Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
---|---|---|---|---|---|---|---|
2+3 | m | 12 | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b * 3 chip damage on block * Partially uses Heat <div class="plainlist"> * Power crush 7~62 * On cancel: fs12~20 Low crush 21~29 fs30~32 </div> | |
H.DGF.1 | M | 26 | i30~31 | +2~+3 | +46a | * Spike * Weapon * 18 chip damage on block * Recovers health on hit Low crush 1~27 | |
H.DGF.f+1+2 | h,h,h | 10,10,20 | i16~17 i11~12 i11~12 | +4~+5 | +18a (+9) | * Homing * Balcony Break * Weapon * 17 chip damage on block * Recovers health on hit Low crush 1~65 | |
H.2+3 | M,m,m,m | 51 | i18~19 | +4~+5 | -3d | * Heat Smash * Balcony Break * Recovers health on hit * Transition to r29 DGF on block with U, +10~+11 * Transition to attack throw after 1st hit * Ignores regular power crush armor * 14 chip damage on block * Jail from 1st attack * Unparryable * Ends Heat Low crush 68~89 fs90~92 (on block/whiff) | |
R.df+1+2 | m | 10,45+ | i20 | -15 | +0d | * Rage Art * Damage increases with lower health * Erases opponent's recoverable health on hit Power crush 8~ | |
1 | h | 7 | i10 | +1 | +8 | ||
1,1 | h,m | 7,19 | ,i23 | -9 | +4c | +6a | * Spike * Weapon * Combo from 1st hit with 1f delay * Input can be delayed 3f * Interrupt with i4 from 1st block * 3 chip damage on block * Power up in NSS or Heat |
1,NSS.1 | h,m | 7,22 | ,i23 | -9 | +16a | +52a | * Balcony Break * 11 chip damage on block * Recovers health on hit |
2 | h | 10 | i11 | -1 | +5 | +8 | |
2,1 | h,m | 10,23 | ,i26~27 | -9 | +12a | * Balcony Break * Weapon * Combo from 1st CH with 2f delay * Cancel to r15 with b * Interrupt with i8 from 1st block * Becomes a [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-2,NSS.1|different move]] in NSS | |
2,2 | h,h | 10,18 | ,i24 | -1 | +15g | * Tornado * Combo from 1st hit with 1f delay * Enter KIN with 1+2 * Transition to NSS on hit or block only | |
2,3 | h,h | 10,24 | ,i26~27 | -10 | +16a (+7) | * Balcony Break * Combo from 1st CH with 2f delay * Input can be delayed 5f | |
2,NSS.1 | h,h | 10,5,15 | ,i23~24 i18 | -5 | +19a | * Balcony Break * Combo from 1st hit * Jail from 2nd attack * Alternate notation: NSS.2,1 | |
2,d+3 | h,L | 10,11 | ,i22 | -12 | -1 | * Combo from 1st hit with 2f delay High crush 12~ | |
3 | m | 12 | i15~16 | -9 | +5 | ||
3,1 | m,h | 12,22 | ,i22~24 | +7~+9 | +18g~+20g | * Heat Engager * Heat Dash +5g~7g +62a (+42) * Balcony Break * Weapon * Combo from 1st hit * 4 chip damage on block * Does not transition to DGF during Heat activation and Heat Dash * Power up in NSS or Heat * Recovers in 1SS ,Low crush 26~ | |
3,2 | m,m | 12,12 | ,i22 | -12 | +1 | Interrupt with i1 from 1st block | |
3,2,1+2 | m,m,M | 12,12,29 | ,i26~27 | -14c~-13c | +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 | |
