mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
ninaBHS.1t8-3+3d
* Throw break 1
* Powered up input: BHS.1,3,1
* Alternate input: BTR.1
ninaBHS.2t9,6-3+0d
* Throw break 2
* Powered up input: BHS.2,3,4,2
* Listed in previous games as Triple Slaps
ninaBHS.1+2t10,10-3+3d
* Removes Recoverable Health
* Throw break 1+2
* Can side switch on hit
* Powered up input: BHS.3,4,3,1+2
ninaBTR.1t13-3+4d
* Throw break 1
* Powered up input: BTR.1,3,1
ninaBTR.2t10-3+3d
* Throw break 2
* Powered up input: BTR.2,1,1+2
ninaBack throwt60+3d
* Removes Recoverable Health
* Unbreakable
* Can side switch on hit
ninaCHD.1t25+0d+3d
* Removes Recoverable Health
* Throw break 1
* Powered up input: CHD.3,4,1+2
ninaCHD.2t8+0d+7
* Throw break 2
* Powered up input: CHD.4,2,1+2
ninaHHD.1t20-9+3
* Removes Recoverable Health
* Throw break 1
* Powered up input: HHD.3,4,2+4
* Alternate name: Double Snap
ninaHHD.2t25-9+0d
* Removes Recoverable Health
* Throw break 2
* Powered up input: HHD.1,3,2+4,1+2
ninaLeft throwt40-3+1d
* Removes Recoverable Health
* Throw break 1
* Can side switch on hit
ninaNTM.1t15-3+3d
* Removes Recoverable Health
* Throw break 1
* Powered up input: NTM.1,1,2,1+2
ninaNTM.2t25-3+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: NTM.1,2,4,3,1+3
ninaRight throwt38-3+1d
Throw break 2
ninaSTB.2t30+0-6d
* Removes Recoverable Health
* Unbreakable
* Side switch
* Powered up input: STB.2,1,3
ninaTSS.1t15-3+0d
* Removes Recoverable Health
* Throw break 1
* Powered up input: TSS.1,1,2,1+2
ninaTSS.2t20+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: TSS.1,2,4,3,1+3
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
panda1+3+4sp
panda3+4sp
* Alternate input: FDFA.3+4
* Can low parry in HBS with HBS.F
* Transition to HBS
* Transition to standing with input ub or u or uf
panda3+4sp
* Alternate input: FDFA.3+4
* Transition to HBS
* High crush 4~
pandad+3+4sp
* Alternative input: db+3+4
* Transition to ROL with input SIT.F
* Transition to California Roll with input SIT.B
* Low crush 6~12
* Floating state 13~15
* High crush 16~67
pandad+3+4sp
* Transition to SIT
* Transition to ROL with input f
panda1+2+3+4
pandaFC.1+2spN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Transition to ROL
* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
pandaHBS.3sp
* Transition to FUFA
* Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
pandaHBS.b,bsp
* Alternate input: SIT.B
* Transition to HBS with input D or 3+4
pandaHBS.d+3+4sp
* Transition to FDFA
pandaHBS.f,fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Transition to ROL
* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
pandaHBS.f+3+4
* Alternate input: HBS.b+3+4
* Transition to SIT
pandaSIT.fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Alternative input: FC.3+4 or FDFA.f
* Transition to ROL
* Transition to HBS with input ROL.D or ROL.3+4
* Becomes special mid attack during Heat (partially uses remaining Heat time)
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
paulf+3+4sp
* Transitions to CS
pauldf+3+4sp
* Transitions to DPD
paulb+1+325+1d FUFA
* Parry
* Parry state 5~12
paulb+3+4sp
* Transitions to SW
paul1+2+3+4
pauld,db,b
* Cannot be buffered
* Moves backward up to 1.04
* Less movement against distant opponent
* cs1~10 against distant opponent
* Less movement from attack transition
* No crouching state from attack transition
* High evasion from attack transition
* Transition to r9 DPD from 2f with df
* Minimum 3f needed to enter (one for each directional)
* High crush 1~14
pauld,df
* Cannot be buffered
* 1.12 movement over 20f
* Transition to CS from 2f with f
