Skip to main content
Yoshimitsu

Yoshimitsu

Yoshimitsu Frame Data

frames

Frame Data

203
Command Move Target Startup On Guard On Hit DMG Notes
LP(□) Jab 10 1 8 5 Recovers 2f faster ヒット時 or block (t27 r17)
LP(□)RP(△) Kincho Transition to r17 FC with D / Strong Attack Reversal: パリィ all highs or mids, except throws, ガード不能 and charge moves
LP(□)RP(△)LK(×) Spirit Shield 22 -8~+10g +0~+18 Weapon / Can hit grounded when up-close and off-axis
LP(□)RP(△)LK(×)RK(○) Ki Charge 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
LP(□)RP(△),P Guillotine Crow Trap 中, 中 15 +1c~+4c +14a 10,12
LP(□)LK(×) Oni Killer 投げ 12 -3 +1d 35 ホーミング / 投げ抜け 1 or 2
LP(□)RK(○) Soul Stealer 6 -20 +14c 20 Weapon / 70% proration on standing hit / Recovers 12f faster ヒット時 / Hit vs BT +11d (FDFT) / [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.1+4|Power up]] in NSS or Heat
RP(△) Right Jab 11 -1 5 10
RP(△)LK(×) Heat Burst 16 1 +2c [12;12] ヒートバースト / Cancel to r45 with b,b on frame 42 / 2 チップダメージ ガード時 / 12 チップダメージ ヒット時 / Only deals 回復可能ダメージ / Cannot cause a K.O.
RP(△)RK(○) Sword Face Smash 投げ 12 0 1 35 ホーミング / フロアブレイク / 投げ抜け 1 or 2 / サイドスイッチ ヒット時
LK(×) Enma 15 -9 5 12
LK(×)RK(○) Meditation Yoshimitsu recovers in BT
3~4 Tobi Ushiwaka 中, 中 17 -6 3 6,22 Jail from 1st attack / Enter DGF +5 +14 r18 with 1SS.U / Cannot transition after frame 29
RK(○) Magic 4 12 -11 0 16 バルコニーブレイク (airborne)
4~3 Kangaroo Kick 25 -13 +52a (+42) 25 トルネード / Evasive, can go under some mids
~1 Wheel of Arrows > Sword Poke Windmill , 中! 28 -58 ,22 Weapon / Cancel early to r26 with B (earliest cancel -12a) / Possible to double-hit
~1 ~1 , h! 20 -49a (-75) ,40 バルコニーブレイク / Cancel early to r30 with B
←LP(□) b+1 17 1 7 8 Can transition to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] with b+3 or b+4
←LP(□)RP(△) No Sword Stance / Mutou no Kiwami
←RP(△) b+2 14 -9 2 12 Enter KIN r27 with n,1+2
←LK(×) b+3 8 self-damage / Can be performed from backturn (reverse direction)
Back Throw Tornado Drop 投げ +1d 50 フロアブレイク / Unbreakable
(back to wall).b,←,↖ Wall Jump Backflip 35 1 +34d 21
←,←LP(□)RK(○) Thunder Blade 中! 59 +2a 50 Weapon / Cannot be buffered / Poor hitbox, will go over crouching opponents sometimes
←,←LP(□)RK(○),← Thunder Blade Feint to Soul Stealer 22 -20 +14c 20 Weapon / 70% proration on standing hit / Recovers 12f faster ヒット時 / Hit vs BT +11d (FDFT) / [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.1+4|Power up]] in NSS or Heat
BDS.1 Poison Breath h! 21 +32a~+51a 25
BDS.3 Backflip Kick 17 -15~-2 -13~+0 23 Can hit from the front of the opponent attacks into it
BT.1 BT.1 15 -3 8 16 Elbow
BT.2 Manji Backfist 2 16 -4 +14g 18 バルコニーブレイク / Leads to f+2 extensions
BT.3 Perilous Spirit 24 -3~-1 +11a 20 フロアブレイク
BT.d+LP(□) Shisetsu Genman 17 -13 3 20 Weapon
↓LP(□) Quick Slash 24 -9 +1c 15 フロアブレイク / Weapon / 4 チップダメージ ガード時 / [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.d+1|Power up]] in NSS or Heat
↓1*(1),⬤ Death Slash (1) 中! 55 +4c 20 フロアブレイク / Weapon / Slowly realigns while charging / Can be canceled with b
↓LP(□)RP(△) Flea Unavailable in NSS