3,2,NSS.1+2 | m,m,M | 12,12,30 | ,i26~27 | -14c~-13c | +20a (+10) | * Balcony Break * Weapon * Combo from 2nd hit with 4f delay * Input can be delayed 10f * Move can be delayed 9f * 15 chip damage on block * Clean hit 39 damage * Recovers health on hit | |
3,NSS.1 | m,h | 12,25 | ,i22~24 | +7~+9 | +18g~+20g | * Heat Engager * Heat Dash +5g~7g +62a (+42) * Balcony Break * Weapon * Combo from 1st hit * 7 chip damage on block * Recovers health no hit * Does not transition to DGF during Heat Dash * Recovers in 1SS ,Low crush 26~ | |
3~4 | m,m | 6,22 | i17~18 i28~29 | -6 | +3 | * Enter DGF +5 +14 r18 with 1SS.U <div class="plainlist"> * Low crush 12-37 * fs38-40</div> | |
4 | h | 12 | i12~13 | -11 | +0 | +20a (+10) | Balcony break on airborne hit |
4,4 | h,h | 12,12 | ,i24~25 | -4 | -2 | * Combo from 1st hit with 4f delay | |
4,4,2 | h,h,m | 12,12,5 | ,i30~31 | -22 | -12 | Yoshimitsu recovers sideturned on block | |
4,4,2,2 | h,h,m,h | 12,12,5,6 | ,i22~23 | -24 | -13 | * Combo from 3rd hit * Opponent recovers BT on hit | |
4,4,2,2,1 | h,h,m,h,m! | 12,12,5,6,30 | ,i67 | -18 | * Weapon | ||
4,4,2,2,1~1 | h,h,m,h,m!,m! | 12,12,5,6,30,22 | ,i28~113 | -58 | * Weapon * Cancel early to r26 with B (earliest cancel -12a) * Possible to double-hit | ||
4,4,2,2,NSS.1 | h,h,m,h,m | 12,12,5,6,30 | ,i67 | -54 | -17a | ||
4,4,2,2,NSS.1~1 | h,h,m,h,m,h! | 12,12,5,6,30,40 | ,i20~105 | -49a (-75) | * Balcony Break * Cancel early to r30 with B | ||
4,4,4 | h,h,h | 12,12,20 | ,i24~25 | -4 | +18a (+9) | * Balcony Break * Combo from 2nd CH with 4f delay | |
4~3 | m | 25 | i25~26 | -13 | +52a (+42) | * Tornado <div class="plainlist"> * High crush 4~22 * fs10~50</div> | |
1+2 | * Can recover to r17 FC with D * Strong Attack Reversal: parries all highs or mids, except throws, unblockables and charge moves * Alternate inputs: BT.1+2, FC.db+1+2 FC.d+1+2 Parry state 3~9 | ||||||
1+2,P | M,M | 10,12 | i15~18 i3~6 | +1c~+4c | +14a | ,is1~20 Low crush 11~42 fs43~45 | |
1+2+3 | m | 0 | i22~40 | -8~+10g | +0~+18 | +16~+34 | * Weapon * Can hit grounded when up-close and off-axis |
1+4 | m | 20 | i6~9 | -15~-12 | +14c~+17c | * Weapon * 70% proration on standing hit * Knockdown against BT opponent +11a (FDFT) * Power up in NSS or Heat | |
3+4 | Alternate inputs: b+3+4, BT.3+4 | ||||||
f+2 | h | 18 | i17~18 | -4~-3 | +14g~+15g | +39a | Balcony Break |
f+2,1 | h,M | 18,21 | ,i26~27 | -12~-11 | +17a (+10) | * Tornado * Weapon * Combo from 1st CH * Alternate input: BT.2,1 * Alternate notation: 1SS.f+2,1 | |
f+2,NSS.1 | h,m | 18,21 | ,i26~27 | -12~-11 | +17a (+10) | * Tornado * Combo from 1st CH * Alternate input: BT.2,NSS.1 | |
f+2,db+2 | h,m | 18,8 | ,i10~14 | -5 | +6 | Link to db+2 extensions | |
f+3 | h | 24 | i16~17 | -9~-8 | +17a (+8) | * Homing * Balcony Break | |
