder Blade
,
+
Damage: 50
Tekken 5- Startup
- 59f
- On block
- KD
- On hit
- KD
- Counter hit
- KD
DRUnblockable mid
- Startup
- 59~62f
- On block
- !
- On hit
- +3a
Poor hitbox, can be easily evaded
- Cyclone Lift
+
Tekken 5Damage: 12
- Startup
- 28f
- On block
- -7
- On hit
- -7
- Counter hit
- -7
DRDamage: 16 · Unblockable mid
- Startup
- 28~30f
- On hit
- -7
- Counter hit
- +30a / (+20)
- Poison Death Pose
+
DRSpecial
Continues as long as DB is held. Transition to r25 standing releasing db
- Bad Breath
+
,
Or
+
,
Tekken 5Follow-up only
- Startup
- 22f
- On block
- KD
- On hit
- KD
- Counter hit
- KD
- Detoxification
+
,
Or
+
,
Tekken 5Follow-up only
- Startup
- 17f
- On block
- -23
- On hit
- -12
- Counter hit
- -12
- Deathcopter
+
Damage: 40
Tekken 5- Startup
- 113f
- On block
- +10
- On hit
- +10
- Counter hit
- +10
DRUnblockable mid
- Startup
- 113~14f
- On block
- !
- On hit
- +10
- Deathcopter Slash
+
,
Tekken 5Follow-up only
- On block
- +4
- On hit
- +4
- Counter hit
- +4
- Deathcopter Trick
+
,
Damage: 40,35
Tekken 5Follow-up only
- Startup
- 62f
- On block
- +2
- On hit
- +2
- Counter hit
- +2
- Dragonfly
+
,
DRDamage: 40 · Unblockable mid / Special
Follow-up only
- Double Harakiri
,
+
~
,
,
Or
,
+
~
,
,
Or
,
+
~
,
,
Or
,
+
~
,
,
Tekken 5Follow-up only
- On block
- KD
- On hit
- KD
- Counter hit
- KD
- Harakiri
+
Damage: 60 · Unblockable
Tekken 5- Startup
- 29f
- On block
- KD
- On hit
- KD
- Counter hit
- KD
DRUnblockable mid
- Startup
- 29~30f
- On hit
- -32a
Yoshimitsu wins the round on lethal hit
- Manji Blood Dance
+
,
+
,
,
,
,
Damage: 60,20,28,28,28,30 · Unblockable / Unblockable / Unblockable / Unblockable / Unblockable / Unblockable
Tekken 5Follow-up only
- On block
- KD / KD / KD / KD / KD
- On hit
- KD / KD / KD / KD / KD
- Counter hit
- KD / KD / KD / KD / KD
DRDamage: 60,18,20,21,28,30 · Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid
Follow-up only
- Startup
- ,1~35f
- On hit
- -40a
Move List
- Flash Attack
,
Damage: 12,21 · High / High
Follow-up can be delayed.
Tekken 5- Startup
- 11f
- On block
- +1 / -7
- On hit
- +7 / KD
- Counter hit
- +7 / KD
DRFollow-up only
- Startup
- ,22f
- On block
- -7
- On hit
- +19a / (+9)
- Counter hit
- +49a
Combo from 1st hit with 4f delay(cannot stand guard), but the opponent can crouch in between hits. Input can be delayed 17f. Move can be delayed 16f
- Indian Sit
+
Or
,
+
,
+
Or
,
,
+
Or
+
,
,
,
,
,
,
+
Or
+
,
+
OrFLE
+
OrFLE
+
DRDamage: 10 · Special
Follow-up only
- On block
- -13a
- On hit
- +18a
Transition to IND. Spin before every attack takes 29f. Cancel to r29 with u (evasive, can go under some mids)
- Harakiri


Damage: 60 · Unblockable
Tekken 5- Startup
- 29f
- On block
- KD
- On hit
- KD
- Counter hit
- KD
- Death SlashVersion unverified
+
,
,
- Poison BreathVersion unverified
- (During bad stomach)(any button)
- Meditation
+
~
Or
Or
+
DRSpecial
Transition to MED
- Jab

Damage: 5 · High
DR- Startup
- 8f
- On block
- +2
- On hit
- +7
- Forward Jab
+
Damage: 6 · High
DR- Startup
- 10f
- On block
- +3
- On hit
- +7
- Down Jab
+
Damage: 5 · Special mid
DR- Startup
- 10f
- On block
- -5
- On hit
- +6
Transition to r24 with f
- Crouch Jab
- FC

Damage: 5 · Special mid
DR- Startup
- 10f
- On block
- -5
- On hit
- +6
Transition to r24 with f
- Straight

Damage: 12 · High
DR- Startup
- 11f
- On block
- +1
- On hit
- +7
- Down Straight
+
Damage: 8 · Special mid
DR- Startup
- 11f
- On block
- -4
- On hit
- +5
- Crouch Straight
- FC

Damage: 8 · Special mid
DR- Startup
- 11f
- On block
- -4
- On hit
- +5
- Pirouette Kick

Damage: 25 · High
DR- Startup
- 16f
- On block
- -5
- On hit
- +14a / (+5)
- Pirouette Kick
+
Damage: 28 · High
DR- Startup
- 16f
- On block
- -7
- On hit
- +12a / (+3)
Leads to standing 3 extensions
- Low Spin Kick
+
Damage: 12 · Low (grounded)
DRLow
- Startup
- 16f
- On block
- -17
- On hit
- -3
- Crouch Spin Kick
- FC

Damage: 12 · Low (grounded)
DRLow
- Startup
- 16f
- On block
- -17
- On hit
- -3
- Roundhouse

Damage: 14 · High
DR- Startup
- 12~13f
- On block
- -14
- On hit
- -3
- Forward Roundhouse
+
Damage: 20 · High
DR- Startup
- 14f
- On block
- -14
- On hit
- -5
- Counter hit
- +22a / (+12)
Leads to standing 4 extensions. Does not wall splat on CH
- Chin Kick
+
Damage: 7 · Low
DR- Startup
- 12f
- On block
- -13
- On hit
- -2
- Crouch Chin Kick
- FC

