
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| nina | BHS.1 | t | 8 | -3 | +3d | * Throw break 1 * Powered up input: BHS.1,3,1 * Alternate input: BTR.1 | ||
| nina | BHS.2 | t | 9,6 | -3 | +0d | * Throw break 2 * Powered up input: BHS.2,3,4,2 * Listed in previous games as Triple Slaps | ||
| nina | BHS.1+2 | t | 10,10 | -3 | +3d | * Removes Recoverable Health * Throw break 1+2 * Can side switch on hit * Powered up input: BHS.3,4,3,1+2 | ||
| nina | BTR.1 | t | 13 | -3 | +4d | * Throw break 1 * Powered up input: BTR.1,3,1 | ||
| nina | BTR.2 | t | 10 | -3 | +3d | * Throw break 2 * Powered up input: BTR.2,1,1+2 | ||
| nina | Back throw | t | 60 | +3d | * Removes Recoverable Health * Unbreakable * Can side switch on hit | |||
| nina | CHD.1 | t | 25 | +0d | +3d | * Removes Recoverable Health * Throw break 1 * Powered up input: CHD.3,4,1+2 | ||
| nina | CHD.2 | t | 8 | +0d | +7 | * Throw break 2 * Powered up input: CHD.4,2,1+2 | ||
| nina | HHD.1 | t | 20 | -9 | +3 | * Removes Recoverable Health * Throw break 1 * Powered up input: HHD.3,4,2+4 * Alternate name: Double Snap | ||
| nina | HHD.2 | t | 25 | -9 | +0d | * Removes Recoverable Health * Throw break 2 * Powered up input: HHD.1,3,2+4,1+2 | ||
| nina | Left throw | t | 40 | -3 | +1d | * Removes Recoverable Health * Throw break 1 * Can side switch on hit | ||
| nina | NTM.1 | t | 15 | -3 | +3d | * Removes Recoverable Health * Throw break 1 * Powered up input: NTM.1,1,2,1+2 | ||
| nina | NTM.2 | t | 25 | -3 | +3d | * Removes Recoverable Health * Throw break 2 * Powered up input: NTM.1,2,4,3,1+3 | ||
| nina | Right throw | t | 38 | -3 | +1d | Throw break 2 | ||
| nina | STB.2 | t | 30 | +0 | -6d | * Removes Recoverable Health * Unbreakable * Side switch * Powered up input: STB.2,1,3 | ||
| nina | TSS.1 | t | 15 | -3 | +0d | * Removes Recoverable Health * Throw break 1 * Powered up input: TSS.1,1,2,1+2 | ||
| nina | TSS.2 | t | 20 | +3d | * Removes Recoverable Health * Throw break 2 * Powered up input: TSS.1,2,4,3,1+3 | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| panda | 1+3+4 | sp | ||||||
| panda | 3+4 | sp | * 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 | |||||
| panda | 3+4 | sp | * Alternate input: FDFA.3+4 * Transition to HBS * High crush 4~ | |||||
| panda | d+3+4 | sp | * 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 | |||||
| panda | d+3+4 | sp | * Transition to SIT * Transition to ROL with input f | |||||
| panda | 1+2+3+4 | |||||||
| panda | FC.1+2 | sp | N/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) | ||
| panda | HBS.3 | sp | * Transition to FUFA * Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground) | |||||
| panda | HBS.b,b | sp | * Alternate input: SIT.B * Transition to HBS with input D or 3+4 | |||||
| panda | HBS.d+3+4 | sp | * Transition to FDFA | |||||
| panda | HBS.f,f | sp | N/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) | ||
| panda | HBS.f+3+4 | * Alternate input: HBS.b+3+4 * Transition to SIT | ||||||
| panda | SIT.f | sp | N/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-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| paul | f+3+4 | sp | * Transitions to CS | |||||
| paul | df+3+4 | sp | * Transitions to DPD | |||||
| paul | b+1+3 | 25 | +1d FUFA | * Parry * Parry state 5~12 | ||||
| paul | b+3+4 | sp | * Transitions to SW | |||||
| paul | 1+2+3+4 | |||||||
| paul | d,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 | ||||||
| paul | d,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 | ||||||
| paul | d,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 | ||||||
| paul | FC.D | |||||||
| paul | CD.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 | ||||||
| paul | FC.1+2,2,1,2,1 | t | 30 | ,i26 | +0d | * Throw break 1 or 2 * Alternate input 1,2,1,2 | ||
| paul | FC.1+2,2,d+1,1,1+2 | t | 50 | ,i26 | +0d FDFA | * Throw break 1 * Transition to Arm Breaker with 1+2 after third hit | ||
| paul | FC.1+2,1+2,1+2 | t | 25 | ,i26 | -9 | +1d | * Throw break 1+2 | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| raven | 3 | m | 10 | ,i14~15 | -8~-7 | +3~+4 | ||