* Transition to r9 DPD from 3~19f with df
* Cancel to r1 block from 2f with b
* Cancel to r1 sidestep from 2f with u
* High crush 1~21
pauld,df,f
* Cannot be buffered
* t35 from 1+2~f
* Exits crouching state on frame 1
* 1.63 movement over 25f (includes CD)
* 1.98 movement over 35f from 1+2 cancel
* Transition to r9 DPD from 2f with df
* Cancel to r1 sidestep from 2f with u
* Cancel to r1 block from 24f with b
paulFC.D
paulCD.df
* Buffer window 2~9f (3~9f from SWA)
* Sidestep can be buffered with u
* DPD attacks can be buffered
* While standing attacks can be buffered
* Cancel to r1 block from 10f with b
* High crush 1~30
paulFC.1+2,2,1,2,1t30,i26+0d
* Throw break 1 or 2
* Alternate input 1,2,1,2
paulFC.1+2,2,d+1,1,1+2t50,i26+0d FDFA
* Throw break 1
* Transition to Arm Breaker with 1+2 after third hit
paulFC.1+2,1+2,1+2t25,i26-9+1d
* Throw break 1+2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
raven3m10,i14~15-8~-7+3~+4
raven3,3m, h10, 16,i14~15, i17~18-8~-7+5~+6
* Combo from 1st hit
* Jail from 1st block
raven3,3,4m, h, h10, 16, 20,i14~15, ,i26~27-9+39a (-19)+66a (+50)
* Balcony Break
* Combo from 2nd CH
* Cancel to r18 BT at -16~-15/-3~-2 with B
raven3+4
* Transition to CD (Shadow Sprint) with F
* Alternate input: d+3+4 or FC.3+4
ravendf+3+4
Transitions to Crouch Step
* High crush 4~25
ravenb+1+3
* Parries all attacks except for Rage Arts
* Parry state 1~10
ravenb+1+3,P-31
* Deals recoverable self-damage on a successful parry
* Raven will teleport back a safe distance
* Can input b+1+3/b+2+4 again at frame 40 before recovering in FC
* Low crush 1~32
* High crush 33~
ravenb+3+4
raven1+2+3+4
* CH state for 5 seconds
* Can't block for 5 seconds
raven1+2+3+4,b,f,1+2m!60,i59~61+21a (+11)
Balcony Break Cannot be blocked
* High crush 12~42
ravenUB,b
* Low crush 10~41
* Floating state 42~44
ravenUB,b,3+4m!,m!,M!20,20,20,i38~40 i46~49 i51~54-19a
Spike
* Low crush 21~56
ravenqcf
Can cancel to t30 r1? FC with d,DF
ravenFC.df,d,DF
* High crush 1~30
ravenFC.df,d,DF,f
ravenBT.b+3+4
Can block mid or high attacks after 6f
ravenBT.f,f,f
* Will phase through opponent up-close
* While vanished, Raven has no hurtbox
* Low crush 12?~41
* Floating state 42~44
ravenBT.f+1m18I16-8+6
* Balcony Break
* Transitions to throw on hit only
* Opponent recovers BT on hit
ravenBT.f+1+2
Parries mid or high punches or kicks
* Parry state 1~8
ravenSZN.B
* Low crush 1~17
* Floating state 15~17
ravenSZN.D
* Low crush 1~17
* Floating state 15~17
ravenSZN.F
ravenSZN.U
* Low crush 1~17
* Floating state 15~17
ravenBT.f+1+2,Pt25+5d
Opponent recovers FUFA
ravenBack throwt50-4d
* Floor Break
* Unbreakable
ravenLeft throwt40-3-3d
* Floor Break
* Throw break 1
* Side switch on hit
ravenRight throwt40-3-4d
* Floor Break
* Throw break 2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
reinaH.d+1+2
* Automatically parries limb-based, non-airborne mids and highs
* Deals 40 damage on successful parry
* +1d on successful parry
* Parry state 20~60
reina1+4
* Alternate input ws1+4
* Can transition to WGS with DF after 14 frames
* Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
* Can press df to cancel with sidestep
* High crush 1~29
reina2+3+4sp
Input d+2+3+4 to get Heihachi's secret taunt
reinaf+3
reinadf+3sp
* Can transition to SEN with input WGS.f+3
reinad+3sp
* Transitions to UNS (Kou, d)
* Can transition to UNS (Kou, u) with input u+3
* Can transition to UNS (Gen) with input b+3
* Can transition to WGS with input DF
* Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
* Punch parry, transitions to WGS on successful parry with +10
* Parry state 5~12?