Damage: 10 · Low
DR- Startup
- 12f
- On block
- -15
- On hit
- -4
- Door Knocker
+
,
,
,
Damage: 15,12,12,24 · Mid / High / High / Mid
Follow-up can be delayed.
Tekken 5- Startup
- 14f
- On block
- -10 / -6 / -5 / +2
- On hit
- +1 / +5 / +6 / +4
- Counter hit
- +1 / +5 / +6 / +4
DRFollow-up only
- Startup
- ,25~27f
- On block
- +2c
- On hit
- +4c
Combo from 3rd CH with 5f delay. Input can be delayed 12f delay
- Hilt Strike - Backfist
+
,
Damage: 15,12 · Mid / High
Tekken 5- Startup
- 14f
- On block
- -10 / -9
- On hit
- +1 / +20
- Counter hit
- +1 / +20
DRFollow-up only
- Startup
- ,25~26f
- On block
- -10~-9
- On hit
- +20b
Typically connects on i26
- Manji Spin Slaps
+
,
,
+
,
,
,
,
Damage: 15,12,10,10,8,8,6 · Mid / High / Mid / Mid / Mid / Mid
Tekken 5Follow-up only
- On block
- -6 / -6 / -6 / -6
- On hit
- +5 / +5 / +5 / +5
- Counter hit
- +5 / +5 / +5 / +5
- Stone Fists
+
,
,
,
,
,
Damage: 10,10,10,10,10,10 · High / High / High / High / High / High
Tekken 5- Startup
- 17f
- On block
- +1 / +6 / +6 / +6 / +6
- On hit
- +12 / +7 / +6 / +6 / +6
- Counter hit
- +12 / +17 / +17 / +17 / +17
DRFollow-up only
- Startup
- ,11f
- On block
- -95a
- On hit
- -94a
Combo from 4th hit. Combo from 3rd CH
- Evasive Side Spin
+
,
,
,
,
,
,
Or
+
,
,
,
,
,
- Quick Upper

Or

Damage: 12 · Mid
DR- Startup
- 10~11f
- On block
- -4~-3
- On hit
- +7~+8
- Inner Palm
+
Damage: 21 · Mid
Launches on counter hit.
Tekken 5- Startup
- 17f
- On block
- -12
- On hit
- +2
- Counter hit
- KD
- Jail Gate
+
Damage: 27 · Mid
Tekken 5- Startup
- 17f
- On block
- -15
- On hit
- KD
- Counter hit
- KD
DR- Startup
- 17f
- On block
- -17
- On hit
- +9a / (+0)
- Counter hit
- +41a / (-6)
- Dive Bomb
,
+
Damage: 22 · Mid
Tekken 5- Startup
- 22f
- On block
- -8
- On hit
- +3
- Counter hit
- +3
DR- Startup
- 22~24f
- On block
- -8
- On hit
- +3c
Can perform built-in moves after hit with:. 2+3 or 1+4 (Soul Siphon). 2+3~f or 1+4~f (Soul Possession). d+1 (Quick Slash). b+3+4 (Spinning Evade). d+3+4 (Indian Stance). d+1+4 (Harakiri). DB+2 (Stone Fist). u+2+3 (Sword Stab). ub+1+2 (Death Copter). Yoshimitsu will recover BT, but inputs must be done as if facing forward. Some inputs must be delayed slightly
- Soul Siphon
,
+
,
Or
,
+
,
Damage: 22,22
- Possession
,
+
,
+
Or
,
+
,
+
- Ghost Piercing
+
Damage: 22 · Mid
Tekken 5- Startup
- 25f
- On block
- -16
- On hit
- KD
- Counter hit
- KD
DR- Startup
- 25~26f
- On block
- -16
- On hit
- +10a / (+1)
- Counter hit
- +42a / (-5)
Backswing blow
- Sword Flash

Damage: 25 · Mid
Tekken 5- Startup
- 5f
- On block
- -11
- On hit
- KD
- Counter hit
- KD
DRDamage: 21
- Startup
- 5~12f
- On block
- -11~-4
- On hit
- +26a
- Reverse One Two
,
Damage: 12,8 · High / High
Tekken 5- Startup
- 11f
- On block
- +1 / -4
- On hit
- +7 / +2
- Counter hit
- +7 / +2
DRFollow-up only
- Startup
- ,7f
- On block
- -4
- On hit
- +2
Combo from 1st hit
- Kite Bite
,
Damage: 12,10 · High / High
Tekken 5- Startup
- 11f
- On block
- +1 / -6
- On hit
- +7 / 0
- Counter hit
- +7 / 0
DRFollow-up only
- Startup
- ,12f
- On block
- -6
- On hit
- +0
Combo from 1st hit (cannot stand guard), but the opponent can crouch in between hits
- Low Flash Attack
,
+
Damage: 12,8 · High / Low (grounded)
Tekken 5- Startup
- 11f
- On block
- +1 / -15
- On hit
- +7 / -1
- Counter hit
- +7 / -1
DRHigh / Low
Follow-up only
- Startup
- ,22f
- On block
- -15
- On hit
- -1
Combo from 1st hit
- Backfist
+
Damage: 12 · High
Tekken 5- Startup
- 17f
- On block
- -16
- On hit
- +17
- Counter hit
- +17
DR- Startup
- 17f
- On block
- -16
- On hit
- +17b
- Manji Spin Slaps
+
,
+
,
,
,
,
Damage: 12,10,10,8,8,6 · High / Mid / Mid / Mid / Mid
Tekken 5Follow-up only
- On block
- -6 / -6 / -6 / -6
- On hit
- +5 / +5 / +5 / +5
- Counter hit
- +5 / +5 / +5 / +5
- Ninja Blade Slice
,
+
Damage: 18 · Mid
Tekken 5- Startup
- 15f
- On block
- -10
- On hit
- +1
- Counter hit
- KD
DR- Startup
- 15f
- On block
- -10
- On hit
- +1
- Counter hit
- +17d
Yoshimitsu automatically phases through opponent on CH (r53). Recover BT on CH. Enter IND Rapid Healing r24 with d+3+4 on CH
- Step In Upper
+
Damage: 13 · Mid
Launches on hit.
Tekken 5- Startup
- 16f
- On block
- -4
- On hit
- KD
- Counter hit
- KD
DR- Startup
- 16f
- On block
- -6
- On hit
- +40a / (+30)
- Manji Spin Slaps
+
,
,
,
,
,
Mid / Mid / Mid / Mid / Mid
Tekken 5Damage: 10,10,8,8,8,6
- Startup
- 14f
- On block
- -6 / -8 / -9 / -8 / -9
- On hit
- +5 / +3 / +2 / +3 / +2
- Counter hit
- +5 / +3 / +2 / +3 / +2
DRDamage: 9,9,7,7,5,5 · Mid / Mid / Mid / Mid / Mid / Mid
Follow-up only
- Startup
- ,10~12f
- On block
- -49a
- On hit
- -38a
Combo from 5th CH
- Exorcism