| raven | 3,3 | m, h | 10, 16 | ,i14~15, i17~18 | -8~-7 | +5~+6 | * Combo from 1st hit * Jail from 1st block | |
| raven | 3,3,4 | m, h, h | 10, 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 |
| raven | 3+4 | * Transition to CD (Shadow Sprint) with F * Alternate input: d+3+4 or FC.3+4 | ||||||
| raven | df+3+4 | Transitions to Crouch Step * High crush 4~25 | ||||||
| raven | b+1+3 | * Parries all attacks except for Rage Arts * Parry state 1~10 | ||||||
| raven | b+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~ | |||||
| raven | b+3+4 | |||||||
| raven | 1+2+3+4 | * CH state for 5 seconds * Can't block for 5 seconds | ||||||
| raven | 1+2+3+4,b,f,1+2 | m! | 60 | ,i59~61 | +21a (+11) | Balcony Break Cannot be blocked * High crush 12~42 | ||
| raven | UB,b | * Low crush 10~41 * Floating state 42~44 | ||||||
| raven | UB,b,3+4 | m!,m!,M! | 20,20,20 | ,i38~40 i46~49 i51~54 | -19a | Spike * Low crush 21~56 | ||
| raven | qcf | Can cancel to t30 r1? FC with d,DF | ||||||
| raven | FC.df,d,DF | * High crush 1~30 | ||||||
| raven | FC.df,d,DF,f | |||||||
| raven | BT.b+3+4 | Can block mid or high attacks after 6f | ||||||
| raven | BT.f,f,f | * Will phase through opponent up-close * While vanished, Raven has no hurtbox * Low crush 12?~41 * Floating state 42~44 | ||||||
| raven | BT.f+1 | m | 18 | I16 | -8 | +6 | * Balcony Break * Transitions to throw on hit only * Opponent recovers BT on hit | |
| raven | BT.f+1+2 | Parries mid or high punches or kicks * Parry state 1~8 | ||||||
| raven | SZN.B | * Low crush 1~17 * Floating state 15~17 | ||||||
| raven | SZN.D | * Low crush 1~17 * Floating state 15~17 | ||||||
| raven | SZN.F | |||||||
| raven | SZN.U | * Low crush 1~17 * Floating state 15~17 | ||||||
| raven | BT.f+1+2,P | t | 25 | +5d | Opponent recovers FUFA | |||
| raven | Back throw | t | 50 | -4d | * Floor Break * Unbreakable | |||
| raven | Left throw | t | 40 | -3 | -3d | * Floor Break * Throw break 1 * Side switch on hit | ||
| raven | Right throw | t | 40 | -3 | -4d | * Floor Break * Throw break 2 | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| reina | H.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 | ||||||
| reina | 1+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 | ||||||
| reina | 2+3+4 | sp | Input d+2+3+4 to get Heihachi's secret taunt | |||||
| reina | f+3 | |||||||
| reina | df+3 | sp | * Can transition to SEN with input WGS.f+3 | |||||
| reina | d+3 | sp | * 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? | |||||
| reina | d+1+2 | * Can transition to r14 SEN with input f+3 * Can transition to r2 WGS with input DF | ||||||
| reina | d+1+2 | sp | ||||||
| reina | b+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 | ||||||
| reina | b+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 | ||||||
| reina | ub+1+2 | sp | * 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 | |||||
| reina | u+3 | sp | * 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? | |||||
| reina | u+1+2 | sp | * 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 | |||||
| reina | 1+2+3+4 | sp | ||||||
| reina | f,n | * Can transition to WGS with input DF * Punch parry, transitions to WGS on successful parry with +10 * Parry state 2~8 | ||||||
| reina | ws1+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 | ||||||
| reina | SSH.uf | sp | ||||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| shaheen | df+3+4 | sp | * Transitions to SNK * Transition to r1? FC with SNK.DB | |||||
| shaheen | b+1+3 | sp | 15 (15) | * Removes Recoverable Health * Alternate input: b+2+4 * Punch parry * Hit throw on successful parry * Side switch on parry * Parry state 5~12 | ||||
| shaheen | 1+2+3+4 | sp | ||||||
| shaheen | FC.df,d,DF | sp | * High crush | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| steve | H.LNH.P | m,t | 15 | * Parries high and mid punches and kicks? * Active after LNH is actionable * Transition to TFA after successful parry * Parry state 25~95? | ||||
| steve | H.df+3+4 | sp | * Transition to r13 EXD * r25? EXD FC cancel? * Partially uses remaining heat time * Auto low parry effect * High crush 1~ * Parry state 1~ | |||||