↓1*(2),⬤ Death Slash (2) 中! 99 +4c 25 フロアブレイク / Weapon / Slowly realigns while charging / Can be canceled with b
↓1*(3),⬤ Death Slash (3) 中! 130 +4c 30 フロアブレイク / Weapon / Slowly realigns while charging / Can be canceled with b
↓LP(□)RK(○) Harakiri 中! 29 -32a 60 Weapon / 60 self damage during 1st recovery frame / Can connect from the front if the opponent attacks into it
↓1*(4),⬤ Death Slash (4) 中! 179 +16a 40 フロアブレイク / Weapon / Slowly realigns while charging / Can be canceled with b
↓1*(5),⬤ Death Slash (5) 中! 214 +16a 60 フロアブレイク / Weapon / Slowly realigns while charging / Can be canceled with b
↓1*(6),⬤ Death Slash (6) 中! 249 +16a 200 フロアブレイク / Weapon / Slowly realigns while charging / Can be canceled with b
↓RP(△) d+2 16 -9~-8 +0~+1 12 Weapon
↓LK(×) Low Sweep 15 -18~-16 -4~-2 12 Most commonly impacts on frame 16, except when tracking right
↓LK(×)RK(○) Indian Stance All stance moves are bufferable
↓RK(○) Toe Check 12 -15 -4 6
↙LP(□) db+1 26 -11~-9 +4~+6 12 Unavailable in NSS
↙LP(□)RP(△) Bad Stomach (BDS) 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
↙RP(△) db+2 15 -5 6 8
↙LK(×) db+3 18 -25 -14 8
↙RK(○) Nozuchi Fumi 17 -12 -1 14
↘LP(□) Tsuka Atemi 13 -4 5 14
↘LP(□)RK(○) Gehosen (Simple Input) 20 -17 +35a (+25) 20 Weapon / Can be performed in FC / Recovers 7f faster ヒット時 / 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 [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,n,d,df+1|f,n,d,df+1]]
↘RP(△) Basic Uppercut 15 -7 +34a (+24) 13 +4s against crouching / Launches crouching on CH / Can evade jabs on frames ?~?
↘RP(△)LK(×) Flashing Steel (Simple Input) 17 -13 +6g 18 バルコニーブレイク / Weapon / Can be performed in FC / Faster startup and 20 damage with input [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,n,d,df+2|f,n,d,df+2]]
↘LK(×) df+3 17 -4 4 10
↘RK(○) Side Kick 12 -7 4 15
DGF.1 Dragonfly Blade 30 -2c +10a 22 フロアブレイク / Weapon / 11 チップダメージ ガード時 / [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-H.DGF.1|Power up]] in Heat / Partially uses remaining Heat time
DGF.1+RP(△) Manji Dragonfly > Flea
DGF.2 Dragonfly Fist 16 4 +13s 15
DGF.3 Dragonfly Sweep 22 -13 +6c 18 Airborne attack, can't be low パリィされた
DGF.3+RK(○) Spirited Away h!, 投げ 20 0 17,18 フロアブレイク / Transitions to attack throw on front hit (air hit OK) / Attack throw recovers standing
DGF.4 Dragonfly Twister 18 -4 +14g 24 ヒートエンゲイジャー / ヒートダッシュ +5g, +62a (+42) / バルコニーブレイク
DGF.d+LK(×)RK(○) Manji Dragonfly > Indian Stance
DGF.f Dragonfly Forward realigns with opponent, creates distance
DGF.f+LP(□)RP(△) Red Spider Lily 上, 上, 上 16 -2 +18a (+9) 9,9,18 ホーミング / バルコニーブレイク / Weapon / Jail from 1st block / Combo from 1st hit / 9 チップダメージ ガード時 / [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-H.DGF.f+1+2|Power up]] in Heat
DGF.f+RP(△) Dragonfly Slash 20 7 +19a (+10) 23 ホーミング / バルコニーブレイク / Weapon
→LP(□)RP(△) Kuzuryu 20 -12 +8a (-1) 23 ヒートエンゲイジャー / ヒートダッシュ +5, +62a (+42) / バルコニーブレイク / Weapon / 4 チップダメージ ガード時 / [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.f+1+2|Power up]] in NSS or Heat (29 damage and extended range)
→RP(△) Manji Backfist 17 -4 +14g 18 バルコニーブレイク