f+3,4 | h,m | 24,20 | ,i23~24 | -6~-5 | +37a (+23a) | * Knee * 18f delay after 1st attack * Interrupt with i17 from 1st block ,Low crush 30~38 fs39~41 | |
f+4 | m | 20 | i18 | -13 | +21a (+11) | * Balcony Break * -9 on attack absorbtion * 8 chip damage on attack absorbtion Power crush 7~17 | |
f+1+2 | M | 23 | i20 | -12 | +8a (-1) | * Heat Engager * Heat Dash +5g +62a (+42) * Balcony Break * Weapon * 4 chip damage on block * 29 damage and extended range in NSS or Heat | |
f+3+4 | m,M,M,M | 20,3,3,3 | i21~25 | -13~-9 | -8a (-15) | * Balcony Break * Head * Floor break 3rd 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 r55 BT with b * Alternate notation: 1SS.f+3+4 | |
df+1 | m | 14 | i13 | -4 | +5 | ||
df+1,2 | m,h | 14,16 | ,i25~26 | -4~-3 | +14g~+15g | +39a | * Balcony Break * Combo from 1st CH with 2f delay |
df+1,2,1 | m,h,M | 14,16,19 | ,i26~27 | -12~-11 | +17a (+10) | * Tornado * Weapon * Combo from 2nd CH * Alternate notation: 1SS.df+1,2,1 | |
df+1,2,NSS.1 | m,h,m | 14,16,19 | ,i26~27 | -12~-11 | +17a (+10) | * Tornado * Combo from 2nd CH | |
df+1,2,db+2 | m,h,m | 14,16,7 | ,i15 | -5 | +6 | * Links to db+2 extensions | |
df+1,4 | m,m | 14,17 | ,i17 | -12 | +4 | * Jail from 1st attack with 2f delay | |
df+2 | m | 13 | i15~16 | -7~-6 | +34a (+24) | * On hit +4s~+5s against crouching opponent * On CH launches crouching opponent | |
df+3 | m | 10 | i17~18 | -4~-3 | +4~+5 | ||
df+3,1 | m,M | 10,20 | ,i23~24 | -9~-8 | +4c~+5c | +6a | * Weapon * Combo from 1st hit * 4 chip damage on block * Power up in NSS or Heat * Input can be held to transition to d+1* |
df+3,NSS.1 | m,M | 10,24 | ,i23~24 | -9~-8 | +16a | +6a | * Spike * Weapon * Combo from 1st hit * Recovers health on hit * 12 chip damage on block * Input can be held to transition to d+1* |
df+4 | m | 15 | i12 | -7 | +4 | ||
df+1+4 | M | 20 | i20~21 | -17~-16 | +35a (+25) | * Weapon * Can be buffered * Transition to r37 KIN with 1+2 * Can be performed in FC * Power up input: f,n,d,df+1 * Alternate notation: 1SS.df+1+4 Low crush 17~39 fs40~42 | |
df+2+3 | m | 18 | i17~18 | -13~-12 | +6 | +58a (+38) | * Balcony Break * Can be performed in FC * Power up input: f,n,d,df+2 * Alternate notation: 1SS.df+2+3 High crush 9~17 |
d+1 | M | 15 | i24~25 | -9~-8 | +1c~+2c | +6a | * Spike * Weapon * 4 chip damage on block * Power up in NSS or Heat |
d+1*(1),n | M! | 20 | i55~56 | +4c~+5c | +6a | * Spike * Weapon * Constantly realigns while charging * Can be canceled with b* | |
d+1*(2),n | M! | 25 | i99~100 | +4c~+5c | +6a | * Spike * Weapon * Constantly realigns while charging * Can be canceled with b* | |
d+1*(3),n | M! | 30 | i130~131 | +4c~+5c | +6a | * Spike * Weapon * Constantly realigns while charging * Can be canceled with b* | |