Damage: 22 · Mid
Tekken 5- Startup
- 15f
- On block
- -6
- On hit
- KD
- Counter hit
- KD
DR- Startup
- 15~17f
- On block
- -6
- On hit
- +11a
- Shrine Lift
+
Damage: 20 · Mid
Launches on hit.
Tekken 5- Startup
- 18f
- On block
- -9
- On hit
- KD
- Counter hit
- KD
- Backfist

Or
+
Or
+
Damage: 15 · High
Tekken 5- Startup
- 16f
- On block
- -6
- On hit
- +15
- Counter hit
- +15
DR- Startup
- 16~17f
- On block
- -7~-6
- On hit
- +15b
- Ballerina Combo
,
Damage: 25,16 · High / Low (grounded)
Launches on hit.
Tekken 5- Startup
- 16f
- On block
- -5 / -20
- On hit
- KD / KD
- Counter hit
- KD / KD
DRHigh / Low
Follow-up only
- Startup
- ,25~28f
- On block
- -20
- On hit
- +21a
Enter IND r44 with d+3+4
- Zig Zag
,
Damage: 25,30 · High / Mid
Tekken 5- Startup
- 16f
- On block
- -5 / -14
- On hit
- KD / KD
- Counter hit
- KD / KD
DRFollow-up only
- Startup
- ,10~11f
- On block
- -14
- On hit
- +17a / (+7)
34f delay after 1st attack
- Zig Kangaroo Kick
,
+
Damage: 25,30 · Mid / Mid
Launches on hit.
Tekken 5- Startup
- 16f
- On block
- -5 / -16
- On hit
- KD / KD
- Counter hit
- KD / KD
- Wood Cutter
+
,
Damage: 20,12
Tekken 5- Startup
- 17f
- On block
- -10 / -10
- On hit
- +1 / -10
- Counter hit
- +1 / -10
DRMid / Unblockable mid
Follow-up only
- Startup
- ,30~32f
- On block
- !
- On hit
- -10
Combo from 1st hit
- Manji Spin Kicks
+
,
,
,
,
,
Damage: 12,7,7,5,5,5 · Low (grounded) / Low / Low / Low / Low / Low
Tekken 5- Startup
- 26f
- On block
- -23 / -23 / -23 / -23 / -23
- On hit
- -12 / -12 / -12 / -12 / -12
- Counter hit
- -12 / -12 / -12 / -12 / -12
DRLow / Low / Low / Low / Low / Low
Follow-up only
- Startup
- ,10~18f
- On block
- -25
- On hit
- -14
Combo from 5th CH
- Manji Rising Kick
+
,
,
,
,
,
,
+
Damage: 12,7,7,5,5,5,12 · Low (grounded) / Low / Low / Low / Low / Low / Mid
Tekken 5Follow-up only
- On block
- -4
- On hit
- KD
- Counter hit
- KD
- Samurai Knee
+
Damage: 15 · Mid
Launches on hit.
Tekken 5- Startup
- 14f
- On block
- -13
- On hit
- KD
- Counter hit
- KD
DR- Startup
- 14~17f
- On block
- -14
- On hit
- +27a / (+17)
- Lunging Sweep
- FC
+
Damage: 12 · Low (grounded)
Launches on hit.
Tekken 5- Startup
- 18f
- On block
- -16
- On hit
- KD
- Counter hit
- KD
- Rise Spin Kick


Damage: 28 · High
DR- Startup
- 16f
- On block
- -16
- On hit
- +15a / (+5)
- Troubled Soul