→LK(×) Oni Kick 16 -9 +17a (+8) 24 ホーミング / バルコニーブレイク
→LK(×)RK(○) Kamikaze 中, 中, 中, 中 21 -13~-9 -8a (-15) 18,3,3,3 バルコニーブレイク / フロアブレイク / Head / フロアブレイク occurs on 4th hit / Transition to FLE ヒット時 only / Attacks after 1st only come out ヒット時 / 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 ヒット時 t88 r19
→RK(○) Toita Daoshi 18 -13 +21a (+11) 20 バルコニーブレイク / -9 ガード時 after absorbing an attack / 8 チップダメージ on attack absorbtion
FC.d+LP(□) FC.d+1 特下 10 -5 6 5 Transition to r25? with f / Transition input can be delayed 16f
FC.d+RP(△) FC.d+2 特下 11 -4 5 8
FC.d+LK(×) FC.d+3 16 -17 -6 10
FC.d+RK(○) FC.d+4 12 -15 -4 6
FC.DF+LP(□) Sword Sweep / Samurai Cutter l! 26 +70a (+54) [12;12] Weapon / 100% 回復可能ダメージ / Cannot be buffered after ヒートダッシュ / 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)
→,→LP(□)RP(△) Solar Kick 22 -8 +3c 22 フロアブレイク / Cannot be buffered / Visually similar to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,F+3+4|f,F+3+4]]
→,→LP(□)RK(○) Suicide 中! 45 -65a 60 Weapon / Cannot be buffered / 60 self-damage during 1st recovery frame / NSS.f,F+1+4 will always cancel into [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,F+1+4,n|f,F+1+4,n]] / Dealing lethal damage will award the victory to Yoshimitsu / Holding any direction will trigger the attack, not just forward
→,→RP(△) Sword Smash 15 -9 4 15 Elbow / Cannot be buffered / Increased pushback on CH
:2 Yomi Kakenuke , 投げ +8d ,18 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
→,→LK(×) Iwatsubute 23 -4 5 20 Enter KIN r25 +3 +12 with 1+2 / Cannot be buffered
→,→LK(×)RK(○) Reverse Cartwheel 22 -20 -9c 15 フロアブレイク / Cannot be buffered / Visually similar to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,F+1+2|f,F+1+2]]
→,→RK(○) Fubuki 15 -6 +37a (+23) 20 バルコニーブレイク / Knee / Cannot be buffered / -12 if Yoshimitsu holds back to turn around and block
→,→,→LK(×) Manji Kick 22 +5g +13a (+3) 30 バルコニーブレイク / 9 チップダメージ ガード時 / Enter DGF +7 +15a (+5) r34 with 1SS.U
FLE.1 Flea Roll
FLE.1+RP(△) Skull Splitter 18 -9 4 16 トルネード / Head
FLE.2 Flea > Sliding Headbutt 24 -12~-8 +30a 20 Side switches on close hit / Can combo to ws4 on no サイドスイッチ
FLE.3 Flea Dance Evades like a sidestep
FLE.3+RK(○) Flea > Kangaroo Kick 25 -13 +52a (+42) 25 トルネード
FLE.d Flea Digger Evades jabs from frames 4-14 / Evades mids from frames 7-12 / Can be canceled into other FLE moves (except FLE.n)
FLE.d+LK(×)RK(○) Flea > Indian Stance
FLE.db Flea Cancel
FLE.d Flea Digger Strike 10 +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
FLE.f Flea Step (WFL) In WFL from frames 2?-32? / Cancel into FLE.f,f with f within 19? frames
FLE.f+RP(△) Flea to Dragonfly Slash
FLE.f,→ Running Flea 中, 中, 中, 中, 中 17 -10 1 3,3,3,3,3 Combos from any hit / フロアブレイク on all hits / Sometimes combos into FLE.n
FLE.n Flea Idle 2 -18~ +48a (+38a) 7 バルコニーブレイク / 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
FLE.u+LP(□)RP(△) Flea > Manji Dragonfly
FLE.u+LK(×)RK(○) Flea > Dragonfly Feint 38 +4~+6 +21a (+12) 30 バルコニーブレイク / Tech roll to r33 FC on frames 41-42
FLE.uf Jumping Flea 30 +10g~25g +32a 25 バルコニーブレイク / 10 チップダメージ ガード時 / Opponent recovers crouching ガード時