d+1*(4),n | M! | 40 | i179~180 | +16a | +52a | * Spike * Weapon * Constantly realigns while charging * Can be canceled with b* | |
d+1*(5),n | M! | 60 | i214~215 | +16a | +52a | * Spike * Weapon * Constantly realigns while charging * Can be canceled with b* | |
d+1*(6),n | M! | 180 | i249~250 | +16a | +52a | * Spike * Weapon * Constantly realigns while charging * Can be canceled with b* | |
d+2 | M | 12 | i16~17 | -9~-8 | +0~+1 | Weapon | |
d+2,1 | M,h | 12,23 | ,i27~28 | -9~-8 | +17a (+8) | * Balcony Break * Weapon * Combo from 1st hit with 8f delay * Input can be delayed 16f * Move can be delayed 10f * Alternate notation: 1SS.d+2,1 | |
d+2,2 | M,m | 12,17 | ,i22~23 | -12~-11 | +7g~+8g | +28a (+22) | * Weapon * Combo from 1st hit with 13f delay * Input can be delayed 16f * Move can be delayed 10f * In 1SS transition to r31 NSS with B |
d+2,2,1 | M,m,h | 12,17,20 | ,i19~20 | -9~-8 | +8a (-1) | * Balcony Break * Weapon * Input can be delayed 10f * Move can be delayed 9f * Alternate notation: 1SS.d+2,2,1 | |
d+2,2,2 | M,m,M | 12,17,19 | ,i25~27 | -13~-11 | +16a (+9) | * Tornado * Weapon * Input can be delayed 10f * Move can be delayed 9f | |
d+2,2,NSS.1 | M,m,h | 12,17,20 | ,i19~20 | -9~-8 | +8a (-1) | * Balcony Break * Input can be delayed 10f * Move can be delayed 9f | |
d+2,2,NSS.d+1 | M,m,m | 12,17,17 | ,i29~30 | -12~-11 | +2c~+3c | +42a | * Spike * Input can be delayed 10f * Move can be delayed 9f |
d+2,2,d+1 | M,m,m | 12,17,17 | ,i29~30 | -12~-11 | +2c~+3c | +42a | * Spike * Weapon * Input can be delayed 10f * Move can be delayed 9f |
d+2,NSS.1 | M,h | 12,18 | ,i27~28 | -9~-8 | +10g~+11g | * Balcony Break * Combo from 1st hit with 8f delay * Input can be delayed 16f * Move can be delayed 10f | |
d+3 | L | 12 | i15~17 | -18~-16 | -4~-2 | Most commonly impacts on frame 16, except when tracking right High crush 4~ | |
d+4 | l | 6 | i12 | -15 | -4 | High crush 4~ | |
d+1+2 | * Alternate input: BT.d+1+2 * Unavailable in NSS Low crush 8~17 fs18~20 | ||||||
d+1+4 | m! | 60 | i29~30 | -32a | * Weapon * 60 self damage during 1st recovery frame * Can connect from the front if the opponent attacks into it * Alternate notation: 1SS.d+1+4 | ||
d+1+4,B+1 | m!,m! | 60,18 | ,i1~39 | -29a | * Weapon * 6 self damage | ||
d+1+4,B+1,1 | m!,m!,m! | 60,18,20 | ,i1~18 | -29a | * Weapon * 6 self damage | ||
d+1+4,B+1,1,1 | m!,m!,m!,m! | 60,18,20,21 | ,i1~18 | -29a | * Weapon * 10 self damage | ||
d+1+4,B+1,1,1,1 | m!,m!,m!,m!,m! | 60,18,20,21,28 | ,i1~18 | -29a | * Weapon * 12 self damage | ||
d+1+4,B+1,1,1,1,1 | m!,m!,m!,m!,m!,m! | 60,18,20,21,28,30 | ,i1~35 | -30a | * Weapon * 17 self-damage * The entire string deals 111 self damage | ||
d+3+4 | * All stance moves are bufferable * Alternate inputs: BT.d+3+4, FC.d+3+4 High crush 6~ fs6~ | ||||||
DB+2 | m | 8 | i15 | -5 | +6 | ||
DB+2,2 | m,m | 8,7 | ,i10~14 | -9~-5 | +2~+6 | Combo from 1st hit | |
DB+2,2,2 | m,m,m | 8,7,6 | ,i10~14 | -9~-5 | +2~+6 | Combo from 1st hit | |
DB+2,2,2,2 | m,m,m,m | 8,7,6,5 | ,i10~14 | -9~-5 | +2~+6 | Combo from 3rd CH | |
DB+2,2,2,2,2 | m,m,m,m,m | 8,7,6,5,4 | ,i10~14 | -9~-5 | +2~+6 | * Combo from 4th hit * Combo from 3rd CH | |
DB+2,2,2,2,2,2 | m,m,m,m,m,m | 8,7,6,5,4,3 | ,i10~14 | -49 | -37 | Combo from 5th CH | |
DB+3 | l | 8 | i18~19 | -25~-24 | -14~-13 | High crush 6~ | |
DB+3,3 | l,l | 8,7 | ,i15~17 | -19~-17 | -7~-5 | * Combo from 1st hit * Transition to r20 IND with d+3+4 ,High crush 1~ | |
DB+3,3,3 | l,l,l | 8,7,7 | ,i15~17 | -19~-17 | -7~-5 | * Combo from 2nd CH * Transition to r20 IND with d+3+4 ,High crush 1~ | |
DB+3,3,3,3 | l,l,l,l | 8,7,7,5 | ,i15~17 | -19~-17 | -7~-5 | * Combo from 3rd CH * Transition to r20 IND with d+3+4 ,High crush 1~ | |
DB+3,3,3,3,3 | l,l,l,l,l | 8,7,7,5,5 | ,i15~17 | -19~-17 | -7~-5 | * Combo from 4th CH * Transition to r20 IND with d+3+4 ,High crush 1~ | |
DB+3,3,3,3,3,3 | l,l,l,l,l,l | 8,7,7,5,5,5 | ,i9~11 | -26~-24 | -15~-13 | * Combo from 5th CH ,High crush 1~ | |
DB+3,3,3,3,3,4 | l,l,l,l,l,m | 8,7,7,5,5,15 | ,i12~13 | -8~-7 | +23a (+13) | * Balcony Break * Transition to r21 KIN with 1+2 (-6~-5 on block) * Transition to r24 NSS with B * Same animation as ws4 * Alternate inputs: * DB+3,3,4 * DB+3,3,3,4 * DB+3,3,3,3,4 | |
DB+1+2 | * Continues as long as DB is held * Transition to r25 releasing db High crush 11~ | ||||||
db+1 | L | 12 | i26~28 | -11~-9 | +4~+6 | 7~+9 | Unavailable in NSS High crush 8~ |
db+1,2 | Lm | 12,20 | i25~26 | -13~12 | +0~+1 | +6g~+7g | * Balcony break on CH * Combo from 1st with 1f delay * Combo from 1st CH with 8f delay * Input can be delayed 8f |
db+4 | L | 14 | i17 | -12 | -1 | ||
B+1 | h | 8 | i17 | +1 | +7 | +12 | Can transition to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] with b+3 or b+4 |
B+1,1 | h,h | 8,9 | ,i11~12 | +4~+5 | +5~+6 | +10~+11 | Can transition to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] with b+3 or b+4 |
B+1,1,1 | h,h,h | 8,9,10 | ,i11~12 | +4~+5 | +5~+6 | +10~+11 | Can transition to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] with b+3 or b+4 |
B+1,1,1,1 | h,h,h,h | 8,9,10,12 | ,i11~12 | +4~+5 | +5~+6 | +10~+11 | Can transition to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] with b+3 or b+4 |
B+1,1,1,1,1 | h,h,h,h,h | 8,9,10,12,14 | ,i11~12 | +4~+5 | +5~+6 | +10~+11 | Can transition to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] with b+3 or b+4 |
B+1,1,1,1,1,1 | h,h,h,h,h,h | 8,9,10,12,14,16 | ,i11~12 | -73 | -71 | -67 | |
B+1,1,DB+3 | h,h,l | 8,9,7 | ,i13~14 | -20~-19 | -9~-8 | * Alternate inputs: * b+1,db+3 (Combos) * b+1,1,db+3 (Combos) High crush 10~ | |