| steve | 3 | sp | * 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 | |||||
| steve | 4 | sp | * 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 | |||||
| steve | 1+2+4 | |||||||
| steve | 3+4 | sp | * Transition into ALB * Transition to r10 PAB with F after 20F * Transition into i13 ALB.d_u with d_u after 24F | |||||
| steve | f+3 | sp | * 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 | |||||
| steve | f+3+4 | sp | * 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 | |||||
| steve | b+1+3 | sp | * 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 | |||||
| steve | b+3 | sp | * 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 | |||||
| steve | b+3+4 | sp | * 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) | |||||
| steve | ub+3 | sp | * 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 | |||||
| steve | 1+2+3+4 | |||||||
| steve | DCK.f+3 | sp | * 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? | |||||
| steve | Back throw | t | 55 | +5d | * Unbreakable * Sideswitch * Opponent left FUFT | |||
| steve | Left throw | t | 40 | -3 | +0d | * Throw break 1 * Opponent left FUFR? | ||
| steve | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Opponent left FUFL? | ||
| steve | TFA.1 | th | 15 | +0 | +14 | * Press 1 for throw break * Partially uses remaining heat time | ||
| steve | TFA.2 | th | 50 | +0 | +0d | * Press 2 for throw break * Partially uses remaining heat time | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| victor | 2+3+4 | sp | ||||||
| victor | 1+2+3+4 | sp | ||||||
| victor | ub,b | sp | ||||||
| victor | IAI.b | sp | ||||||
| victor | IAI.d | sp | * High crush 1~30 | |||||
| victor | IAI.f | sp | * Parries low attacks * Parry state 3?~11? * High crush 4~17 | |||||
| victor | IAI.u | sp | * is1-4 | |||||
| victor | PRF.3+4 | sp | * 10?f of intangibility on transition | |||||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| xiaoyu | 1+3+4 | * Low crush 8~15 | ||||||
| xiaoyu | 2+3+4 | |||||||
| xiaoyu | f+3+4 | * Transition to AOP with D * Low crush 9~ | ||||||
| xiaoyu | d+1+2 | * Transition to AOP * Transition to r10 FC with AOP.u * Alternate input BT.d+1+2 * High crush 1~ | ||||||
| xiaoyu | d+3+4 | special | * Alternate input u+3+4 | |||||
| xiaoyu | db+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? | ||||||
| xiaoyu | db+3+4 | * Transition to BT * High crush | ||||||
| xiaoyu | b+1+3 | +6 | * Transition to BT on successful parry * Alternate input b+2+4 * Also possible during HYP and BT * Parry state 5~12? | |||||
| xiaoyu | b+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) | ||||||
| xiaoyu | 1+2+3+4 | |||||||
| xiaoyu | AOP.d | * Xiaoyu ducks lower * will crush most mids * High crush | ||||||
| xiaoyu | AOP.f+3+4 | * Transition to AOP with D * High crush | ||||||
| xiaoyu | AOP.uf | * Alternate input AOP.ub AOP.u * Low crush | ||||||
| xiaoyu | BT.d+1+3 | +51a (+35) | * Low Parry from BT * Alternate input BT.d+2+4 * Parry state 1?~14? | |||||
| xiaoyu | BT.d+3+4 | * Xiaoyu spins and steps to the right * Alternate input BT.u+3+4 (steps to the left) | ||||||
| xiaoyu | BT.f+3+4 | * "Cali Roll" * High crush 1~8 * Low crush 9~ * High crush 28~30 | ||||||
| xiaoyu | HYP.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-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| yoshimitsu | 1+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 | ||||||
| yoshimitsu | 3+4 | Yoshimitsu recovers in BT | ||||||
| yoshimitsu | d+1+2 | * Unavailable in NSS * Low crush 8~17 * Floating state 18~20 | ||||||
| yoshimitsu | d+3+4 | * All stance moves are bufferable * High crush 6~ * Floating state 6~ | ||||||
| yoshimitsu | DB+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~ | ||||||
| yoshimitsu | b+3 | * 8 self-damage * Can be performed from backturn (reverse direction) | ||||||
| yoshimitsu | b+3,3 | * 10 self-damage * 18 self-damage in total | ||||||
| yoshimitsu | b+3,3,3 | * 5 self-damage * 23 self-damage in total | ||||||
| yoshimitsu | b+3,3,3,3 | * 5 self-damage * 28 self-damage in total | ||||||
| yoshimitsu | b+3,3,3,3,3 | * 5 self-damage * 33 self-damage in total | ||||||