reinad+1+2
* Can transition to r14 SEN with input f+3
* Can transition to r2 WGS with input DF
reinad+1+2sp
reinab+1+3
* Parry mids and highs
* Converts incoming damage to recoverable health
* Partially restores Heat on successful parry
* Transitions to WRA on successful parry with +(recv - 17) where recv is the recovery of the parried move
* Parry state 3~8
reinab+3
* Partially drains heat meter when in heat
* Transitions to UNS (Gen)
* Can transition to UNS (Kou, u/d) with input u+3 or d+3
* Can transition to SEN with input f+3
* Can transition to WGS with input DF
* Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
* See also Unsoku Cancel
reinaub+1+2sp
* Can transition to Wind God Step with input DF
* Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
* Low crush 10~24
reinau+3sp
* Transitions to UNS (Kou, u)
* Can transition to UNS (Kou, d) with input d+3
* Can transition to WGS with input DF
* Can execute EWGF or EWGK by inputting 2/3 exactly one frame after DF
* Punch parry, transitions to WGS on successful parry with +10
* Parry state 5~12?
reinau+1+2sp
* Can transition to Wind God Step with input DF
* Can execute EWGF or EWGK by inputting 2/3 exactly one frame after DF
* Low crush 10~24
reina1+2+3+4sp
reinaf,n
* Can transition to WGS with input DF
* Punch parry, transitions to WGS on successful parry with +10
* Parry state 2~8
reinaws1+4
* Alternate input 1+4
* Can transition to WGS with DF after 14 frames
* Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
* Can press df to cancel with sidestep
* High crush 1~29
reinaSSH.ufsp
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
shaheendf+3+4sp
* Transitions to SNK
* Transition to r1? FC with SNK.DB
shaheenb+1+3sp15 (15)
* Removes Recoverable Health
* Alternate input: b+2+4
* Punch parry
* Hit throw on successful parry
* Side switch on parry
* Parry state 5~12
shaheen1+2+3+4sp
shaheenFC.df,d,DFsp
* High crush
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
steveH.LNH.Pm,t15
* Parries high and mid punches and kicks?
* Active after LNH is actionable
* Transition to TFA after successful parry
* Parry state 25~95?
steveH.df+3+4sp
* Transition to r13 EXD
* r25? EXD FC cancel?
* Partially uses remaining heat time
* Auto low parry effect
* High crush 1~
* Parry state 1~
steve3sp
* Actionable for 21F
* Transition to r15 SWY with b+3_4 after 7F with 14F delay
* Transition to r1 DCK with f+3_4 after 7F with 14F delay
* Transition to r8 RWV with d+3_4 (steps right) after 20F
* Can cancel into r1 block when transitioning from attacks that transition to LWV
* SWY transition notes:
* Transition is t45? r15 cs1~36? and actionable for 21F.
* Can transition from SWY into LWV/RWV after 10F with 10F delay?
* Can transition from SWY into DCK after 25F
* DCK transition notes:
* Transition is t60? r15 cs1~35? and actionable for 35F.
* Can transition from DCK into LWV/RWV after 25?F
* Can transition from DCK into SWY after 35?F
steve4sp
* Actionable for 21F
* Transition to r15 SWY with b+3_4 after 7F with 14F delay
* Transition to r1 DCK with f+3_4 after 7F with 14F delay
* Transition to r8 LWV with u+3_4 (steps left) after 20F
* Can cancel into r1 block when transitioning from attacks that transition to RWV
* SWY transition notes:
* Transition is t45? r15 cs1~36? and actionable for 21F.
* Can transition from SWY into LWV/RWV after 10F with 10F delay?
* Can transition from SWY into DCK after 25F
* DCK transition notes:
* Transition is t60? r15 cs1~35? and actionable for 35F.
* Can transition from DCK into LWV/RWV after 25?F
* Can transition from DCK into SWY after 35?F
steve1+2+4
steve3+4sp
* Transition into ALB
* Transition to r10 PAB with F after 20F
* Transition into i13 ALB.d_u with d_u after 24F
stevef+3sp
* Transition to DCK
* Actionable for 19F
* Input u+3_4 to r25 cs1~25 LWV after 9F with 10F delay
* Input d+3_4 to r25 cs1~25 RWV after 9F with 10F delay
* Input b+3_4 to r10 SWY after 14F with 5F delay
* Input f+3_4 to r6 EXD after 19F
* Transition to r15 FC with db after 9F with 10F delay
* WV transition notes:
* Transition is t45 r25 cs1~25 and actionable for 14F.
* Can immediately transition into r15 SWY with 14F delay?
* Can immediately transition into r1 DCK with 14F delay?
* High crush 1~25
stevef+3+4sp
* Transition to PAB
* i21? auto high/mid block
* Can move forward with f after 20F
* Can transition to r1 FC with db after 20F
* Can transition to r1 standing with f+3+4 after 20F
* Stance moves and the following transitions can be performed instantly after inputting f+3+4:
* Transition to r7? LWV with 3 (laterally evasive)
* Transition to r7? RWV with 4 (laterally evasive)
* Transition to r1? ALB with 3+4
* Transition to r6 DCK with f+3_4
* Transition to r10 SWY with b+3_4
steveb+1+3sp
* Parry h and m punches
* +7? on successful parry
* Press 1 on successful parry for follow-up
** i14,30dmg (-12/+24a (+18)/+26a (+16))
* Parry state 5~12
steveb+3sp
* Transition to SWY
* Actionable for 15F
* Transition to r25 cs1?~25? LWV with u+3_4 after 5F with 10F delay
* Transition to r25 cs1?~25? RWV with d+3_4 after 5F with 10F delay
* Transition to r6 DCK with f+3_4 after 20F in SWY
* WV transition notes:
* Transition is t45 r25 cs1~25 and actionable for 14F.
* Can immediately transition into r15 SWY with 14F delay?
* Can immediately transition into r1 DCK with 14F delay?
* High crush 1~25
steveb+3+4sp
* Transition to FLK
* Actionable for 64F
* Auto i5? high and mid neutral block high and mid?
* Can cancel immediately into FC with db after b+3+4 input (3F iWS)
* Can cancel immediately into r6 DCK with f+3_4
* Can cancel immediately into r10 SWY with b+3_4
* Transition to r8 LWV with 3 (steps left)
* Transition to r8 RWV with 4 (steps right)
steveub+3sp
* Transition to LNH
* Actionable for 120F
* Transition to LWV with 3 (steps left)
* Transition to RWV with 4 (steps right)
* Transition to DCK with f+3_4
* Transition to SWY b+3_4
steve1+2+3+4
steveDCK.f+3sp
* Transition to EXD
* Actionable for 19F
* Input u+3_4 to r18 cs1~25 LWV after 9F with 10F delay
* Input d+3_4 to r18 cs1~25 RWV after 9F with 10F delay
* Input b+3_4 to r10 SWY after 14F with 5F delay
* Input db to r15 FC with db after 9F with 10F delay
* WV transition notes:
* Transition is t38 r18 cs1~18 and actionable for 14F.
* Can immediately transition into r15 SWY with 14F delay?
* Can immediately transition into r1 DCK with 14F delay?
steveBack throwt55+5d
* Unbreakable
* Sideswitch
* Opponent left FUFT
steveLeft throwt40-3+0d
* Throw break 1
* Opponent left FUFR?
steveRight throwt40-3+0d
* Throw break 2
* Opponent left FUFL?
steveTFA.1th15+0+14
* Press 1 for throw break
* Partially uses remaining heat time
steveTFA.2th50+0+0d
* Press 2 for throw break
* Partially uses remaining heat time
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
victor2+3+4sp
victor1+2+3+4sp
victorub,bsp
victorIAI.bsp
victorIAI.dsp
* High crush 1~30
victorIAI.fsp
* Parries low attacks
* Parry state 3?~11?
* High crush 4~17
victorIAI.usp
* is1-4
victorPRF.3+4sp
* 10?f of intangibility on transition
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
xiaoyu1+3+4
* Low crush 8~15
xiaoyu2+3+4
xiaoyuf+3+4
* Transition to AOP with D
* Low crush 9~
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+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+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+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)
xiaoyu1+2+3+4
xiaoyuAOP.d
* Xiaoyu ducks lower
* will crush most mids
* High crush
xiaoyuAOP.f+3+4
* Transition to AOP with D
* High crush
xiaoyuAOP.uf
* Alternate input AOP.ub AOP.u
* Low crush
xiaoyuBT.d+1+3+51a (+35)
* Low Parry from BT
* Alternate input BT.d+2+4
* Parry state 1?~14?
xiaoyuBT.d+3+4
* Xiaoyu spins and steps to the right
* Alternate input BT.u+3+4 (steps to the left)
xiaoyuBT.f+3+4
* "Cali Roll"
* High crush 1~8
* Low crush 9~
* High crush 28~30
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?
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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
yoshimitsu3+4
Yoshimitsu recovers in BT
yoshimitsud+1+2
* Unavailable in NSS
* Low crush 8~17
* Floating state 18~20
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~
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
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~
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
yoshimitsuDGF.1+2
* Low crush 1~27
* Floating state 28~30
yoshimitsuDGF.d+3+4
* Low crush 1~27
* Floating state 28~
* High crush 31~
yoshimitsuDGF.f
realigns with opponent, creates distance
* Low crush 1~
yoshimitsuFLE.1
* Floating state 1~25
* High crush 26~
yoshimitsuFLE.3
* Evades like a sidestep
* Low crush 1~
yoshimitsuFLE.d
* Evades jabs from frames 4-14
* Evades mids from frames 7-12
* Can be canceled into other FLE moves (except FLE.n)
* Low crush 1~4
* Floating state 5~15
* Low crush 16~
yoshimitsuFLE.db
* Low crush 1~12
* Floating state 13~15
yoshimitsuFLE.d+3+4
* Low crush 1~16
* High crush 16~30
* Floating state 17~
yoshimitsuFLE.f
* In WFL from frames 2?-32?
* Cancel into FLE.f,f with f within 19? frames
* Low crush 1~
yoshimitsuFLE.f+2
yoshimitsuFLE.u+1+2
* Low crush 1~
yoshimitsuFUFT.d+3+4
* Floating state 1~
yoshimitsuIND.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
* Low crush 1~
yoshimitsuIND.1+2
Unavailable in NSS
* Low crush 1~27
* Floating state 28~30
yoshimitsuIND.D+3+4*
* 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
* High crush 1~
* Floating state 1~
yoshimitsuIND.f
* 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
* Floating state 1~50
yoshimitsuIND.n
* 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
* High crush 1~
* Floating state 1~
yoshimitsuIND.u
* Evasive, can go under some attacks if timed
* Floating state 1~29
yoshimitsuIND.u+1+2
Unavailable in NSS
* Low crush 1~
yoshimitsuKIN.f
* High crush 5~25
yoshimitsuKIN.u+1+2
Can be counterhit
* Low crush 14~
yoshimitsuMED.1
yoshimitsuMED.3+4
yoshimitsuMED.d
Transitions into sidewalk with held input
yoshimitsuMED.f
* Transition to BT with 3+4
* Can be cancelled into instant while standing
* Closes distance with the opponent
yoshimitsuMED.n
* 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)
yoshimitsuNSS.BT.d+1l15
Yoshimitsu remains in NSS
yoshimitsuNSS.b,B+1+4,Bm20,i22~25-20+14 +64a
* Strong Aerial Tailspin
* Weapon
* Knockdown against BT opponent, +19a (+9)
* 4 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
yoshimitsuNSS.b+1+2
* High crush 8~50
yoshimitsuNSS.d+1+2
* High crush 7~
* Floating state 7~
yoshimitsuNSS.d+1+4
Yoshimitsu is invisible on frames 50~64, but can still be hit
yoshimitsuNSS.uf+1+3
* Low crush 9~35
* Floating state 36~38
yoshimitsu(Tackle reverse)t25
* Available only after reversing Ultimate Tackle with 1+2
* Unbreakable (even in NSS)
yoshimitsuBack Throwt50+1d
* Floor Break
* Unbreakable
yoshimitsuLeft Throwt45-3+0d
* Throw break 1
* Side switch on hit
yoshimitsuRight Throwt40-3-3d
Throw break 2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
zafina3+4
* Cancel to r20 with db
* Cancel to r28 with UB_U_UF
* Stance sidestep with u_d
* Backdash/dash with b_f
zafinad+1+2
* Cancel to r30 with DB_UB_U_UF
* Cancel to r10 standing guard with DB
* Crawl with F
* High crush 6~33
* Floating state 34~
zafinad+3+4
* Cancel to r30 with db
* Cancel to r38 with UB_U_UF
* Can block in stance on frame 31~
* Stance sidestep with u_d
* Move backward/forward with b_f
* Dash with f,f
* High crush 6~30
zafinab+1+3+12d
* Zafina automatically retaliates on a successful parry
* Deal 8 recoverable damage to self without Heat
* Parry state 6~29
zafinab+1+3,Pm,m5,23,i30~34 i29~30+2+12d
* 17 chip damage on block
* Gain ORB on hit
zafina1+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
zafinaMNT.2+3
zafinaSCR.d+3+4
* High crush 1~70
* Floating state 6~50
zafinaBack Throwt50+0d
* Unbreakable
zafinaLeft Throwt40-3+7d
* Throw break 1
* Side switch on hit
zafinaRight Throwt40-3+0d
* Throw break 2
* Side switch on hit
<Showing 6001-6206 of 6206 moves