B+1,1,DB+3,3 | h,h,l,l | 8,9,7,5 | ,i15~17 | -19~-17 | -7~-5 | * Transition to r20 IND with d+3+4 * Alternate inputs: * b+1,DB+3,3 (Combos) * b+1,1,DB+3,3 ,High crush 1~ | |
B+1,1,DB+3,3,3 | h,h,l,l,l | 8,9,7,5,5 | ,i9~11 | -27~-25 | -15~-13 | * Alternate inputs: * b+1,DB+3,3,3 * b+1,1,DB+3,3,3 ,High crush 1~ | |
B+1,1,DB+3,3,4 | h,h,l,l,m | 8,9,7,5,15 | ,i12~13 | -8~-7 | +23a (+13a) | * Balcony Break * Transition to r21 KIN with 1+2 (-6~-5 on block) * Transition to r24 NSS with B * Same animation as ws4 * Alternate inputs: * b+1,DB+3,3,4 * b+1,1,DB+3,3,4 | |
b+2 | m | 12 | i14~15 | -9~-8 | +2~+3 | Transition to r27 KIN with 1+2 | |
b+2,1 | m,M | 12,20 | ,i27~28 | -17~-16 | +28a (+18) | * Weapon * Combo from 1st CH with 2f delay * Transition to r30 KIN with 1+2 * Input can be delayed 14f * Alternate notation: 1SS.b+2,1 Low crush 28~49 fs50~52 | |
b+2,2 | m,h | 12,21 | ,i22~23 | -13 | +2a | * Heat Engager * Heat Dash +5g~+6g +36a (+26) * Weapon * Combo from 1st with 1f delay * Combo from 1st CH with 7f delay * Input can be delayed 14f * Alternate notation: 1SS.b+2,2 | |
b+2,NSS.1 | m,m | 12,17 | ,i27~28 | -17~-16 | +28a (+18) | * Combo from 1st CH with 2f delay * Transition to r30 KIN with 1+2 * Input can be delayed 14f Low crush 28~49 fs50~52 | |
b+2,NSS.2 | m,h | 12,18 | ,i22~23 | -10~-9 | +0~+1 | * Heat Engager * Heat Dash +5g~+6g +36a (+26) * Combo from 1st with 1f delay * Combo from 1st CH with 7f delay * Input can be delayed 14f | |
b+3 | * 4 self-damage * Alternate input: b+4 | ||||||
b+3,3 | * 4 self-damage * Alternate input: b+4,4 | ||||||
b+3,3,3 | * 4 self-damage * Alternate input: b+4,4,4 | ||||||
b+3,3,3,3 | * 4 self-damage * Alternate input: b+4,4,4,4 | ||||||
b+3,3,3,3,3 | * 4 self-damage * Alternate input: b+4,4,4,4,4 | ||||||
b+3,3,3,3,3,3 | * 4 self-damage * Alternate input: b+4,4,4,4,4,4 fs65~ | ||||||
b+1+2 | * Alternate input: BT.b+1+2 * Alternate name: Mutou no Kiwami High crush 8~50 | ||||||
ub+1 | m | 15 | i24~25 | -6~-5 | +3c~+4c | * Spike * Weapon * Alternate notation: 1SS.ub+1 Low crush 9~27 fs28~30 | |
ub+1+3 | m! | 40 | i50~52 | -24 | * Weapon * Punishable on close hit with FUFT.3 * Alternate notation: 1SS.ub+1+3 | ||
ub+1+3,1+2 | m!h! | 40,18 | ,i18~19 | +1~+2 | +45a | * Weapon * Alternate notation: 1SS.ub+1+3,1+2 | |
ub+1+3,n+1 | m!,m! | 40,22 | ,i28~113 | -57a | * Weapon * Cancel early to r21 with B (earliest cancel -12a) * Possible to double-hit * Alternate notation: 1SS.ub+1+3,n+1 | ||
ub+4 | m | 17 | i20~22 | -19~-17 | +12a (+2) | * Balcony Break * Spike Low crush 9~32 fs33~35 | |
ub+1+2 | M | 25 | i24~25 | -8c~-7c | +27a (+17) | * Balcony Break * Weapon * 5 chip damage on block * Power up in NSS or Heat | |
u+1 | m | 17 | i24~25 | -5~-4 | +4c~+5c | * Spike * Weapon * Alternate notation: 1SS.u+1 Low crush 9~27 fs28~30 | |