| yoshimitsu | b+3,3,3,3,3,3 | * 5 self-damage * 38 self-damage in total | ||||||
| yoshimitsu | b+1+2 | * High crush 8~50 | ||||||
| yoshimitsu | u+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~ | ||||||
| yoshimitsu | 1+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 | ||||||
| yoshimitsu | DGF.1+2 | * Low crush 1~27 * Floating state 28~30 | ||||||
| yoshimitsu | DGF.d+3+4 | * Low crush 1~27 * Floating state 28~ * High crush 31~ | ||||||
| yoshimitsu | DGF.f | realigns with opponent, creates distance * Low crush 1~ | ||||||
| yoshimitsu | FLE.1 | * Floating state 1~25 * High crush 26~ | ||||||
| yoshimitsu | FLE.3 | * Evades like a sidestep * Low crush 1~ | ||||||
| yoshimitsu | FLE.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~ | ||||||
| yoshimitsu | FLE.db | * Low crush 1~12 * Floating state 13~15 | ||||||
| yoshimitsu | FLE.d+3+4 | * Low crush 1~16 * High crush 16~30 * Floating state 17~ | ||||||
| yoshimitsu | FLE.f | * In WFL from frames 2?-32? * Cancel into FLE.f,f with f within 19? frames * Low crush 1~ | ||||||
| yoshimitsu | FLE.f+2 | |||||||
| yoshimitsu | FLE.u+1+2 | * Low crush 1~ | ||||||
| yoshimitsu | FUFT.d+3+4 | * Floating state 1~ | ||||||
| yoshimitsu | 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 * Low crush 1~ | ||||||
| yoshimitsu | IND.1+2 | Unavailable in NSS * Low crush 1~27 * Floating state 28~30 | ||||||
| yoshimitsu | IND.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~ | ||||||
| yoshimitsu | IND.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 | ||||||
| yoshimitsu | IND.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~ | ||||||
| yoshimitsu | IND.u | * Evasive, can go under some attacks if timed * Floating state 1~29 | ||||||
| yoshimitsu | IND.u+1+2 | Unavailable in NSS * Low crush 1~ | ||||||
| yoshimitsu | KIN.f | * High crush 5~25 | ||||||
| yoshimitsu | KIN.u+1+2 | Can be counterhit * Low crush 14~ | ||||||
| yoshimitsu | MED.1 | |||||||
| yoshimitsu | MED.3+4 | |||||||
| yoshimitsu | MED.d | Transitions into sidewalk with held input | ||||||
| yoshimitsu | MED.f | * Transition to BT with 3+4 * Can be cancelled into instant while standing * Closes distance with the opponent | ||||||
| yoshimitsu | MED.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) | ||||||
| yoshimitsu | NSS.BT.d+1 | l | 15 | Yoshimitsu remains in NSS | ||||
| yoshimitsu | NSS.b,B+1+4,B | m | 20 | ,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 | |
| yoshimitsu | NSS.b+1+2 | * High crush 8~50 | ||||||
| yoshimitsu | NSS.d+1+2 | * High crush 7~ * Floating state 7~ | ||||||
| yoshimitsu | NSS.d+1+4 | Yoshimitsu is invisible on frames 50~64, but can still be hit | ||||||
| yoshimitsu | NSS.uf+1+3 | * Low crush 9~35 * Floating state 36~38 | ||||||
| yoshimitsu | (Tackle reverse) | t | 25 | * Available only after reversing Ultimate Tackle with 1+2 * Unbreakable (even in NSS) | ||||
| yoshimitsu | Back Throw | t | 50 | +1d | * Floor Break * Unbreakable | |||
| yoshimitsu | Left Throw | t | 45 | -3 | +0d | * Throw break 1 * Side switch on hit | ||
| yoshimitsu | Right Throw | t | 40 | -3 | -3d | Throw break 2 | ||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| zafina | 3+4 | * Cancel to r20 with db * Cancel to r28 with UB_U_UF * Stance sidestep with u_d * Backdash/dash with b_f | ||||||
| zafina | d+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~ | ||||||
| zafina | d+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 | ||||||
| zafina | b+1+3 | +12d | * Zafina automatically retaliates on a successful parry * Deal 8 recoverable damage to self without Heat * Parry state 6~29 | |||||
| zafina | b+1+3,P | m,m | 5,23 | ,i30~34 i29~30 | +2 | +12d | * 17 chip damage on block * Gain ORB on hit | |
| zafina | 1+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 | ||||||
| zafina | MNT.2+3 | |||||||
| zafina | SCR.d+3+4 | * High crush 1~70 * Floating state 6~50 | ||||||
| zafina | Back Throw | t | 50 | +0d | * Unbreakable | |||
| zafina | Left Throw | t | 40 | -3 | +7d | * Throw break 1 * Side switch on hit | ||
| zafina | Right Throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit |