Tekken 7 · Essentials

Yoshimitsu

Punish. Break. Launch.

Yoshimitsu official Tekken 7 artwork

Main Combos

Launchers

Down-forward+Right punch
Up-forward+Left kick
Up+Left kick + Right kick

Follow-up

Down+Right punch,Right punchIntoRight punchIntoDown-forward+Left punch,Right punchIntoScrew / spin extenderIntoDown+Right punch,(delay)Right punch,(delay)Left punch

Launchers

DGFRight punch
While standingRight punch,Left punch

Follow-up

DGFRight punchIntoDGFRight punch,Hold downIntoDown-forward+Left punch,Right punchIntoScrew / spin extenderIntoDown+Right punch,(delay)Right punch,(delay)Left punch

Launcher

Right kick~Left kick

Follow-up

Hold up-forward+Right kickIntoDown+Right punch,Right punchIntoDown-forward+Left punch,Right punchIntoScrew / spin extenderIntoDown+Right punch,(delay)Right punch,(delay)Left punch

Standing Punishers

i6vs −6 or worse
Left punch + Right kick(flash)
i10vs −10 or worse
Left punch,Left punch
i13vs −13 or worse
Down-forward+Left punch,Right kick
i14vs −14 or worse
Back+Right punch,Right punch
i15vs −15 or worse
Down-forward+Right punch
i17vs −17 or worse
Forward,Neutral,Down,Down-forward+Left punch

While Rising Punishers

i6vs −6 or worse
Left punch + Right kick(flash)
i10vs −10 or worse
FCDown+Left punch
i11vs −11 or worse
While standingRight kick
i14vs −14 or worse
While standingLeft punch,Right punch
i15vs −15 or worse
While standingRight punch,Left punch

i10 means 10-frame startup. Punish at the listed disadvantage or worse, provided the move reaches. Motion inputs and stance transitions also require their input timing.

Important Throws

Left throw

Left punch + Left kick
BreakLeft punchorRight punch

Right throw

Right punch + Right kick
BreakLeft punchorRight punch

Command throw

MEDRight punch + Left kick
BreakLeft punch + Right punch

Command throw

MEDBack~Right punch + Left kick
BreakLeft punch + Right punch

Command throw

DownDown-forwardForward+Right punch
BreakLeft punch + Right punch

Command throw

DownDown-backBack+Left punch + Right punch
BreakLeft punch + Right punch

Wall Combos

Right punch,Right punchIntoForward,Neutral,Down,Down-forward+Left punch
Input key & stance abbreviations

1 = left punch · 2 = right punch · 3 = left kick · 4 = right kick. + means together; ~ before a direction means hold; ~ between buttons means a quick slide input; : marks strict timing.

WS = while rising · FC = full crouch · CH = counter hit · Screw / spin extender = Tekken 7’s screw/spin extender · Into = next combo step. Notes in parentheses describe timing or conditions.

DGF
Dragonfly
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