mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
steveqcb+2+4t40i12~14-2+0d
* 2 Throw break
* Opponent left FUFA
steveuf+1+2t40i12~13+0+0d
* 1+2 Throw break
* Sideswitch
* Opponent left FUFA
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
victor2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
victorH.IAI.d+2M,SM45i23~24+8+20 (+2)
* Weapon
* Projectile
* Transition to IAI
* Deals 10 chip damage on block
victorH.db+1+2m30i28~29+9+6a (-4)
* Weapon
* Transitions to IAI
* Partially uses remaining Heat time
victorH.u+1+2m46i31~32-4+0a (-1)
* Balcony Break
* Weapon
* Victor teleports overhead on frame 10 and descends downward for the rest of the startup; evades some highs and mids but vulnerable on descent (lows, throws, etc. hit)
* Deals 23 chip damage on block
* is10~?
* Low crush ?~
victorH.2+3l,m39i20-14th
* Heat Smash
* Balcony Break
* Alternate input: H.R1
* 8 chip damage on block
victorR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
victor1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
victor1,1h, h5, 5i10, i16-3+8
* Weapon
* Combo from 1st hit with 2F delay
* Jail from 1st block with 2F delay
victor1,1,2h, h, h,h5, 5, 5,7i10, ,i17~18,i9~10-12+3
* Weapon
* Combo from 1st hit
* Jail from 1st block
* Transition to r27 PRF with F (-8/+7)
victor1,2h, h5, 12i10, i10-3+8
* Weapon
* Combo from 1st hit with 2F delay
* Jail from 1st block with 2F delay
victor1,3h, L5, 11i10, i21~22-12-1
* Combo from 1st hit with 2F delay
* -1c on crouching hit
victor2h10i12~13-12-2
* Weapon
victor2,1h, h10, 12i12~13, i16-6 / -4 PRF+5 / +7 PRF
* Weapon
* Transition to PRF with F
* Combo from 1st hit
victor2,2h, m,m10, 5,5i12~13, i17~18,i7-10-2
* Weapon
* -10 if last hit whiffs
* Combo from 1st hit
victor2,2,2h, m,m, h10, 5,5, 12i12~13, ,i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Projectile (unparryable)
* Combo from 1st hit
* 4 chip damage on blocked gunshot
* Transitions to IAI on hit or block
victor3h11i12~13-9+2
victor3,1+2h, h,h11, 9,10i12~13, i19~20,i8~9-9+5
* Combo from 1st hit
*delayable
victor4h15i13~14-9+1
victor4,3h, m15, 17i13~14, i23~24-10+5
* Combo from 1st hit
victor4,3,2h, m, m15, 17, 25i13~14, ,i25~26-13+34d (+13)
* Balcony Break
* Combo from 2nd CH
* Deals 7 chip damage on block
victor2+3+4sp
victor3+4spi30
* Cancel to FC with db
victor3+4spi30
* Cancel stance with db
victorf+2h10i13~14-11+5
victorf+2,2h, h10, 10i13~14, i11-15-4
* Combo from 1st hit
victorf+2,2,1h, h, m10, 10, 12i13~14, ,i13~14-110
* Combo from 2nd CH
victorf+2,2,1,1h, h, m, m10, 10, 12, 25i13~14, ,i20~21-15+20 (+15)
* Balcony Break
* Combo from 3rd hit
* Combo from 2nd CH
* Hit confirmable if (f22)1 is ch
victorf+2,2,2h, h, h,m,m10, 10, 7,5,20i13~14, ,i14,i12~13,i7~8-13+20a
* Balcony Break
* Combo from 2nd CH
victorf+3spi20
* Cancel to r20 cs5~ FC with df
* Punch parry only
* +15~+20 PRF on successful parry
* Can perform Heat Burst and Heat Smash from stance
* Parry state 5-10
victorf+4m15i14-10+0
victorf+4,1m, h15, 21i14, i23~24-4+18a (+9) / HE
* Balcony Break
* Heat Engager
* Heat Dash +5, +34a (+27)
* Weapon
* Combo from 1st hit
victorf+1+2m30i24~25+3+1a / HE
* Balcony Break
* Heat Engager
* Heat Dash +5, +67a (+50a)
* Weapon
* Deals 10 chip damage on block
* Partially restores Heat on hit
victordf+1m10i13~14-2+4
victordf+1,1m, h,h10, 7,7i13~14, i20-4+7
* Combo from 1st hit
victordf+2m14i15~16-14+31a (+21)
victordf+3m10i16-9+2
victordf+3,4m, m10, 14i16, i21-9+2
* Knee
* Combo from 1st CH
victordf+4m15i13~14-9+5
* Knee
victordf+4,2m, h15, 16i13~14, i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Combo from 1st hit
* Deals 6 chip damage on blocked gunshot
* Transitions to IAI (cannot cancel)
victordf+3+4m28i14~15-17+16 (+11)
* Balcony Break
victord+1l7i16-17-6
* Cannot be parried (weapon low)
victord+1,1l, h7, 15i16, i18-7+6
* Combo from 1st CH
* -26 on 1st block
victord+2m21i18+0+4 / HE
* Heat Engager
* Heat Dash +5, +67a (+50a)
* Weapon
* 6 chip damage on block
victord+3l11i18~19-13-2
victordb+1m9i14~15-9-2
victordb+1,1m, m9, 9i14~15, i21~22-7 / -5 PRF+2 / +4 PRF
* Transition to PRF with F
* Combo from 1st hit
victordb+2sl8i11-4+7
* High crush 4
victordb+3h20i19~20-11+67a (+51a)
* Tornado
* Balcony Break
* High crush 6
victorb+1m11i14-13 / -5 PRF-3 / +5 PRF
* Transition to PRF with F
victorb+1,2m, h,th11, 16(15)i14, i20-8+0
* Side switch after attack throw connects
* Hit Confirmable on counter hit
* Combo from 1st CH
victorb+3m15i17-9+4
victorb+3,1m, m15, 25i17, i25~26-13+21a (+16)
* Combo from 1st hit with 7F delay
* Balcony Break
victorb+4h20i18~19-2+13
* Homing
* Balcony Break
victorb+1+4m24i26~27-21+37 (+6)
victoru+1+2m32i31~32-20+1a
* Deals 11 chip damage on block
* Victor teleports overhead on frame 10 and descends downward for the rest of the startup; evades some highs and mids but vulnerable on descent (lows, throws, etc. hit)
* is10~?
* Low crush ?~
victoruf+1m9i13-9+4
victoruf+1,1m, m9, 21i13, i25~26-14+15gc
* Tornado
* Balcony Break
* Combo from 1st hit with 8F delay
* Opponent recovers crouching on hit
* Transition to PRF (-10/+19gc) with F
* Cancel to IAI (-10/+3) with D or 3+4
victoruf+2m15i19~20-9+7
* Homing
victoruf+4m,sm12,16i15~17, i28~30-19+73a (+57a)
* Tornado
* Followup available only on 1st hit
* Low crush 9
victor1+2+3+4sp
victorb,B+2+3ub(m)50i65~66+2 (-8)
* Balcony Break
victorf,F+2m24i18~20-16+33a (+23a)
* Tornado
* Deals 7 chip damage on block
victorqcf+2h16i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Transition to IAI
* Deals 6 chip damage on block
victorub,bsp
victorws1m20i15~16-16+53a
victorws3h16i14~15-14+6
victorws4m16i11~12-6+5
victorws1+2m,m10,12i13~14,i9~10-8+8
* Transition to PRF (-8/+8) with F
victorSS.1+2m25i18~19-9+15 (+5)
* Balcony Break
victorFC.1+2l,h10,10i16,i10~11-23, -13+0
*Not parryable (weapon low)
*Transition to PRF (-17 / +6) with F
victorIAI.1m9i13~14-12+1
victorIAI.1,1m, m9, 21i13~14, i25~26-14+15g
* Tornado
* Balcony Break
* Combo from 1st hit with 9F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
* Opponent recovers crouching on hit
* Transition to PRF with F (-10/+19gc)
* Cancel to IAI with D or 3+4 (-11/+2)
victorIAI.3m,th(m)13 (25)i17-13+25 (+10)
* Knee
* Power crush 8~16
victorIAI.P.fm21i16~17+60 (+44)
* Balcony Break
* Tornado
victorIAI.bsp
victorIAI.dsp
* High crush 1~30
victorIAI.d+1M25i18-2+24a (+9)
* Heat Engager
* Heat Dash +5, +42a (+27a)
* Balcony Break
* Weapon
* 7 chip damage on block
victorIAI.d+2M,SM31i23~24+4+0 (-7)
* Weapon
* Projectile
* Transition to IAI
* Deals 6 chip damage on block
victorIAI.d+1+2l,l10,20i20~21,i14~15-29-3
victorIAI.fsp
* Parries low attacks
* Parry state 3?~11?
* High crush 4~17
victorIAI.usp
* is1-4
victorPRF.2,2m, m9, 13i12~13, i13~14-4 IAI+5 IAI
* Combo from 1st hit
* Transition to IAI (Cannot cancel)
victorPRF.2,2,1+2m, m, m9, 13, 31i12~13, ,i12-13+7d
* Combo from 2nd CH
victorPRF.3m21i15~17-8+41d (-17d) / HE
* Heat Engager
* Heat Dash +5, +36a (+26a)
* Balcony Break
* Knee
* Low crush 11~23
* Floating state 24~25
victorPRF.4h20i18~19-2+13
* Homing
* Balcony Break
victorPRF.1+2m25i25~27+6+14a
* Balcony Break
* Deals 7 chip damage on block
* Transition to IAI (+6/+14a) on hit or block with D
victorPRF.3+4sp
* 10?f of intangibility on transition
victorPRF.dfspi21
* Recovers crouched
* High crush 5~20
victor1+3t35i12~14-3-2
* Throw break: 1 or 2
* Opponent recovery on hit: FDFT
victor2+4t35i12~14-3-4
* Throw break: 1 or 2
* Opponent recovery on hit: opp. side FDFT off-axis to the right
victorBack throwt50i12~14-3
* Throw break: none
* Opponent recovery on hit: FUFA
victorLeft throwt40i12~14-3-2
* Throw break: 1
* Opponent recovery on hit: FDFT
victorRight throwt40i12~14-3-4
* Throw break: 2
* Opponent recovery on hit: opp. side FDFT off-axis to the right
victoruf+1+2t40i12~14-3-4
* Floor Break
* Throw break: 1+2
* Opponent recovery on hit: FUFA
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
xiaoyu2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
xiaoyuH.BT.2+3m,m,m,m51i15~16+9+20g
* Heat Smash
* Spike
* Transition to HYP 2nd step
* Transition to standing with F (+3, +5)
* Chip on block [7]
xiaoyuH.2+3m,m,m,M50i15~16+9+0d
* Heat Smash
* Balcony Break
* Transition to standing with F (+5 oB)
* Transition to attack throw on hit
* Chip on block [7]
* Low crush 9~
xiaoyuR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
xiaoyu1h5i10+1+8
xiaoyu1,2h, h5, 8i10, i11-3+7
* Combo from 1st hit with 4F delay
* Jail from 1st block with 4F delay
xiaoyu1,2,1h, h, m5, 8, 20i10, ,i16~17-9+14a (+5)
* Balcony Break
* Combo from 2nd CH with 10F delay
* Jail from 2nd block with 3F delay
xiaoyu1,d+2,1+2h, m, m5, 10, 24i10, ,i29~31-12+17a
* Combo from 2nd hit CH
xiaoyu1+3+4
* Low crush 8~15
xiaoyu2h8i10-2+6
*
xiaoyu2,1h, m8, 10i10, i19-4+7
* Combo from 1st CH
* Jail from 1st block
* Transition to standing by holding any direction (-4, +7)
xiaoyu3h17i14~15-11+22a
*
xiaoyu1+2m24i20~21-7+20a
*
xiaoyu2+3+4
xiaoyuf+2m12i16~17-5+4
xiaoyuf+3M14i16~18-9+2
* Knee
* Doesn't hit grounded if opponent is on-axis in FUFT
xiaoyuf+3,1M, m14, 8i16~18, i22~23-3+8
* Combo from 1st hit
xiaoyuf+3,1,4M, m, M14, 8, 20i16~18, ,i26-22+62a (+46)
* Tornado
* Instant Tornado
* Combo from 2nd hit CH
xiaoyuf+3,1,1+2M, m, m,M14, 8, 6,20i16~18, ,i16~18 i5~6-12+7c
* Spike
* Combo from 2nd CH
xiaoyuf+4h23i19+1+13
* Homing
* Chip on block [4]
xiaoyuf+1+2m30i12-16+15d (+10)
* Balcony Break
* Shoulder
xiaoyuf+3+4
* Transition to AOP with D
* Low crush 9~
xiaoyuf+3+4,3+4m,m,m8,8,14i20~21 i4~5 i5~8+8+2d
*
* Low crush 23~
xiaoyudf+1m13i14-2+9
* Transition to standing by holding any direction (-4, +7)
* High crush 6~14
xiaoyudf+2m15i14-6+7
*
xiaoyudf+2,3m, h15, 23i14, i23~24-1+35a (+9)
* Balcony Break
* Cancel to r15 FC with DB, D, or DF (-3, -16)
* Combo from 1st hit with 8F delay
* Move can be delayed by 6F
* Input can be delayed by 9F
xiaoyudf+2,1+2m, m15, 25i14, i24~25-14+21a (+16)
* Balcony Break
* Shoulder
* Combo from 1st hit with 7F delay
* Move can be delayed by 6F
* Input can be delayed by 9F
xiaoyudf+3L23i29~30-23+71a (+55)
* Tornado
* Instant Tornado
* Homing
* Cancel to BT with B (r31)
* On hit of whiff, transition to AOP with D
* Snake Edge
* High crush 6~29
xiaoyudf+4m12i12-4+7
*
xiaoyud+2sl8i11-4+7
* Alternate input FC.2
* High crush 4~
xiaoyud+3,4L, h12, 21i14, i25~26+0+26a (+17)
* Balcony Break
* Combo from 1st CH
xiaoyud+4l6i12-15-4
* Alternate input FC.4
xiaoyud+1+2
* Transition to AOP
* Transition to r10 FC with AOP.u
* Alternate input BT.d+1+2
* High crush 1~
xiaoyud+3+4special
* Alternate input u+3+4
xiaoyudb+1m22i18-9+14a (+5)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Clean hit damage: 30
xiaoyudb+1+2
* Transition to HYP
* db+1+2: perform Hypnotist right
* ub+1+2: perform Hypnotist left
* Actionable for 70F
* Stance move properties change with amount of time spent in stance:
* 1 step: 20~24F
* 2 steps: 45~50F
* 3 steps: 70~90F
* Can cancel stance after 40F with b, db, u, uf, f, df or 1 jab
* Punch parry (+9 HYP, opponent BT)
* During Heat, taking 3 steps (70f in HYP) partially restores remaining Heat time
* Successful parry partially restores remaining Heat time
* Alternate input ub+1+2
* Parry state 2~10?