→,⬤,↓,↘LP(□) Gehosen 17 -17 +35a (+25a) 22 Weapon / Can be buffered / Enter KIN r30 with 1+2 / Can be performed from FC
→,⬤,↓,↘RP(△) Flashing Steel 14 -13 +6g 20 バルコニーブレイク / Weapon / Can be buffered / Can be performed in FC
FUFT.d+LK(×)RK(○) Indian Stance Healing
H.2+LK(×) Divine Sword Kagekiyo 中, 中, 中, 中 18 4 -3d 51 ヒートスマッシュ / Reversal Break / バルコニーブレイク / Recovers 4 base health or 14 additional recoverable health ヒット時 / Enter DGF +10 r29 with U ガード時 / Transition to attack throw after 1st hit / 9 チップダメージ ガード時 / Jail from 1st attack / Ends Heat
H.DGF.1 Dragonfly Blade (Heat) 30 2 +46a 26 フロアブレイク / Weapon / 13 チップダメージ ガード時 / Recovers 1 base health or 6 additional recoverable health ヒット時 / Consumes 90F of remaining Heat time
H.DGF.f+LP(□)RP(△) Red Spider Lily (Heat) 上, 上, 上 16 4 +18a (+9) 10,10,20 ホーミング / バルコニーブレイク / Weapon / Jail from 1st block / Combo from 1st hit / 16 チップダメージ ガード時 / Recovers 1 base health or 5 additional recoverable health ヒット時 / Consumes 90F of remaining Heat time
hFC.db+LK(×) hFC.db+3 18 -25 -14 8 Leads to db+3 extensions / Can be done from [[Crouch#Half_crouch|Crouch Level 1]]
hFC.df+RK(○) Knee Cap 18 -26 +4c 18 ホーミング / Enter IND -26 +8c +35a r24 with d+3+4 / Can be done from [[Crouch#Half_crouch|Crouch Level 1]]
IND.1 Indian Stance Storm 中! 53 +0c~+2c 15 フロアブレイク / Weapon / Same animation as the ending of [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-qcf+1|qcf+1]]
IND.1+RP(△) Indian Stance Flea Unavailable in NSS
IND.1~u+LP(□)RP(△) 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
IND.2 Indian Stance Stone Fists 39 -8~-5 +2~+6 7 Leads to db+2 extensions / Greater forward momentum than a standing db+2
IND.3 IND.3 32 -31 -2a (-12) 15 バルコニーブレイク / Automatically recovers to r55 IND on self-wallsplat
IND.3+RK(○) Indian Tobi Ushiwaka 中, 中 17 -6 3 6,22 ホーミング / Transition to DGF r18 with 1SS.U (+5/+14)
IND.4 Indian Stance Knee Cap 47 -26 +4c 18 ホーミング / Enter IND -26 +8 +35a r24 with d+3+4
IND.D+LK(×)4* Indian Levitation 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
IND.f Indian Stance Vaccum Dance 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
IND.n Indian Stance Healing 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
IND.u Indian Stance Cancel Evasive, can go under some attacks if timed
IND.u+LP(□)RP(△) Indian Stance Manji Dragonfly Unavailable in NSS
KIN.1 KIN.1 17 -12 -1 10 フロアブレイク / Weapon / Deals 2 チップダメージ in NSS
KIN.1+RP(△) Ashura Blade 中, 中, 中, 中 12 -6 +11a 4,4,4,24 フロアブレイク / Weapon / Combos from any hit / Despite being i12, it always connects on i13 after f,F+3,1+2 ヒット時
KIN.1+RK(○) Kincho Soul Stealer 10 -20 +14c 20 Weapon / 70% proration on standing hit / Recovers 12f faster ヒット時 / Hit vs BT +11d (FDFT) / [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.1+4|Power up]] in NSS or Heat
KIN.2 KIN.2 21 -14 +26a (+16) 15 Weapon
KIN.3 Shibakari 25 -16~-9 +13a 17
KIN.4 Whirlwind 16 0 +20a (+11) 23 ホーミング / バルコニーブレイク / Enter KIN +3 +23a (+14) r26 with 1+2 / Enter MED -1 +19a (+10) r28 with 3+4
KIN.b+LP(□)RP(△) Mumyo Juji Ken 中! 46 +6a 25 Weapon / Backswing blow / Unavailable in NSS / Move is delayed by 5f
KIN.b+RP(△) KIN.b+2 15 -9 2 15 Weapon
KIN.d+LP(□) Ishigaki Kuzushi 23 -13 3 20 Weapon / Cancel to r34 FC with DB on frame 16
KIN.f Kincho Forward Dash
KIN.f+LP(□) Submission Chakram 中, 中, 中 19 -5 -2 6,6,10 Weapon / Combos from any hit / 8 チップダメージ ガード時 / Powers in NSS or Heat
KIN.f+1* Submission Chakram (Hold) 中, 中, 中, 中, 中, 中 19 -12 +29a (+14) 6,6,6,6,6,10 Weapon / Combos from any hit / 14 チップダメージ ガード時 / Powers in NSS or Heat
KIN.f+LP(□)RP(△) Oyashiro Kuzushi 24 +14c +14c 20 Weapon / Transition to FLE ヒット時 or block only / Power up in NSS or Heat
KIN.f+RP(△) Ganto 12 -1 +9a (+0) 25 ヒートエンゲイジャー / ヒートダッシュ +5g, +34a (+27) / ホーミング / バルコニーブレイク / Weapon
KIN.u+LP(□)RP(△) Kincho Manji Dragonfly Can be counterhit
Left Throw Wheels of Hell 投げ -3 +0d 45 投げ抜け 1 / サイドスイッチ ヒット時
MED.1 MED.1
MED.1+RP(△) Meditation Healing 中! 30 -1a 10 Recovers 12 base health
MED.1+RK(○) Meditation Backturned Flash 6 -20 +14c 20 Weapon / 70% proration on standing hit / Recovers 12f faster ヒット時 / Hit vs BT +11d (FDFT) / [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.1+4|Power up]] in NSS or Heat
MED.3 Back Handspring 中, 中 17 +2~+13 +43a 15,15 フロアブレイク / BT.d+3 is guaranteed on meaty block / 1st hit only connects if the opponent is close enough
MED.3+RK(○) Meditation to Backturn
MED.d MED.d Transitions into sidewalk with held input
MED.f MED.f Transition to BT with 3+4 / Can be cancelled into instant while standing / Closes distance with the opponent
MED.n Heal Pulse 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+RP(△)LK(×) Spirit Spinner 22 -18~+0 +26d (-32) 25 バルコニーブレイク
NSS.1+RK(○) Soul Stealer 8 -20 +14 +64a 20 Strong Aerial Tailspin / Weapon / Knockdown against BT opponent, +19a (+9) / 4 チップダメージ ガード時 / Recovers 1 base health or 6 additional recoverable health ヒット時
NSS.b+LP(□)RP(△) Battou Kakugo
NSS.b,←LP(□)RK(○) Thunder Palm Strike 中! 65 -3a (-12) 40 バルコニーブレイク
NSS.b,←LP(□)RK(○),← Thunder Palm Strike Feint to Soul Stealer 22 -20 +14 +64a 20 Strong Aerial Tailspin / Weapon / Knockdown against BT opponent, +19a (+9) / 4 チップダメージ ガード時 / Recovers 1 base health or 6 additional recoverable health ヒット時
NSS.BT.d+LP(□) NSS.BT.d+1 15 Yoshimitsu remains in NSS
NSS.d+LP(□) Quick Chop 24 -9 +16a 24 フロアブレイク / Weapon / Recovers 1 base health or 6 additional recoverable health ヒット時 / Recovers 1 base health when remaining recoverable health is 5 or less / 9 チップダメージ ガード時 / Input can be held to transition to d+1
NSS.d+LP(□)RP(△) No Sword Stance > Indian Stance
NSS.d+LP(□)RK(○) Unfinished Business Yoshimitsu is invisible on frames 50~64, but can still be hit
NSS.db+LP(□) Manji Shagapan 特下 10 -5 6 5 Transition to r24 with f
NSS.df+LP(□)RK(○) Moonlight (Simple Input) 20 -17 +35a (+25) 19 Enter KIN r37 with 1+2 / Can be buffered / Can be performed in FC / Power up input [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.f,n,d,df+1|NSS.f,n,d,df+1]] / Replaced by [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-df+1+4|1SS.df+1+4]] when performed in BT
NSS.f+LP(□)RP(△) Nine-Headed Dragon 20 -7 +29a (+3) 29 ヒートエンゲイジャー / ヒートダッシュ +5g, +62a (+42) / バルコニーブレイク / Weapon / 8 チップダメージ ガード時 / Recovers 1 base health or 6 additional recoverable health ヒット時 / Recovers 1 base health when remaining recoverable health is 5 or less / Extended range / Consumes 270F of heat timer during heat
NSS.f+LK(×)RK(○) Bull Rush / Chariot Tackle 21 -13~-9 +20a (+11) 20 バルコニーブレイク / Head / Cancel to r55 BT with b / Enter IND +12a (+3) r29 with d+3+4 ヒット時 / Automatically recovers to r55 IND on self-wallsplat / Recovers 12f faster ヒット時 / +20a on side hit
NSS.FC.DF+LP(□) NSS.FC.DF+1 25 -16 +27a 12
NSS.FC.df+LK(×) Spinning Cleave 20 -26 +67a (+51) 12
NSS.f,⬤,↓,↘LP(□) Moonlight 17 -17 +35a (+25a) 19 Weapon / Can be buffered / Enter KIN r30 with 1+2 / Can be performed from FC
NSS.IND.1 NSS.IND.1 48 -8c +5a 15 フロアブレイク / Same animation as the ending of [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.qcf+1|NSS.qcf+1]]
NSS.KIN.1+RK(○) NSS.KIN.1+4 12 -20 +14 +64a 20 Strong Aerial Tailspin / Weapon / Knockdown against BT opponent, +19a (+9) / 4 チップダメージ ガード時 / Recovers 1 base health or 6 additional recoverable health ヒット時
NSS.KIN.d+LP(□) NSS.KIN.d+1 23 -13 3 17 Cancel to r34 FC with DB on frame 16
NSS.KIN.f+LP(□) NSS.KIN.f+1 中, 中, 中 19 -5 +18a (+11) 6,6,12 Weapon / Combos from any hit / 8 チップダメージ ガード時 / Recovers 1 base health or 6 additional recoverable health ヒット時 / Recovers 1 base health when remaining recoverable health is 5 or less
NSS.KIN.f+1* NSS.KIN.f+1 中, 中, 中, 中, 中, 中 19 -9 +29a (+14) 6,6,6,6,6,12 Weapon / Combos from any hit / 14 チップダメージ ガード時 / Recovers 5 base health or 10 additional recoverable health ヒット時 / Recovers 1 base health ヒット時 when remaining recoverable health is 10-15 / Recovers 2/3/4 base health ヒット時 when remaining recoverable health is 9-8/7-6/5-4 / Recovers 5 base health ヒット時 when remaining recoverable health is 3 or less
NSS.KIN.f+LP(□)RP(△) God Slayer 24 +14c +14c 20 Weapon / Transition to FLE ヒット時 or block only / Recovers 1 base health or 6 additional recoverable health ヒット時 / Recovers 1 base health when remaining recoverable health is 5 or less / Partially uses remaining Heat time
NSS.qcf+LP(□) Moonsault 53 -8c +5a 30 フロアブレイク / Can be buffered / Can be performed in FC
NSS.u+LP(□) NSS.u+1 25 -4 +5c 24 フロアブレイク
NSS.u+LP(□)RP(△) Ishiusu Tsubushi 27 5 +21g 18 フロアブレイク / Can't be low パリィされた / Opponent recovers crouching
NSS.ub+LP(□) NSS.ub+1 25 -5 +4c 21 フロアブレイク
NSS.ub+LP(□)RP(△) Soul Blade Yoshimitsu 24 -8c +16a (+6) 30 バルコニーブレイク / Weapon / 12 チップダメージ ガード時 / Clean hit 39 damage / Recovers 1 base health or 6 additional recoverable health ヒット時 / Recovers 1 base health when remaining recoverable health is 5 or less / -12c if blocked at tip range
NSS.ub+LP(□)LK(×) Spinning Finger Stab 中! 51 -23 50 Punishable on close hit with FUFT.3
NSS.uf+LP(□)LK(×) Safe Heron Jump
qcb,→RP(△) Soul Possession 投げ 15 0 Unbreakable / Opponent recovers 26 health / Yoshimitsu loses 35 health
qcf+LP(□) Moonsault Slayer 上, 上, 中 28 +0~+2 +30a 24,15,35 フロアブレイク 2nd and 3rd / Weapon / 14 チップダメージ ガード時 / Can be buffered / Can be performed in FC / 1st and 2nd hits connect only vs airborne opponent
qcf+RP(△) Soul Siphon 投げ 15 0 0 22 投げ抜け 1+2 / 35 damage as a backthrow / Yoshimitsu recovers 16 health / On break: / / -Opponent recovers 22 health (35 on backthrow) / / -Yoshimitsu loses 16 health
R.df+LP(□)RP(△) Trailokya Pilgrimage 中, 投げ 20 -18 +0d 55+ Rage Art / Removes Recoverable Health / Reversal Break / Damage increases with lower health, maximum 82 / Freezes match timer on activation and ヒット時 / Restores recoverable health ヒット時 / Transition to attack throw ヒット時 / Consumes Rage
Right Throw Neck Breaker 投げ -3 -3d 40 投げ抜け 2
SS.1 Inner Palm 17 -9 2 21 Sidestep adds minimum 9f, effective startup i26~27
SS.2 Shrine 16 -13 +28a (+18) 22 トルネード / Sidestep adds minimum 9f, effective startup i25~26
(Tackle reverse) (Tackle reverse) 投げ 25 Available only after reversing Ultimate Tackle with 1+2 / Unbreakable (even in NSS)
↑LP(□) Helmet Strike 24 -4 +5c 20 フロアブレイク / Weapon
↑LP(□)RP(△) Manji Dragonfly 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
↑LK(×)RK(○) Guillotine Crow Kick 中, 中 39 +1c~+4c +24a 10,12 フロアブレイク / フロアブレイク occurs on 2nd hit / Evades some mid attacks from frames ?-? / Yoshimitsu becomes invisible on frames 15~30 but can still be floated
↖LP(□) ub+1 24 -5 +4c 17 フロアブレイク / Weapon / Performs u+1 with a vertical jump
↖LP(□)RP(△) Cleansing Sword Yoshimitsu 24 -8c +27a (+17) 25 バルコニーブレイク / Weapon / 5 チップダメージ ガード時 / [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.ub+1+2|Power up]] in NSS or Heat
↖LP(□)LK(×) Sword Stab 中! 50 -24 40 Weapon / Punishable on close hit with FUFT.3
↖RK(○) Avoiding the Puddle 20 -19 +12a (+2) 17 バルコニーブレイク / フロアブレイク
↗LP(□) uf+1 17 -10 +2c 10 Weapon
↗LP(□)RP(△) Rainbow Drop 投げ 11 0 1 40 フロアブレイク / 投げ抜け 1+2 / サイドスイッチ on break
↗LP(□)LK(×) Death Copter 中! 113 +30a 40 フロアブレイク / 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 [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.uf+1+3|different move]] in NSS
↗LP(□)LK(×),← Death Copter Trick 中! 93 +24a 35 フロアブレイク / 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
↗LP(□)LK(×),↓ Death Copter Slice (1) 55 -3 +34a 25 フロアブレイク / Weapon / 10 チップダメージ ガード時 / Input during frames 1-31 of uf+1+2
↗LP(□)3<d Death Copter Slice (2) 83 -1 +34a 30 フロアブレイク / Weapon / 12 チップダメージ ガード時 / Input during frames 35-60 of uf+1+2
↗RP(△) Kurama Itto 35 -16 +6g 25 Weapon / Cancel to r47 FC with D on frame 27
↗LK(×) Rising Knee 15 -13 +32a (+22) 15 Knee / Can evade jabs at frames 5-7
↗LK(×)RK(○) Poison Wind 31 -16~-12 -4a 20 フロアブレイク / 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) / ヒット時, 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
↗RK(○) Avoiding the Puddle 20 -9 +22a 21 ホーミング / バルコニーブレイク / フロアブレイク
WFL.3 Sakanobori 17 -16 +2a (-7) 25 バルコニーブレイク / Clean hit, 1st hit 25 > 37 damage / Transition to attack throw on close standing hit, +15a r43 FLE and 20 extra damage / Can サイドスイッチ on throw hit
WFL.4 Tsurubebi 23 -9 +15c 15 Transition to r24 IND ヒット時 only
ws1 ws1 13 -10 1 12
ws2 Exorcism Fist 15 -4 7 13 バルコニーブレイク (airborne)
ws3 ws3 16 -6 3 12
ws4 Toe Smash 11 -6 5 14 Enter KIN r24 with 1+2 / Enter NSS r24 with B

On Guard/Hit advantage. Community data.