Or
+
Or
+
Damage: 22 · Mid
Launches on hit.
Tekken 5- Startup
- 23f
- On block
- -5
- On hit
- KD
- Counter hit
- KD
DR- Startup
- 23~24f
- On block
- -5
- On hit
- +26a
- Manji Bull Charge
+
Damage: 30 · Mid
Tekken 5- Startup
- 19f
- On block
- -10
- On hit
- KD
- Counter hit
- KD
DR- Startup
- 19~27f
- On block
- -10~-2
- On hit
- KND
Cancel to r60 BT with b on frame 5 at earliest. Both players are knockdown on hit
- Charge Cancel
+
~
- Indian SitTekken 5
+
,
- Shark Attack
,
+
Damage: 30 · Mid
Tekken 5- Startup
- 22f
- On block
- -20
- On hit
- -9
- Counter hit
- -9
DR- Startup
- 22~24f
- On block
- -20
- On hit
- -8c
- Dive Bomb
,
+
,
Damage: 30,30 · Mid / Mid
Tekken 5Follow-up only
- On block
- -27
- On hit
- KD
- Counter hit
- KD
DRFollow-up only
- Startup
- ,56~68f
- On block
- -27~-16
- On hit
- +4a / (-6)
- Kangaroo Kick
,
+
,
,
Damage: 30,30,30 · Mid / Mid / Mid
Launches on hit.
Tekken 5Follow-up only
- On block
- -17
- On hit
- KD
- Counter hit
- KD
DRFollow-up only
- Startup
- ,29f
- On block
- -10
- On hit
- +54a / (+44)
- Eight Crows
+
Damage: 10,12 · Mid (grounded) / Mid (grounded)
Tekken 5- Startup
- 39f
- On block
- +7
- On hit
- KD
- Counter hit
- KD
DRMid / Mid
- Startup
- 39~42 / 45~48f
- On block
- +7
- On hit
- +27a
Yoshimitsu becomes invisible on frames 15~30 but can still be floated
- Poison Wind
+
Damage: 10 · Mid (grounded)
Tekken 5- Startup
- 31f
- On block
- -16
- On hit
- KD
- Counter hit
- KD
DRMid
- Startup
- 31f
- On block
- -16~-12
- On hit
- -4a
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
- Stone Fist
+
,
+
Damage: 10,2 · Mid (grounded) / High
Tekken 5Follow-up only
- On block
- -47
- On hit
- -36
- Counter hit
- -36
DRDamage: 10,8 · Mid / High
Follow-up only
- Startup
- ,15~18f
- On block
- -50
- On hit
- -39
Transitions to backward jump automatically
- Poison Wind
+
,
+
,
Damage: 10,2,20 · Mid (grounded) / High / Mid (grounded)
Tekken 5Follow-up only
- On block
- -26
- On hit
- KD
- Counter hit
- KD
DRDamage: 10,8,21 · Mid / High / Mid
Follow-up only
- Startup
- ,31~35f
- On block
- +0c
- On hit
- +0c
- Counter hit
- +10a / (-10)
- Manji Flip
+
,
+
,
Damage: 10,2,15 · Mid (grounded) / High /
Tekken 5Follow-up only
- On block
- -9
- On hit
- KD
- Counter hit
- KD
DRDamage: 10,8,15 · Mid / High / Special mid
Follow-up only
- Startup
- ,17~42f
- On block
- -9
- On hit
- +32a / (+22)
- Sword Slice
+
,
+
,
,
+
Damage: 10,2,15,15
Tekken 5Follow-up only
- On block
- -8
- On hit
- -8
- Counter hit
- -8
- Sword Delay
+
,
+
,
,
+
,
- Delayed Sword Slice
+
,
+
,
,
+
,
,
Tekken 5Follow-up only
- On block
- KD
- On hit
- KD
- Counter hit
- KD
- Dragonfly
+
~
OrFLE
+
- Flea
+
,
Damage: 10,15 · Mid (grounded) / Unblockable
Tekken 5Follow-up only
- On block
- KD
- On hit
- KD
- Counter hit
- KD
DRDamage: 10 · Mid / Special
Follow-up only
- Kangaroo Kick
+
,
Damage: 10,30 · Mid (grounded) / Mid
Launches on hit.
Tekken 5Follow-up only
- On block
- -16
- On hit
- KD
- Counter hit
- KD
DRMid / Mid
Follow-up only
- Startup
- ,36~37f
- On block
- -10
- On hit
- +55a / (+45)
- Kangaroo Kick
~
Damage: 30 · Mid
Tekken 5- Startup
- 36f
- On block
- -16
- On hit
- KD
- Counter hit
- KD
Launches vertically.
DR- Startup
- 36~37f
- On block
- -10
- On hit
- +55a / (+44)
Launches farther away; adjust the follow-up.
- Triple Roundhouse Combo
,
,
Damage: 14,12,21 · High / High / High
Tekken 5- Startup
- 12f
- On block
- -14 / -5 / -8
- On hit
- -3 / -3 / -4
- Counter hit
- -3 / -3 / -4
DRFollow-up only
- Startup
- ,23f
- On block
- -8
- On hit
- -4
Combo from 2nd CH. Opponent recovers sideturned on hit
- Side Kick
+
Mid
Tekken 5Damage: 19
DRDamage: 17
- Startup
- 12f
- On block
- -7
- On hit
- +4
- Fubuki
,
+
Or
+
Damage: 15 · Mid
Tekken 5- Startup
- 7f
- On block
- -17
- On hit
- KD
- Counter hit
- KD
DR- Startup
- 7~8f
- On block
- -17
- On hit
- +14a / (+4)
- Avoiding the Puddle
+
Or
+
Or
+
Damage: 25 · Mid
Tekken 5- Startup
- 20f
- On block
- -7
- On hit
- KD
- Counter hit
- KD
DRDamage: 25
- Startup
- 20~22f
- On block
- -7
- On hit
- +24a / (+14)
- Rising Kick


Damage: 14 · Mid
DR- Startup
- 11~12f
- On block
- -6
- On hit
- +5
- Whirlwind
+
Damage: 21 · High
Tekken 5- Startup
- 15f
- On block
- -11
- On hit
- 0
- Counter hit
- KD
- Spirit Shield
Tekken 5- Startup
- 22f
- On block
- -19
- On hit
- -19
- Counter hit
- -19
DRUnblockable mid
- Startup
- 20~40f
- On hit
- -21~-1
Always connects on i22 at its fastest, making it -19 on hit. Pushback on hit. Deals no damage
- Confusion
,
+
DRDamage: 72 · Unblockable mid
- Startup
- 25f
- On block
- !
- On hit
- -69a
72 self-damage. Yoshimitsu wins the round on lethal hit. 20f delay before attack comes out, effective startup i45
- Evasive Backflip
,
- Wall Jump
,
,
Damage: 15 · Mid
- Indian Moonsault Slayer
- (Indian stance)

Damage: 15
Tekken 5- Startup
- 53f
- On block
- 0
- On hit
- 0
- Counter hit
- 0
- Manji Spin Slaps
- (Indian stance)
,
+
,
,
,
Mid / Mid / Mid / Mid / Mid
Tekken 5Damage: 10,10,8,8,6
- Startup
- 39f
- On block
- -9 / -8 / -9 / -8
- On hit
- +2 / +3 / +2 / +3
- Counter hit
- +2 / +3 / +2 / +3
DRDamage: 9,7,7,5,5
- Dive Bomb
- (Indian stance)

Damage: 30 · Mid
Tekken 5- Startup
- 38f
- On block
- -27
- On hit
- KD
- Counter hit
- KD
- Kangaroo Kick
- (Indian stance)
,
Damage: 30,30 · Mid / Mid
Launches on hit.
Tekken 5Follow-up only
- On block
- -17
- On hit
- KD
- Counter hit
- KD
- Kangaroo Kick
- (Indian stance)

Damage: 30 · Mid
Launches on hit.
Tekken 5- Startup
- 65f
- On block
- -16
- On hit
- KD
- Counter hit
- KD
- Healing
- (Indian stance)

- Vacuum Dance
- (Indian stance)
Or(Indian stance)
- Stand Up
- (Indian stance)
Or(Indian stance)
- Dragonfly Blade
- DGF

Damage: 15
Tekken 5- Startup
- 30f
- On block
- KD
- On hit
- KD
- Counter hit
- KD
DRUnblockable mid
- Startup
- 30~31f
- On block
- !
- On hit
- +4
- Dragonfly Fist
- DGF

Damage: 15 · High
Launches on hit.
Tekken 5- Startup
- 16f
- On block
- +4
- On hit
- KD
- Counter hit
- KD
DR- Startup
- 16~18f
- On block
- +4
- On hit
- +43a / (+33)
- Dragonfly Sweep
- DGF

Damage: 22 · Low (grounded)
Tekken 5- Startup
- 22f
- On block
- -22
- On hit
- KD
- Counter hit
- KD
Trips on normal hit.
DRLow
- Startup
- 22~24f
- On block
- -22
- On hit
- +6
- Counter hit
- +26a
Does not trip on normal hit.
- Dragonfly Twister
- DGF

Damage: 25 · Mid
Tekken 5- Startup
- 19f
- On block
- -6
- On hit
- -2
- Counter hit
- KD
DR- Startup
- 18~20f
- On block
- -7
- On hit
- -2
- Counter hit
- +48a
Opponent recovers sideturned on hit
- Turn Around Jab

+
Or
+
Damage: 15 · High
- Sword Hilt Healing


Damage: 10 · Unblockable
Tekken 5- Startup
- 30f
- On block
- KD
- On hit
- KD
- Counter hit
- KD
- Manji Blood Dance

,
+
,
,
,
,
Damage: 60,20,28,28,28,30 · Unblockable / Unblockable / Unblockable / Unblockable / Unblockable / Unblockable
Tekken 5Follow-up only
- On block
- KD / KD / KD / KD / KD
- On hit
- KD / KD / KD / KD / KD
- Counter hit
- KD / KD / KD / KD / KD
- Chin Kick

+
Or
+
Damage: 12 · Low
- Manji Backflip


Damage: 15 · Special mid
Launches on hit.
Tekken 5- On hit
- KD
- Counter hit
- KD
- Full Back Spin

,
- Half Back Spin

~
- Meditation Sidekick

+
Or
+
Damage: 25 · High
- Skull Splitter
- FLE

Damage: 16 · High
Launches on counter hit.
Tekken 5- Startup
- 18f
- On block
- -8
- On hit
- +6
- Counter hit
- KD
DR- Startup
- 18~19f
- On block
- -8
- On hit
- +6
- Counter hit
- +31a / (+21)
- Roll Out
- FLE
+
OrFLE
~
DRSpecial
- Flea Side Step
- FLE
OrFLE
Damage: 15
DRSpecial
Evasive FLE.3 moves Yoshimitsu to left, FLE.4 to the right, with each variation being cancelable into each other
- Kangaroo Kick
- FLE

Damage: 30 · Mid
Launches on hit.
Tekken 5- Startup
- 37f
- On block
- -16
- On hit
- KD
- Counter hit
- KD
DR- Startup
- 37~38f
- On block
- -10
- On hit
- +54a / (+44)
- Diving Cranium
- FLE
+
Low (grounded)
Tekken 5- Startup
- 24f
- On hit
- KD
- Counter hit
- KD
DRDamage: 25 · Low
- Startup
- 24~28f
- On block
- -12a
- On hit
- +29a
Side switches
- Running Flea
- FLE
,
OrFLE
,
Tekken 5- On block
- KD
- On hit
- KD
- Counter hit
- KD
- Ducking Flea
- FLE

Damage: 15
- Jumping Flea
- FLE
OrFLE
OrFLE
Damage: 21
Tekken 5- Startup
- 30f
- On block
- KD
- On hit
- KD
- Counter hit
- KD
- Exit Flea
- FLE
OrFLE
- Quick Flowing StrikeDR only
+
,
Damage: 18,21 · Low / Mid
Follow-up only
- Startup
- ,26~28f
- On block
- -10
- On hit
- +3
- Counter hit
- +5b
Follow-up can be delayed. Launches on counter hit. Exclusive to T5DR
- Slash KickDR only
,
,
+
Or
+
Damage: 30 · Mid
- Startup
- 22~23f
- On block
- +7
- On hit
- +13a / (+3)
Exclusive to T5DR
- Eight CrowsDR only
+
,
+
Damage: 10,10,10 · Mid / Mid / Mid
Follow-up only
- Startup
- ,39~42 / 45~48f
- On block
- -4
- On hit
- +27a
Exclusive to T5DR
- Hidden GodDR only
- DGF

Damage: 12,13 · Unblockable high / Throw
- Startup
- 20~21f
- On block
- !
- On hit
- +0d
Transition to attack throw on front standing hit. Side switch on hit. +0 on side/BT hit. Exclusive to T5DR
- Flea FlopDR only
- FLE
+
Damage: 30 · Mid
- Startup
- 38~40f
- On block
- +5
- On hit
- +23a / (+14)
- Counter hit
- +55a / (+8)
Exclusive to T5DR
- Back Handspring to Poison Wind Gold FistTekken 5
- MED
,
+
- Crouching to Bad StomachTekken 5
- FC~
+
- Crouching to Indian StanceTekken 5
- FC

- Delayed FubukiTekken 5
,
,
,
+
- Delayed Solar Kick Shark AttackTekken 5
,
,
+
,
,
- Delayed Sword SlashTekken 5
,
,
+
- Dragonfly CancelTekken 5
- DGF

- Exorcism Fist to Moonsault SlayerTekken 5

,

+
- Exorcism Fist to Bad StomachTekken 5

,
+
- Flea Digger to Roll OutTekken 5
- FLE
,
- Indian Stance CancelTekken 5
+
,
Or
+
,
Or
+
,
- Indian Stance Healing CancelTekken 5
- (Indian stance),
Or(Indian stance),
- Jumping Oni KickTekken 5
+
Or
+
- Meditation 180 Degree SpinTekken 5
- MED
~
- Meditation 360 Degree SpinTekken 5
- MED
,
OrMED
,
- Meditation CancelTekken 5
- MED
OrMED
- Meditation Cancel Side StepTekken 5
- MED
OrMED
- Meditation Cancel Side WalkTekken 5
- MED~
OrMED~
- Meditation GrabTekken 5
- MED
OrMED
- Meditation Harakiri to Manji Blood DanceTekken 5
- MED
,
+
,
,
,
,
- Meditation High PunchTekken 5
- MED
+
OrMED
+
- Meditation Low KickTekken 5
- MED
+
OrMED
+
- Meditation Manji Backfist 2Tekken 5
- MED
+
OrMED
+
- Meditation Perilous SpiritTekken 5
- MED
+
OrMED
+
- Meditation SidekickTekken 5
- MED
+
OrMED
+
- Reverse HarakiriTekken 5

+
- Reverse Harakiri to Manji Blood DanceTekken 5

+
,
+
,
,
,
,
- Reverse Indian StanceTekken 5

+
- Reverse Indian Stance Vacuum DanceTekken 5
(Indian stance),
Or
(Indian stance),
~
Or
(Indian stance),
~
Or
(Indian stance),
Or
(Indian stance),
- Reverse Manji ButterflyTekken 5

+
- Reverse Meditation Cancel to Back TurnTekken 5
- MED
~
,
OrMED
~
,
- Reverse Meditation Cancel Side Step to Back TurnTekken 5
- MED
~
,
OrMED
~
,
- Reverse Soul StealerTekken 5

+
- Reverse Stone FistsTekken 5
~
+
,
,
,
,
- Solar Kick Death SlashTekken 5
,
+
,
+
,
- Solar Kick Face SplitterTekken 5
,
+
,
+
,
- Solar Kick Moonsault SlayerTekken 5
,
+
,

+
- Solar Kick Quick SlashTekken 5
,
+
,
+
- Solar Kick Sword Poke WindmillTekken 5
,
+
,
+
,
- Solar Kick Sword StabTekken 5
,
+
,
+
- Solar Kick Thunder BladeTekken 5
,
+
,
+
~
+
- Sword Stab ComboTekken 5
,
,
,
,
- Tackle Sword StabTekken 5
- (During tackle),
Or(During tackle),
- Whirlwind to MeditationTekken 5
+
,
- Ballerina Kick to Kangaroo KickDR
,
+
Damage: 25,30 · High / Mid
Follow-up only
- Startup
- ,36~37f
- On block
- -10
- On hit
- +55a / (+44)
31f delay after 1st attacck
- Double RoundhouseDR
,
Damage: 14,12 · High / High
Follow-up only
- Startup
- ,23f
- On block
- -5
- On hit
- -3
Combo from 1st hit with 3f delay
- Backfist to Stone FistDR
+
,
+
Damage: 12,9 · High / Mid
Follow-up only
- Startup
- ,17f
- On block
- -6
- On hit
- +5
Leads to db+2 extensions
- Kamikaze FeintDR
+
,
Damage: 30 · Mid / Special
Follow-up only
Cancel at earliest on frame 5. Evasive
- d/f+1DR
+
Damage: 15 · Mid
- Startup
- 14~15f
- On block
- -10
- On hit
- +1
- d/f+1,1DR
+
,
Damage: 15,12 · Mid / High
Follow-up only
- Startup
- ,18f
- On block
- -6
- On hit
- +5
Combo from 1st hit with 6f delay. Input can be delayed 8f. Move can be delayed 3f
- d/f+1,1,1DR
+
,
,
Damage: 15,12,12 · Mid / High / High
Follow-up only
- Startup
- ,18f
- On block
- -5
- On hit
- +6
Combo from 2nd CH with 12f delay
- Door Knocker to Back Knuckle Slap U CrazyDR
+
,
,
+
Damage: 15,12,9 · Mid / High / Mid
Follow-up only
- Startup
- ,14f
- On block
- -6
- On hit
- +5
Leads to db+2 extensions
- d/f+3DR
+
Damage: 20 · Mid
- Startup
- 17~18f
- On block
- -10
- On hit
- +1
- d/f+1+2DR
+
Damage: 18 · Low
- Startup
- 26~28f
- On block
- -15
- On hit
- +0
- Counter hit
- +26a
- d+1,n,DB(1)DR
+
,
,
(
)Damage: 15 · Unblockable mid
- Startup
- 5~6f
- On block
- !
- On hit
- -8
Release DB after 1 step
- d+1,n,DB(2)DR
+
,
,
(
)Damage: 23 · Unblockable mid
- Startup
- 5~6f
- On block
- !
- On hit
- -8
Release DB after 2 steps
- d+1,n,DB(3)DR
+
,
,
(
)Damage: 27 · Unblockable mid
- Startup
- 5~6f
- On block
- !
- On hit
- +12a
Release DB after 3 steps
- d+1,n,DB(4)DR
+
,
,
(
)Damage: 43 · Unblockable mid
- Startup
- 5~6f
- On block
- !
- On hit
- +12a
Release DB after 4 steps
- d+1,n,DB(5)DR
+
,
,
TAGDamage: 65 · Unblockable mid
- Startup
- 5~6f
- On block
- !
- On hit
- +12a
Release DB after 5 steps
- Death SlashDR
+
,
,
(6)Damage: 107 · Unblockable mid
- Startup
- 5~6f
- On block
- !
- On hit
- +12a
Release DB after 6 steps
- d+1+4,~b+1DR
+
,
+
Damage: 60,18 · Unblockable mid / Unblockable mid
Follow-up only
- Startup
- ,1~39f
- On hit
- -60a
- d+1+4,~b+1,1DR
+
,
+
,
Damage: 60,18,20 · Unblockable mid / Unblockable mid / Unblockable mid
Follow-up only
- Startup
- ,1~18f
- On hit
- -40a
- d+1+4,~b+1,1,1DR
+
,
+
,
,
Damage: 60,18,20,21 · Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid
Follow-up only
- Startup
- ,1~18f
- On hit
- -40a
- d+1+4,~b+1,1,1,1DR
+
,
+
,
,
,
Damage: 60,18,20,21,28 · Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid / Unblockable mid
Follow-up only
- Startup
- ,1~18f
- On hit
- -40a
- ~d,n,d/b+3DR
,
,
+
Damage: 12 · Low
- Startup
- 15~17f
- On block
- -18
- On hit
- -4
- Stone FistDR
+
Damage: 9 · Mid
- Startup
- 14f
- On block
- -6
- On hit
- +5
- ~db+2,2DR
+
,
Damage: 9,9 · Mid / Mid
Follow-up only
- Startup
- ,4~12f
- On block
- -15~-7
- On hit
- -4~+4
Combo from 1st hit
- ~db+2,2,2DR
+
,
,
Damage: 9,9,7 · Mid / Mid / Mid
Follow-up only
- Startup
- ,4~12f
- On block
- -15~-7
- On hit
- -4~+4
Combo from 1st hit
- ~db+2,2,2,2DR
+
,
,
,
Damage: 9,9,7,7 · Mid / Mid / Mid / Mid
Follow-up only
- Startup
- ,4~12f
- On block
- -15~-7
- On hit
- -4~+4
Combo from 3rd CH
- ~db+2,2,2,2,2DR
+
,
,
,
,
Damage: 9,9,7,7,5 · Mid / Mid / Mid / Mid / Mid
Follow-up only
- Startup
- ,4~12f
- On block
- -15~-7
- On hit
- -4~+4
Combo from 4th hit. Combo from 3rd CH
- ~db+3DR
+
Damage: 12 · Low
- Startup
- 19f
- On block
- -24
- On hit
- -13
8f delay before attack comes out, effective startup i27
- ~db+3,3DR
+
,
Damage: 12,7 · Low / Low
Follow-up only
- Startup
- ,10~18f
- On block
- -23
- On hit
- -12
Combos from 1st hit
- ~db+3,3,3DR
+
,
,
Damage: 12,7,7 · Low / Low / Low
Follow-up only
- Startup
- ,10~18f
- On block
- -23
- On hit
- -12
Combo from 2nd CH
- ~db+3,3,3,3DR
+
,
,
,
Damage: 12,7,7,5 · Low / Low / Low / Low
Follow-up only
- Startup
- ,10~18f
- On block
- -23
- On hit
- -12
Combo from 3rd CH
- ~db+3,3,3,3,3DR
+
,
,
,
,
Damage: 12,7,7,5,5 · Low / Low / Low / Low / Low
Follow-up only
- Startup
- ,10~18f
- On block
- -23
- On hit
- -12
Combo from 4th CH
- Manji Spin Low Kicks Front KickDR
+
,
,
Damage: 12,7,12 · Low / Low / Mid
Follow-up only
- Startup
- ,12~13f
- On block
- -4
- On hit
- +27a / (+17)
Front kick can't be performed on the 1st or 6th low kick
- Poison BreathDR
- (Bad stomach stance)

Damage: 25 · Unblockable high
- Startup
- 21~28f
- On block
- !
- On hit
- +27a
- Bad Stomach to Backflip KickDR
- (Bad stomach stance)

Damage: 23 · Mid
- Startup
- 17~30f
- On block
- -24
- On hit
- -13
- Counter hit
- +37a
- b+1DR
+
Damage: 10 · High
- Startup
- 17f
- On block
- +1
- On hit
- +12
Can transition to db+3 strings
- b+1,1DR
+
,
Damage: 10,10 · High / High
Follow-up only
- Startup
- ,11f
- On block
- +6
- On hit
- +7
- Counter hit
- +17
Combo from 1st hit Can transition to db+3 strings
- b+1,1,1DR
+
,
,
Damage: 10,10,10 · High / High / High
Follow-up only
- Startup
- ,11f
- On block
- +6
- On hit
- +7
- Counter hit
- +17
Combo from 1st hit Can transition to db+3 strings
- b+1,1,1,1DR
+
,
,
,
Damage: 10,10,10,10 · High / High / High / High
Follow-up only
- Startup
- ,11f
- On block
- +6
- On hit
- +7
- Counter hit
- +17
Combos from 3rd CH
- b+1,1,1,1,1DR
+
,
,
,
,
Damage: 10,10,10,10,10 · High / High / High / High / High
Follow-up only
- Startup
- ,11f
- On block
- +6
- On hit
- +7
- Counter hit
- +17
Combo from 4th hit. Combo from 3rd CH
- Slap U Silly to Side SpinDR
+
,
Damage: 10 · High / Special
Follow-up only
- On block
- +10g
- On hit
- +21g
Can be performed from any number of spins except the last one
- b+1,1,3+4DR
+
,
,
Damage: 10,10 · High / High / Special
Follow-up only
- On block
- +11g
- On hit
- +10g
- Counter hit
- +21g
- Side SpinDR
+
Special
Reduce recovery by 2f with f,f. Evasive. 8 self damage
- ~b+3+4,3+4DR
+
,
Special / Special
Follow-up only
8 self damage
- ~b+3+4,3+4,3+4DR
+
,
,
Special / Special / Special
Follow-up only
8 self damage
- ~b+3+4,3+4,3+4,3+4DR
+
,
,
,
Special / Special / Special / Special
Follow-up only
8 self damage
- Spinning EvadeDR
+
,
,
,
,
Special / Special / Special / Special / Special
Follow-up only
8 self damage. 40 self damage in total
- Manji DragonflyDR
+
Special
Transition to DFG. Actionable after 15f. Actionable after 10f when performing DGF.2 only. Cancel to r12 with db_d_df (js1~10). Can create or close distance with b or f
- Death Copter SliceDR
+
~
Damage: 40,25 · Unblockable mid / Unblockable mid
Follow-up only
- Startup
- ,24~25f
- On block
- !
- On hit
- +4
Flying for 31f, effective startup i55~56
- Death Copter TrickDR
+
~
Damage: 40,35 · Unblockable mid / Unblockable mid
Follow-up only
- Startup
- ,62~63f
- On block
- !
- On hit
- -10
- Death Copter Trick to Manji DragonflyDR
+
~
,
Damage: 40,35 · Unblockable mid / Unblockable mid / Special
Follow-up only
- Poison Wind Gold FistDR
+
,
+
,
,
+
Damage: 10,8,15,15 · Mid / High / Special mid / Unblockable mid
Follow-up only
- Startup
- ,5~6f
- On block
- !
- On hit
- -8
Leads to d+1,n,DB extensions
- Poison Wind to FleaDR
+
,
,
Damage: 10,7 · Mid / Mid
Follow-up only
- Startup
- ,2~60f
- On block
- -39
- On hit
- +49a / (+42)
- Sword Poke WindmillDR
,
+
~
Damage: 90,22 · Unblockable mid / Unblockable mid
Follow-up only
- Startup
- ,20~105 / 2~4f
- On block
- !
- On hit
- -59a
Cancel early with B on frame 64, possible to double hit
- Double SuicideDR
,
+
,
,
Damage: 72,100 · Unblockable mid / Unblockable mid
Follow-up only
- Startup
- ,35~37f
- On block
- !
- On hit
- -70a
100 self-damage. Yoshimitsu wins the round on lethal hit
- ConfusionDR
,
+
,
Special
Holding any direction will result in a stab
- Samurai CutterDR
- FC
+
Damage: 15 · Unblockable low
- Startup
- 25~26f
- On block
- !
- On hit
- +21a
- Knee CapDR
- FC
+
Damage: 12 · Low
- Startup
- 18f
- On block
- -16
- On hit
- +22a
Stagger on block
- Indian Stance StormDR
- IND