xiaoyudb+3+4
* Transition to BT
* High crush
xiaoyub+1m10i8~13-12+1~+6
* Transition to BT on hit
* Transition to standing on hit with B+1 (-1~+4)
xiaoyub+1+3+6
* Transition to BT on successful parry
* Alternate input b+2+4
* Also possible during HYP and BT
* Parry state 5~12?
xiaoyub+2m13i15~16-6+5
* Homing
* Transition to BT
xiaoyub+4m10i13~14-11+0
*
xiaoyub+4,1m, m10, 20i13~14, i27-14+40d (-18)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 8F delay
* Move can be delayed by 5F
* Input can be delayed by 8F
xiaoyub+1+2M,M8,12i15~16 i5~6-13+29a (+19)
*
xiaoyub+3+4
* Transition to BT
* r25 BT when performed from BT
* r15 BT when performed from AOP
* Alternate input BT.b+3+4 (r25), AOP.b+3+4 (r15)
xiaoyuub+3m23i20~21-13+36a (+26)
* Tornado
* Transition to AOP
* Low crush 18~
xiaoyuub+4M20i22~24-13+13d (-4)
* Tornado
* Balcony Break
* Power crush 7~21
xiaoyuu+4,1,2m, h, h20, 4, 7i23~26, ,i11-10+1
* Combo from 2nd hit
* Jail from 2nd block
xiaoyuu+1+2m,m5,5i16~18 i2~4-11+0c
*
xiaoyuu+1+2,2m,m, m5,5, 12i16~18 i2~4, i27-12-1
* Combo from 1st CH
xiaoyuu+1+2,2,1m,m, m, m5,5, 12, 20i16~18 i2~4, ,i27~28-12+16a (+7)
* Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
* Cancel to BT with B (-19/-8)
xiaoyuuf+1L15i33-7+10g c
* Cancel to r42? FC with D
* Low crush 9~
xiaoyuuf+3m13i16~17-13+29a (+19)
* Low crush 9~
xiaoyuuf+3+4m,m,m8,10,12i16~17, i10~11, i8~9-1+4d
* Balcony Break
* Spike
* Transition to BT on block or whiff
* Transition to standing on hit
* Low crush 9~
xiaoyu1+2+3+4
xiaoyuWhile in the air 3m30i14-2+29d
* Strong Aerial Tailspin
* Balcony Break
* Transition to AOP with D (-3, +28)
* Low crush
xiaoyuWhile landing 3L19i15-18+27a
*
xiaoyuWhile landing 4m25i8-8+23a (+13)
* Balcony Break
* Low crush
xiaoyuf,F+1m13i15-11+7c
* Spike
* Transition to AOP with D (-5, +13)
xiaoyuf,F+1,3m, h13, 20i15, i18~19-1+20a (+11)
* Balcony Break
* Combos from 1st hit
xiaoyuf,F+1,4m, m13, 20i15, i21~22-12+22d
* Combos from 1st CH
xiaoyuf,F+2m12i15-5+6
*
xiaoyuf,F+2,1m, m12, 20i15, i27~28-12+16a (+7)
* Balcony Break
* Combo from 1st hit with 2F delay
* Move can be delayed by 12F
* Cancel to BT with B (-19,-8)
xiaoyuf,F+1+2m12i14~16-9+5
xiaoyuf,F+3+4M23i37~45-3+39a
* Spike
* Chip on block [9]
* Low crush 9~
xiaoyuuf,n,4m20i23~24-18+27a (+17)
*
* Low crush 9~
xiaoyuf,f,F+3m20i23~30+7+29a (+19)
* Balcony Break
* Transition to AOP
* Chip on block [9]
* Alternate input wr3
* Low crush 3~
xiaoyuws1m8i12~13-7+4
xiaoyuws1,4m, m8, 16i12~13, i22~23-10+12g
* Balcony Break
* Combo from 1st hit
xiaoyuws2*m20i22~23-3+38a (+28)
* Transition to standing by holding down any direction (-5, +36a (+26))
xiaoyuws4m20i11~13-10+20a (+13)
*
xiaoyuws1+2m12i14~16-9+5
xiaoyuFC.1sl5i10-5+6
* High crush 1~34
xiaoyuFC.2sl8i11-4+7
* High crush 1~34
xiaoyuFC.3L11i15~17-15-4
* High crush 1~49
xiaoyuFC.3,2L, h11, 6i15~17, i18+0+7
* Combo from 1st hit CH
xiaoyuFC.3,2,1,4L, h, h, m11, 6, 6, 12i15~17, ,i18~20-18+33a (+23)
* Combo from 3rd hit CH with 11F delay
* Jail from 3rd block with no delay
* Move can be delayed by 14F
xiaoyuFC.4l6i12-15-4
*
* High crush 1~46
xiaoyuFC.df+2L8i19-8+3
* Transition to FC BT with DF_D_DB
* High crush 1~27
xiaoyuFC.df+2,1L, l8, 10i19, i18-8+3
* Combo from 1st hit
* Jail from 1st block
* Transition to FC BT with DF_D_DB
* High crush 1~45
xiaoyuFC.df+4L13i18~20-7+4
* Transition to AOP
* Alternate input AOP.f+4
* High crush 1~
xiaoyuFC.df+4,4L, L13, 13i18~20, i27~29-6+5
* Combo from 1st hit CH
* Alternate input AOP.f+4,4
* High crush 1~
xiaoyuAOP.1m11i18-5+6
* Transition to HYP with B (-2, +9)
xiaoyuAOP.1,2m, h11, 15i18, i21-3+30g
* Combo from 1st hit with 8F delay
* Move can be delayed by 11F
* Input can be delayed by 12F
xiaoyuAOP.1,4m, M11, 20i18, i25-9+15d (-2)
* Tornado
* Balcony Break
* Combo from 1st hit with 4F delay
* Move can be delayed by 11F
* Input can be delayed by 12F
xiaoyuAOP.2m10i13-11+0
*
xiaoyuAOP.2,1m, m10, 20i13, i21-12+13a (+4)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combo from 1st hit with 7F delay
* Move can be delayed by 12F
* Cancel to BT with B
** (-14, -3)
xiaoyuAOP.4m14i12-3+8
*
xiaoyuAOP.3+4L22i23-33+1d
* Transition to FUFT on block
xiaoyuAOP.d
* Xiaoyu ducks lower
* will crush most mids
* High crush
xiaoyuAOP.d+1+2m21i26-8+42a (+32)
*
xiaoyuAOP.f+4L13i18~20-7+4
* Transition to AOP
* Alternate input FC.df+4
* High crush 1~
xiaoyuAOP.f+4,4L, L13, 13i18~20, i27~29-6+5
* Combos from 1st hit CH
* Alternate input FC.df+4,4
* High crush 1~
xiaoyuAOP.f+3+4
* Transition to AOP with D
* High crush
xiaoyuAOP.uf
* Alternate input AOP.ub AOP.u
* Low crush
xiaoyuAOP.uf+3m14i15-17+27a (+17)
* Alternate input AOP.ub+3, AOP.u+3
* Low crush
xiaoyuAOP.uf+3,1m, m14, 22i15, i24-4+8c
* Alternate input AOP.ub+3,1 AOP.u+3,1
* Floor Break on airborne opponent
xiaoyuAOP.uf+4m12i16-10+1
* Transition to AOP with D (-12, +0)
* Transition to BT with B (-15, -3)
* Alternate input AOP.u+4
* Low crush
xiaoyuAOP.uf+4,4m, m12, 12i16, i23-12-1
* Alternate input AOP.u+4,4
* Low crush
xiaoyuBT.1,2m, m17, 20i16~18, i24~25-13+17a
* Tornado
* Balcony Break
* Combo from 1st hit
* Cancel to r15 FC (-16/-7/+53a) with D
* Low crush 9~21
xiaoyuBT.2h9i12+0+6
*
xiaoyuBT.2,1,4h, h, M9, 8, 15i12, ,i18~20-18+33a (+23)
* Combo from 2nd CH with 11F delay
* Jail from 2nd block with no delay
* Move can be delayed by 14F
xiaoyuBT.2,2h, m9, 12i12, i21~23-7+5
* Combos from 1st CH
xiaoyuBT.2,2,1h, m, m,M,M9, 12, 7,7,7i12, ,i12~14,i17~19,i21~27-11+5c
* Transition to AOP with D (-10, +5)
* Combos from 2nd hit
xiaoyuBT.3M13i16-5+12
* +21d on backturned hit
* Low crush 5~
xiaoyuBT.4M13i13~15-18+33a (+23)
*
xiaoyuBT.1+2m,m6,6i16~18,i3~5-6+8
*
xiaoyuBT.1+2,4m,m, h6,6, 20i16~18,i3~5, i23~24+3+19a (+10)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Combo from 1st hit with 15F delay
* Move can be delayed by 8F
* Input can be delayed by 17F
* 6 chip damage on block
xiaoyuBT.1+2,1+2m,m, m6,6, 6,6i16~18,i3~5, i17~18, i4~5-13+8d
* Combo from 1st hit with 17F delay
* Move can be delayed by 8F
* Input can be delayed by 17F
xiaoyuBT.3+4m25i18~19-16+10a (+1)
* Balcony Break
* Low crush 9
xiaoyuBT.b+1+2m25i17~18-14+21a (+16)
* Balcony Break
* Shoulder
* -9 on block if an attack is absorbed
* 10 chip damage on block after absorbing an attack in power crush state
* Power crush 6~16
xiaoyuBT.d+1+3+51a (+35)
* Low Parry from BT
* Alternate input BT.d+2+4
* Parry state 1?~14?
xiaoyuBT.d+3L12i16-12+7c
*
xiaoyuBT.d+3+4
* Xiaoyu spins and steps to the right
* Alternate input BT.u+3+4 (steps to the left)
xiaoyuBT.f,F+3+4M (t)15 (43)i39+4+39d
* Unbreakable throw when connecting at close range on front standing hit
* Chip on block [9]
* Low crush 10~
xiaoyuBT.f+3+4
* "Cali Roll"
* High crush 1~8
* Low crush 9~
* High crush 28~30
xiaoyuBT.f+3+4,3+4M23i12-11+40a (+30)
* "Cali Roll"
* High crush 1?~13?
* Floating state 1?~13?
xiaoyuBT.uf+1L15i33-7+12g c
* Transition to AOP
* Cancel to FC with D
* Alternate input BT.u+1
* Low crush 9~
xiaoyuCH AOP.d+1l,t40i19-12+0
* Floor Break
* Attack throw on CH
* High crush
xiaoyuHYP.2m25i18-4+22 (-13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Powered UpBased on the number of steps taken in HYP:HYP.2 damage increases and becomes plus on block. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 240?F of heat timer during heat
* 9 chip damage on block (2 steps)
* 14 chip damage on block (3 steps)
xiaoyuHYP.3L17i20-13+7c
* Homing
* Powered UpBased on the number of steps taken in HYP:HYP.3 damage increases and becomes more plus on hit. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 450F of heat timer during heat
* High crush 6~30
xiaoyuHYP.4h20i14-2+57a
* Balcony Break
xiaoyuHYP.1+2
* Starts taking steps in the opposite direction
* Can be performed any time in HYP after 25F from manual stance transition, or 20?F after other stance transitions?
* Parry state 2?~11?
xiaoyuHYP.2+3m!40i61+10d
* Unblockable
* Cancel to BT with BB
xiaoyuHYP.3+4h20i25+8+30a
* Strong Aerial Tailspin
* Cancel to BT with B
* Chip on block [8]
* Low crush 12~
xiaoyu1+3t35i12-6+1d
* Homing
* Throw break 1 or 2
xiaoyu2+4t35i12-3+0d
* Homing
* Throw break 1 or 2
* Side swap
xiaoyuAOP.1+3t35i12-6+1d
* Actual startup: i32
* AOP.1+3: Xiaoyu rolls to her left and throws (Throw break 1)
* AOP.2+4: Xiaoyu rolls to her right and throws (Throw break 2)
* Cancel to r40 FC with D
* High crush 1~30
xiaoyuBT.f+1+3t35i31-6+1d
* Homing
* Throw Break 1
* Alternate input BT.f+2+4 (Throw Break 2)
* Cancel to FC with D
* Low crush
xiaoyuBT.f+2+3t20i31~33-2+20cs
* Homing
* Balcony Break
* Throw Break 1+2
* 16 additional damage on wall splat
* Cancel to FC with D
* Low crush 1~
xiaoyuBack Throwt50i12+0d
* Unbreakable
xiaoyuLeft Throwt45i12-3+0d
* Throw break 1
xiaoyuRight Throwt45i12-3+0d
* Throw break 2
xiaoyudf+2+4t38i12-2+0d
* Throw Break 2
* Floor Break
* Side Swap
xiaoyuf+2+3t20i14-2+20cs
* Balcony Break
* Throw Break 1+2
* 16 additional damage on wall splat
* Side Swap
xiaoyuuf+1+2t40i12+0+0d
* Throw Break 1+2
* Side swap
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
yoshimitsu2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~62
* On
* cancel:
* Floating state 12~20
* Low crush 21~29
* Floating state 30~32
yoshimitsuH.DGF.1M26i30~31+2+46a
* Floor Break
* Weapon
* 13 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Consumes 90F of remaining Heat time
* Low crush 1~27
yoshimitsuH.DGF.f+1+2h,h,h10,10,20i16~17 i11~12 i11~12+4+18a (+9)
* Homing
* Balcony Break
* Weapon
* Jail from 1st block
* Combo from 1st hit
* 16 chip damage on block
* Recovers 1 base health or 5 additional recoverable health on hit
* Consumes 90F of remaining Heat time
* Low crush 1~65
yoshimitsuH.2+3M,m,m,m51i18~19+4-3d
* Heat Smash
* Reversal Break
* Balcony Break
* Recovers 4 base health or 14 additional recoverable health on hit
* Enter DGF +10 r29 with U on block
* Transition to attack throw after 1st hit
* 9 chip damage on block
* Jail from 1st attack
* Ends Heat
* Low crush 68~89
* Floating state 90~92
yoshimitsuR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
yoshimitsu1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
yoshimitsu2,1h, m10, 23i11, i26~27-9+12a
* Balcony Break
* Weapon
* Combo from 1st CH with 1f delay
* Move cannot be delayed
* Cancel to r15 with b
* Cancel into block is -12
* Interrupt with i8 from 1st block
* Replaced by a different move in NSS
yoshimitsu2,2h, h10, 18i11, i24-1+15g
* Tornado
* Balcony Break (airborne)
* Combo from 1st hit with 1f delay
* Move cannot be delayed
* Enter KIN r25 with 1+2
* Transitions to NSS on hit or block only
* Recovers 2f faster on hit or block
* Interrupt with i5 from 1st block
* Hit vs BT +20a (+11)
yoshimitsu2,3h, h10, 24i11, i26~27-10+16a (+7)
* Balcony Break
* Combo from 1st CH with 2f delay
* Move can be delayed 5f
yoshimitsu2,NSS.1h, h10, 5,15i11, i23~24 i18-5+19a
* Balcony Break
* Combo from 1st hit
* Jail from 2nd attack
yoshimitsu2,d+3h, L10, 11i11, i22-12-1
* Combo from 1st hit with 2f delay
* Move cannot be delayed
* High crush 12~
yoshimitsu3m12i15~16-9+5
yoshimitsu3,1m, h12, 20i15~16, i22~24+7+18g
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* 4 chip damage on block
* Does not transition to DGF during Heat activation or Heat Dash
* Power up in NSS or Heat
* Recovers in 1SS
* Low crush 26~
yoshimitsu3,2m, m12, 12i15~16, i22-12+1
Interrupt with i1 from 1st block
yoshimitsu3,2,1+2m, m, M12, 12, 26i15~16, ,i26~27-14c+20a (+10)
* Balcony Break
* Weapon
* Combo from 2nd hit with 4f delay
* Input can be delayed 10f
* Move can be delayed 9f
* Interrupt with i7 from 2nd block
* 5 chip damage on block
* Power up in NSS or Heat
yoshimitsu3,2,NSS.1+2m, m, M12, 12, 27i15~16, ,i26~27-14c+20a (+10)
* Balcony Break
* Weapon
* Combo from 2nd hit with 4f delay
* Input can be delayed 10f
* Move can be delayed 9f
* 10 chip damage on block
* Clean hit 35 damage
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
yoshimitsu3,NSS.1m, h12, 22i15~16, i22~24+7+18g
* Heat Engager
* Heat Dash +5g, +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* Does not transition to DGF during Heat Dash
* Recovers in 1SS
* Low crush 26~
yoshimitsu3~4m,m6,22i17~18 i28~29-6+3
* Jail from 1st attack
* Enter DGF +5 +14 r18 with 1SS.U
* Cannot transition after frame 29
* Low crush 12-37
* Floating state 38-40
yoshimitsu4,4h, h16, 16i12~13, i24~25-4+4
* Combo from 1st hit with 4f delay
* Move cannot be delayed
yoshimitsu4,4,2h, h, m16, 16, 5i12~13, ,i30~31-22-12
Yoshimitsu recovers sideturned on block
yoshimitsu4,4,2,2h, h, m, h16, 16, 5, 6i12~13, ,i22~23-24-13b
* Combo from 3rd hit
yoshimitsu4,4,2,2,1h, h, m, h, m!16, 16, 5, 6, 30i12~13, ,i67-18
* Weapon
yoshimitsu4,4,2,2,1~1h, h, m, h, m!, m!16, 16, 5, 6, 30, 22i12~13, ,i28~113-58
* Weapon
* Cancel early to r26 with B (earliest cancel -12a)
* Possible to double-hit
yoshimitsu4,4,2,2,NSS.1h, h, m, h, m16, 16, 5, 6, 30i12~13, ,i67-54-17a
yoshimitsu4,4,2,2,NSS.1~1h, h, m, h, m, h!16, 16, 5, 6, 30, 40i12~13, ,i20~105-49a (-75)
* Balcony Break
* Cancel early to r30 with B
yoshimitsu4,4,4h, h, h16, 16, 20i12~13, ,i24~25-4+18a (+9)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Move cannot be delayed
yoshimitsu4~3m25i25~26-13+52a (+42)
* Tornado
* Evasive, can go under some mids
* High crush 4~22
* Floating state 10~50
yoshimitsu1+2
* Transition to r17 FC with D
* Strong Attack Reversal: parries all highs or mids, except throws, unblockables and charge moves
* Parry state 3~9
yoshimitsu1+2,PM,M10,12i15~18 i3~6+1c~+4c+14a
* is1~20
* Low crush 11~42
* Floating state 43~45
yoshimitsu1+4m20i6~9-20+14c
* Weapon
* 70% proration on standing hit
* Recovers 12f faster on hit
* Hit vs BT +11d (FDFT)
* Power up in NSS or Heat
yoshimitsu3+4
Yoshimitsu recovers in BT
yoshimitsuf+2,1h, M18, 21i17~18, i26~27-12+17a (+10)
* Tornado
* Weapon
* Combo from 1st CH +66a (+50)
yoshimitsuf+2,NSS.1h, m18, 21i17~18, i26~27-12+17a (+10)
* Tornado
* Combo from 1st CH
yoshimitsuf+2,db+2h, m18, 8i17~18, i15-5+6
* Input can be delayed 2f
* Move cannot be delayed
* Leads to db+2 extensions
yoshimitsuf+3h24i16~17-9+17a (+8)
* Homing
* Balcony Break
yoshimitsuf+3,4h, m24, 20i16~17, i23~24-6+37a (+23)
* Knee
* 2nd hit delayed 18f
* Interrupt with i17 from 1st block
* Low crush 22~29
* Floating state 30~32
yoshimitsuf+4m20i18-13+21a (+11)
* Balcony Break
* -9 on block after absorbing an attack
* 8 chip damage on attack absorbtion
* Power crush 7~17
yoshimitsuf+1+2M23i20-12+8a (-1)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* 4 chip damage on block
* Power up in NSS or Heat (29 damage and extended range)
yoshimitsuf+3+4m,M,M,M18,3,3,3i21~25-13~-9-8a (-15)
* Balcony Break
* Floor Break
* Head
* Floor break occurs on 4th hit
* Transition to FLE on hit only
* Attacks after 1st only come out on hit
* Combo from 1st hit does 2,1,1 damage
* Combo does 2 extra damage from FLE.n
* Cancel to r65 BT earliest on frame 10 with b
* Automatically transitions to r55 IND on self-wallsplat
* Total and recovery frames on hit t88 r19
yoshimitsudf+1m14i13-4+5
yoshimitsudf+1,2,1m, h, M14, 16, 19i13, ,i26~27-12+17a (+10)
* Tornado
* Weapon
* Combo from 2nd CH +66a (+50)
yoshimitsudf+1,2,NSS.1m, h, M14, 16, 19i13, ,i26~27-12+17a (+10)
* Tornado
* Combo from 2nd CH
yoshimitsudf+1,2,db+2m, h, m14, 16, 8i13, ,i15-5+6
* Leads to db+2 extensions
yoshimitsudf+1,4m, m14, 17i13, i17-12+4
* Jail from 1st attack with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
* 2nd hit can whiff at certain ranges, -20 on whiff
yoshimitsudf+2m13i15~16-7+34a (+24)
* +4s against crouching
* Launches crouching on CH
* Can evade jabs on frames ?~?
yoshimitsudf+3m10i17~18-4+4
yoshimitsudf+4m15i12-7+4
yoshimitsudf+1+4M20i20~21-17+35a (+25)
* Weapon
* Can be performed in FC
* Recovers 7f faster on hit
* Transition to r34 KIN with 1+2
* Transition to r30 KIN with 1+2 only when performing KIN.f+2 immediately after
* Faster startup and 22 damage with input f,n,d,df+1
* Low crush 20~42
* Floating state 43~45
yoshimitsud+2M12i16~17-9~-8+0~+1
Weapon
yoshimitsud+2,1M, h12, 23i16~17, i27~28-9+17a (+8)
* Balcony Break
* Weapon
* Combo from 1st hit with 8f delay
* Input can be delayed 16f
* Move can be delayed 10f
yoshimitsud+2,2,1M, m, h12, 15, 20i16~17, ,i19~20-9+8a (-1)
* Balcony Break
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,2,2M, m, M12, 15, 19i16~17, ,i25~27-13+16a (+9)
* Tornado
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,2,NSS.1M, m, h12, 15, 20i16~17, ,i19~20-9+8a (-1)
* Balcony Break
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,NSS.1M, h12, 18i16~17, i27~28-9+10g
* Balcony Break
* Combo from 1st hit with 8f delay
* Input can be delayed 16f
* Move can be delayed 10f
yoshimitsud+3L12i15~17-18~-16-4~-2
Most commonly impacts on frame 16, except when tracking right
* High crush 4~
yoshimitsud+4l6i12-15-4
* High crush 4~
yoshimitsud+1+2
* Unavailable in NSS
* Low crush 8~17
* Floating state 18~20
yoshimitsud+1+4m!60i29~30-32a
* Weapon
* 60 self damage during 1st recovery frame
* Can connect from the front if the opponent attacks into it
yoshimitsud+1+4,B+1m!, m!60, 18i29~30, i1~39-29a
* Weapon
* 6 self damage
yoshimitsud+1+4,B+1,1m!, m!, m!60, 18, 20i29~30, ,i1~18-29a
* Weapon
* 6 self damage
yoshimitsud+1+4,B+1,1,1m!, m!, m!, m!60, 18, 20, 21i29~30, ,i1~18-29a
* Weapon
* 10 self damage
yoshimitsud+1+4,B+1,1,1,1m!, m!, m!, m!, m!60, 18, 20, 21, 28i29~30, ,i1~18-29a
* Weapon
* 12 self damage
yoshimitsud+1+4,B+1,1,1,1,1m!, m!, m!, m!, m!, m!60, 18, 20, 21, 28, 30i29~30, ,i1~35-30a
* Weapon
* 17 self-damage
* The entire string deals 111 self damage
yoshimitsud+3+4
* All stance moves are bufferable
* High crush 6~
* Floating state 6~
yoshimitsuDB+1+2
* Continues as long as DB is held
* Transition to r25 releasing db
* Actionable after 10f, mashing delays follow-ups
* Follow-ups are fastest with inputs timed on frame 11
* High crush 11~
yoshimitsudb+2m8i15-5+6
yoshimitsudb+2,2m, m8, 7i15, i10~14-9~-5+2~+6
Combo from 1st hit
yoshimitsudb+2,2,2m, m, m8, 7, 6i15, ,i10~14-9~-5+2~+6
Combo from 1st hit
yoshimitsudb+2,2,2,2m, m, m, m8, 7, 6, 5i15, ,i10~14-9~-5+2~+6
Combo from 3rd CH
yoshimitsudb+2,2,2,2,2m, m, m, m, m8, 7, 6, 5, 4i15, ,i10~14-9~-5+2~+6
* Combo from 4th hit
* Combo from 3rd CH
yoshimitsudb+2,2,2,2,2,2m, m, m, m, m, m8, 7, 6, 5, 4, 3i15, ,i10~14-49-37
Combo from 5th CH
yoshimitsudb+3l8i18~19-25-14
* High crush 6~
yoshimitsudb+3,3l, l8, 7i18~19, i15~17-19-7
* Combo from 1st hit
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3l, l, l8, 7, 7i18~19, ,i15~17-19~-17-7~-5
* Combo from 2nd CH
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3,3l, l, l, l8, 7, 7, 5i18~19, ,i15~17-19-7
* Combo from 3rd CH
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3,3,3l, l, l, l, l8, 7, 7, 5, 5i18~19, ,i15~17-19-7
* Combo from 4th CH
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3,3,3,3l, l, l, l, l, l8, 7, 7, 5, 5, 5i18~19, ,i9~11-26-15
* Combo from 5th CH
* High crush 1~
yoshimitsudb+4L14i17-12-1
yoshimitsub+1,1,db+3h, h, l8, 9, 7i17, ,i13~14-20-9
* Combo from 1st hit
* Can combo to DB+3 extensions
* Can be performed after one or three b+1
* High crush 10~
yoshimitsub+1,1,db+3,3h, h, l, l8, 9, 7, 5i17, ,i15~17-19-7
* Combo from 3rd CH
* Can combo to db+3 extensions
* Enter IND r20 with d+3+4
* Can be performed after one or three b+1
* High crush 1~
yoshimitsub+2m12i14~15-9+2
Enter KIN r27 with n,1+2
yoshimitsub+2,1m, M12, 20i14~15, i27~28-17+28a (+18)
* Weapon
* Combo from 1st CH with 2f delay
* Enter KIN r30 with 1+2
* Input can be delayed 14f
* Low crush 28~49
* Floating state 50~52
yoshimitsub+2,2m, h12, 21i14~15, i22~23-9+2a
* Heat Engager
* Heat Dash +5, +36a (+26)
* Weapon
* Combo from 1st with 1f delay
* Combo from 1st CH with 7f delay
* Input can be delayed 14f
yoshimitsub+2,NSS.1m, m12, 17i14~15, i27~28-17+28a (+18)
* Enter KIN r30 with 1+2
* Combo from 1st CH with 2f delay
* Input can be delayed 14f
* Low crush 28~49
* Floating state 50~52
yoshimitsub+2,NSS.2m, h12, 18i14~15, i22~23-9+0
* Heat Engager
* Heat Dash +5g, +36a (+26)
* Combo from 1st with 1f delay
* Combo from 1st CH with 7f delay
* Input can be delayed 14f
yoshimitsub+3
* 8 self-damage
* Can be performed from backturn (reverse direction)
yoshimitsub+3,3
* 10 self-damage
* 18 self-damage in total
yoshimitsub+3,3,3
* 5 self-damage
* 23 self-damage in total
yoshimitsub+3,3,3,3
* 5 self-damage
* 28 self-damage in total
yoshimitsub+3,3,3,3,3
* 5 self-damage
* 33 self-damage in total
yoshimitsub+3,3,3,3,3,3
* 5 self-damage
* 38 self-damage in total
yoshimitsub+1+2
* High crush 8~50
yoshimitsuub+1m17i24~25-5+4c
* Floor Break
* Weapon
* Performs u+1 with a vertical jump
* Low crush 9~27
* Floating state 28~30
yoshimitsuub+1+3m!40i50~52-24
* Weapon
* Punishable on close hit with FUFT.3
yoshimitsuub+1+3,n,1m!, m!40, 22i50~52, i28~113 i2~4-57a
* Weapon
* Cancel early to r25 with B on frame 64
* Possible to double-hit during cancel
yoshimitsuub+4m17i20~22-19+12a (+2)
* Balcony Break
* Floor Break
* Low crush 9~32
* Floating state 33~35
yoshimitsuub+1+2M25i24~25-8c+27a (+17)
* Balcony Break
* Weapon
* 5 chip damage on block
* Power up in NSS or Heat
yoshimitsuu+1+2
* Cancel to r12 with db_d_df (js1~10)
* Unavailable in NSS
* Actionable after 15 frames, except when using DGF.2 which can be performed after 10 frames
* Low crush 8~
yoshimitsuu+3+4M,M10,12i39~42 i3~6+1c~+4c+24a
* Floor Break
* Floor break occurs on 2nd hit
* Evades some mid attacks from frames ?-?
* Yoshimitsu becomes invisible on frames 15~30 but can still be floated
* Low crush 11~42
* Floating state 43~45
yoshimitsuuf+1m10i17-10+2c
* Weapon
yoshimitsuuf+1,1m, M10, 17i17, i29~30-9+9c
* Floor Break
* Weapon
* Combo from 1st hit with 4f delay
* Input can be delayed 4f
* Move can be delayed 3f
* Interrupt with i6 from 1st block
* Transition to FLE on hit only
* Good SSR tracking
* Power up in NSS or Heat
yoshimitsuuf+1,NSS.1m, M10, 22i17, i29~30-9+9c
* Floor Break
* Weapon
* Combo from 1st hit with 4f delay
* Input can be delayed 4f
* Move can be delayed 3f
* Interrupt with i6 from 1st block
* Transition to FLE on hit only
* Good sidestep right tracking
* Restores 3 additional recoverable health on hit
* Partially uses remaining Heat time
yoshimitsuuf+1+3M!40i113~114+30a
* Floor Break
* Weapon
* Cancel to r64 DGF with 1+2 on frame 34
* Cancel to r60 DGF with 1+2 on frame 35, delayable up to frame 92
* Becomes a different move in NSS
* Low crush 9~110
* Floating state 111~113
yoshimitsuuf+1+3<dM30i83~84-1+34a
* Floor Break
* Weapon
* 12 chip damage on block
* Input during frames 35-60 of uf+1+2
* Low crush 9~80
* Floating state 81~83
yoshimitsuuf+1+3,bM!35i93~94+24a
* Floor Break
* Weapon
* Cancel to r106 DGF with 1+2 on frame 79
* Input during frames 1-31 of uf+1+2
* Yoshimitsu will transition to BT if the opponent is far
* Low crush 9~90
* Floating state 91~93
yoshimitsuuf+1+3,dM25i55~56-3+34a
* Floor Break
* Weapon
* 10 chip damage on block
* Input during frames 1-31 of uf+1+2
* Low crush 9~52
* Floating state 53~55
yoshimitsuuf+3m15i15-13+32a (+22)
* Knee
* Can evade jabs at frames 5-7
* Low crush 9~33
* Floating state 34~36
yoshimitsuuf+4m21i20~22-9+22a
* Homing
* Balcony Break
* Floor Break
* Low crush 9~32
* Floating state 33~35
yoshimitsuuf+3+4M20i31~35-16~-12-4a
* Floor Break
* In 1SS cancel to DGF r41 with 1+2 on frame 23
* In 1SS enter FLE r28 with d+1+2
* In 1SS enter IND r28 with d+1+2 (or NSS.d+1+2)
* On hit, transitions to -4a r49 backward jump automatically
* Landing on opponent's head, transitions to -48a (-58) r75 hop automatically, hitting Yoshimitsu during this animation forces him into BT
* Low crush 10~32
* Floating state 33~35
yoshimitsuuf+3+4,1M, h20, 8i31~35, i16~18-1-43
* On hit, transitions to r49 backward jump automatically
* Combo from 1st hit vs grounded
* Combo from 1st hit
yoshimitsuuf+3+4,1,4M, h, m20, 8, 15i31~35, ,i17~28 i28~39-14~+13g+27a (+17a)
Combos from 1st (requires wall)
* Low crush 29~56
* Floating state 57~59
yoshimitsuuf+3+4,1,3+4M, h, M20, 8, 21i31~35, ,i31~35+0c~+4c-14a
* Floor Break
* 3rd hit delayed 18f, effective startup i49~53
* On hit, transitions to r49 backward jump automatically
* Low crush 28~50
* Floating state 51~53
yoshimitsuuf+3+4,3M, M,M20, 10,10i31~35, i39~42 i3~6-4c~-1c+27a
* Floor Break
* Floor break occurs on 3rd hit
* Evades mid attacks from frames ?-?
* Low crush 16~47
* Floating state 48~50
yoshimitsuuf+3+4,3+4M, m20, 25i31~35, i25~26-13+52a (+42)
* Tornado
* Combo from 1st hit
* High crush 9~27
* Floating state 15~55
yoshimitsu1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
yoshimitsub,B+1+4m!50i59~61+2a
* Weapon
* Cannot be buffered
* Poor hitbox, will go over crouching opponents sometimes
yoshimitsub,B+1+4,Bm20i22~25-20+14c
* Weapon
* 70% proration on standing hit
* Recovers 12f faster on hit
* Hit vs BT +11d (FDFT)
* Power up in NSS or Heat
yoshimitsuf,F+2m15i15-9+4
* Elbow
* Cannot be buffered
* Increased pushback on CH
yoshimitsuf,F+2:2m, t15, 18i15, +8d
* Transitions to attack throw only on front hit (air hit OK)
* 3f perfect input window on frames 13~15, +2 damage
* After hit, enter IND r20 with d+3+4
yoshimitsuf,F+3m20i23~24-4+5
* Enter KIN r25 +3 +12 with 1+2
* Cannot be buffered
yoshimitsuf,F+4m20i15~16-6+37a (+23)
* Balcony Break
* Knee
* Cannot be buffered
* -12 if Yoshimitsu holds back to turn around and block
* Low crush 13-21
* Floating state 22-24
yoshimitsuf,F+1+2m22i22~24-8+3c
* Floor Break
* Cannot be buffered
* Visually similar to f,F+3+4
* Low crush 10~21
* Floating state 22~24
* Low crush 25~29
* Floating state 30~32
yoshimitsuf,F+1+4m!60i45-65a
* Weapon
* Cannot be buffered
* 60 self-damage during 1st recovery frame
* NSS.f,F+1+4 will always cancel into f,F+1+4,n
* Dealing lethal damage will award the victory to Yoshimitsu
* Holding any direction will trigger the attack, not just forward
yoshimitsuf,F+1+4,Fm!, m!60, 185i45, i35~37-60a
* Weapon
* 200 self-damage during 1st recovery frame
* Dealing lethal damage will award the victory to Yoshimitsu
yoshimitsuf,F+1+4,nm!60i45,
yoshimitsuf,F+3+4m15i22~24-20-9c
* Floor Break
* Cannot be buffered
* Visually similar to f,F+1+2
* Low crush 10~27
* Floating state 28~30
yoshimitsuf,F+3+4,1+2m, m15, 15i22~24, i12~18-31-2a (-12)
* Balcony Break
* Combo from 1st CH
* Tremendous forward travel
* Automatically recovers to r55 IND on self-wallsplat
* Low crush 24~46
* Floating state 47~90
yoshimitsuf,F+3+4,1+2,3+4m, m, m15, 15, 20i22~24, ,i27-13+52a (+42)
* Tornado
* Combo from 2nd hit
* Combo from 1st CH
* Tremendous forward travel
* Low crush 1~13
* Floating state 14~54
yoshimitsuf,n,d,df+1M22i17~18-17+35a (+25a)
* Weapon
* Can be buffered
* Enter KIN r30 with 1+2
* Can be performed from FC
* Low crush 17~39
* Floating state 40~42
yoshimitsuqcf+1h,h,M24,15,35i28~34 i37 i58~60+0~+2+30a
* Floor Break 2nd and 3rd
* Weapon
* 14 chip damage on block
* Can be buffered
* Can be performed in FC
* 1st and 2nd hits connect only vs airborne opponent
* Low crush 10~55
* Floating state 56~58
yoshimitsuf,f,F+3M30i22~23+5g+13a (+3)
* Balcony Break
* 9 chip damage on block
* Enter DGF +7 +15a (+5) r34 with 1SS.U
* Low crush 3~33
* Floating state 34~36
yoshimitsuws1,1m, h12, 12i13~14, i18-11+0
* Floor Break
* Combo from 1st hit with 11f delay
* Combo from 1st CH with 13f delay
* Input can be delayed 13f
* Move can be delayed 8f
* Cancel to Spinning Evade -5 -16 r25 with b+3_b+4
yoshimitsuws1,1,1m, h, h12, 12, 12i13~14, ,i18-11+0
* Floor Break
* Combo from 1st CH with 12f delay
* Input can be delayed 12f
yoshimitsuws1,1,1,1m, h, h, m12, 12, 12, 25i13~14, ,i25~26+0c+6c
* Floor Break
* Combos from 3rd CH with 5f delay
* Input can be delayed 12f
yoshimitsuws1,2,1m, h, M12, 18, 21i13~14, ,i26~27-12+17a (+10)
* Tornado
* Weapon
* Combo from 2nd CH
yoshimitsuws1,2,db+2m, h, m12, 18, 8i13~14, ,i15-5+6
Leads to db+2 extensions
yoshimitsuws2m13i15~16-4+7
Balcony Break (airborne)
yoshimitsuws2,1m, m13, 14i15~16, i27~28-3a+36a (+26)
* Weapon
* Combo from 1st hit with 1f delay
yoshimitsuws2,NSS.1m, h13, 16i15~16, i23-6+5
* Elbow
* Combo from 1st hit
yoshimitsuws2,NSS.1,2m, h13, 16i15~16, ,
* Balcony Break (airborne)
* Elbow
* Combo from 2nd CH
yoshimitsuws2,NSS.1,3m, h13, 16i15~16, ,
* Balcony Break
* Combo from 2nd CH
yoshimitsuws3m12i16-6+3
yoshimitsuws3,2m, m12, 20i16, i32-12c+0a
* Floor Break
* Weapon
* Combo from 1st hit
yoshimitsuws4m14i11~12-6+5
* Enter KIN r24 with 1+2
* Enter NSS r24 with B
yoshimitsuSS.2m22i16~17-13+28a (+18)
* Tornado
* Sidestep adds minimum 9f, effective startup i25~26
yoshimitsuFC.DF+1l![12;12]i26+70a (+54)
* Weapon
* 100% recoverable damage
* Cannot be buffered after Heat Dash
* Must hold DF for 5 frames
* i27 effective startup (with FC.db,b+1 input)
* i31 effective startup (with FC.DF+1 input)
* i37 effective startup (FC.db,b+1 from manual crouch)
* i41 effective startup (FC.DF+1 from manual crouch)
* High crush 1~34
yoshimitsuFC.d+1sl5i10-5+6
* Transition to r25? with f
* Transition input can be delayed 16f
* High crush 1~
yoshimitsuFC.d+2sl8i11-4+5
* High crush 1~
yoshimitsuFC.d+3L10i16-17-6
* High crush 1~
yoshimitsuFC.d+4l6i12-15-4
* High crush 1~
yoshimitsuBDS.1h!25i21~40+32a~+51a
yoshimitsuBDS.3m23i17~30-15~-2-13~+0
Can hit from the front of the opponent attacks into it
* Low crush 14~27
* Floating state 28~30
yoshimitsuBT.1h16i15-3+8
Elbow
yoshimitsuBT.1,3h, h16, 25i15, i25~26-7+27a (+17)
* Balcony Break
* Combo from 1st CH
yoshimitsuBT.3m20i24~26-3~-1+11a
Floor Break
* Low crush 6~29
* Floating state 30~32
yoshimitsuDGF.2h15i16~18+4+13s
* Low crush 1~
yoshimitsuDGF.2,4h, M15, 22i16~18, i26~28-14+15a (+8)
* Tornado
* Combo from 1st hit
* Enter NSS r33 with B
* Low crush 1~46
* Floating state 47~49
yoshimitsuDGF.4m24i18~20-4+14g
* Heat Engager
* Heat Dash +5g, +62a (+42)
* Balcony Break
* Low crush 1~19
yoshimitsuDGF.1+2
* Low crush 1~27
* Floating state 28~30
yoshimitsuDGF.3+4h!,t17,18i20~21+0
* Floor Break
* Transitions to attack throw on front hit (air hit OK)
* Attack throw recovers standing
* Low crush 1~
yoshimitsuDGF.d+3+4
* Low crush 1~27
* Floating state 28~
* High crush 31~
yoshimitsuDGF.f
realigns with opponent, creates distance
* Low crush 1~
yoshimitsuDGF.f+1+2h,h,h9,9,18i16~17 i11~12 i11~12-2+18a (+9)
* Homing
* Balcony Break
* Weapon
* Jail from 1st block
* Combo from 1st hit
* 9 chip damage on block
* Power up in Heat
* Low crush 1~65
yoshimitsuFLE.1
* Floating state 1~25
* High crush 26~
yoshimitsuFLE.2L20i24~28-12~-8+30a
* Side switches on close hit
* Can combo to ws4 on no side switch
* Floating state 1~
* High crush 6~
yoshimitsuFLE.3
* Evades like a sidestep
* Low crush 1~
<Showing 5601-6000 of 6206 moves>