Damage: 15 · Unblockable mid
- Startup
- 58~60f
- On block
- !
- On hit
- +0
- Indian Stance Stone FistsDR
- IND

Damage: 9 · Mid
- Startup
- 4~12f
- On block
- -15~-7
- On hit
- -4~+4
Initial spin takes 29f, effective startup i33~41. Leads to DB+2 extensions. Yoshimitsu will teleport BT if the opponent is too close
- IND 3DR
- IND

Damage: 30 · Mid
- Startup
- 56~68f
- On block
- -27~-16
- On hit
- +4a / (-6)
- Indian Stance CannonDR
- IND
,
Damage: 30,30 · Mid / Mid
Follow-up only
- Startup
- ,29f
- On block
- -10
- On hit
- +54a / (+44)
- Indian Stance Kangaroo KickDR
- IND

Damage: 30 · Mid
- Startup
- 36~37f
- On block
- -10
- On hit
- +55a / (+45)
- Indian LevitationDR
- IND
(charge level 1)Special
Allows 8-way directional movement in IND. Continues as long as 3+4 is held. Holding only 3 or 4 then pressing 1, 2 or 1+2 will play different voicelines
- Meditation HealingDR
- MED

Damage: 10 · Unblockable mid
- Startup
- 20~24f
- On block
- !
- On hit
- +14a
10f of delay before the attack starts, effective startup i30~34. 20f of delay after the attack recovers. Recovers 12 health
- Back HandspringDR
- MED

Damage: 15 · Mid
- Startup
- 17~42f
- On block
- -9~+16g
- On hit
- +42a / (+32)
BT.d+4 guaranteed on meaty block
- Meditation HarakiriDR
- MED

Damage: 60 · Unblockable mid
- Startup
- 29~30f
- On block
- !
- On hit
- -32a
Yoshimitsu wins the round on lethal hit
- BT 1DR


Damage: 15 · High
- Startup
- 8f
- On block
- -8
- On hit
- +3
- BT 4DR


Damage: 25 · High
- Startup
- 10f
- On block
- -8
- On hit
- +23a / (+13)
- BT d+1DR

+
Damage: 10 · Low
- Startup
- 10f
- On block
- -2
- On hit
- +9
- BT d+3DR

+
Damage: 12 · Low
- Startup
- 10f
- On block
- -11
- On hit
- +3
- BT b+3+4DR

+
Special
8 self damage. Leads to b+3+4 extensions
- BT u/b+4DR

+
Damage: 18 · Mid
- Startup
- 9f
- On block
- -12
- On hit
- -1
Jump adds 8f, effective startup i17
- BT u+4DR

+
Damage: 20 · Mid
- Startup
- 9f
- On block
- -12
- On hit
- +33a / (+23)
Jump adds 8f, effective startup i17
- BT u/f+1DR

+
Damage: 12 · Mid
- Startup
- 18f
- On block
- -8
- On hit
- +23a / (+13)
Jump adds 8f, effective startup i17
- BT u/f+3DR

+
Damage: 25 · Mid
- Startup
- 9f
- On block
- -12
- On hit
- +19a / (+9)
Jump adds 8f, effective startup i17
- BT u/f+4DR

+
Damage: 21 · Mid
- Startup
- 9f
- On block
- -12
- On hit
- +33a / (+23)
Jump adds 8f, effective startup i17
- Inner PalmDR


Damage: 21 · Mid
- Startup
- 17~18f
- On block
- -12
- On hit
- +2
- Counter hit
- +27a / (+17)
Sidestep takes 9f, effective startup i26~27
- ShrineDR


Damage: 20 · Mid
- Startup
- 18~19f
- On block
- -9~-10
- On hit
- +29a / (+19)
Sidestep takes 9f, effective startup i27~28
- WhirlwindDR


Damage: 21 · High
- Startup
- 16~17f
- On block
- -2
- On hit
- +0
- Counter hit
- +50a
Sidestep takes 9f, effective startup i25~26. Enter MED -1 +10 +59a r30 with 3+4 on frame 27
- Indian Stance HealingDR
- (Face up feet towards)

Special
- 1,2,1DR
,
,
Damage: 19 · High / Mid / Mid
- Startup
- 8f
- On block
- -13
- On hit
- -2
Self-damage moves like Harakiri are signature. Indian Stance and Meditation provide healing options.
← Choose another fighter