u+1+2 | * Unavailable in 1SS * Alternate input: BT.u+1+2 Low crush 8~ | ||||||
u+3+4 | M,M | 10,12 | i39~42 i3~6 | +1c~+4c | +24a | * Spike * Evades some mid attacks from frames ?-? * Can be floated out of invisibility frames Low crush 11~42 | |
uf+1 | m | 20 | i24~25 | -4~-3 | +5c~+6c | +50a | * Spike * Weapon * Alternate notation: 1SS.uf+1 Low crush 9~27 fs28~30 |
uf+1+3 | M! | 40 | i113~114 | +30a | * Spike * Weapon * Cancel to r34 DGF with 1+2 on frames 1-34 * Cancel to r30 DGF with 1+2 on frame 35. delayable up to frame 92 * Alternate notation: 1SS.uf+1+3 Low crush 9~110 fs111~113 | ||
uf+1+3>d | M | 30 | i83~84 | -1c~+0c | +34a | * Spike * Weapon * 12 chip damage on block * Input during frames 35-60 of uf+1+2 Low crush 9~80 fs81~83 | |
uf+1+3,b | M! | 35 | i55~56 | +24a | * Spike * Weapon * Cancel to r27 DGF with 1+2 * Input during frames 1-31 of uf+1+2 Low crush 9~59 fs60~62 | ||
uf+1+3,d | M | 25 | i55~56 | -3~-2 | +34a | * Spike * Weapon * 10 chip damage on block * Input during frames 1-31 of uf+1+2 Low crush 9~52 fs53~55 | |
uf+2 | m | 25 | i35~36 | -16~-15 | +6g~+7g | +25a | * Weapon * Cancel to r20 FC with D Low crush 10~29 fs30~32 |
uf+3 | m | 15 | i15 | -13 | +32a (+22) | * Knee * Can evade jabs at frames 5-7 * Alternate inputs: ub+3, u+3 Low crush 9~33 fs34~36 | |
uf+4 | m | 21 | i20~22 | -9~-7 | +22a | * Homing * Balcony Break * Spike * Alternate input: u+4 Low crush 9~32 fs33~35 | |
uf+3+4 | M | 20 | i31~35 | -16~-12 | -4a | * Spike * In 1SS cancel to r18 DGF with 1+2 * In 1SS transition to r28 FLE with d+1+2 * Transition to r28 IND with d+3+4 (or NSS.d+1+2) * On hit, transitions to r49 backward jump automatically Low crush 10~32 fs33~35 | |
uf+3+4,1 | M,h | 20,8 | ,i16~18 | -1~+1 | -42 | * On hit, transitions to r49 backward jump automatically * Combo from 1st hit vs grounded * Combo from 1st hit | |
uf+3+4,1,4 | M,h,m | 20,8,15 | ,i17~28 i28~39 | -14~+13g | +27a (+17a) | Combos from 1st (requires wall) ,Low crush 14~41 fs42~44 | |
uf+3+4,1,4,1 | M,h,m,M | 20,8,15,15 | ,i24~25 | -9~-8 | +1c~+2c | +6a | * Spike * Weapon * Can transition to d+1*,n * 4 chip damage on block * Power up in NSS or Heat * Alternate notation: 1SS.uf+3+4,b+1,4,d+1) |
uf+3+4,1,4,NSS.1 | M,h,m,M | 20,8,15,15 | ,i24~25 | -9~-8 | +16a | +52a | * Spike * Weapon * Can transition to d+1*,n * 12 chip damage on block * Recovers health on hit |
uf+3+4,1,3+4 | M,h,M | 20,8,21 | ,i31~35 | +0c~+4c | -14a | * Spike * On hit, transitions to r49 backward jump automatically ,Low crush 10~32 fs33~35 | |
uf+3+4,3 | M,M,M | 20,10,10 | ,i39~42 i3~6 | -4c~-1c | +27a | * Spike * Evades mid attacks from frames ?-? ,Low crush 11~42 fs43~45 | |
uf+3+4,3+4 | M,m | 20,25 | ,i25~26 | -13~-12 | +52a (+42) | * Tornado * Combo from 1st hit ,High crush 4~22 fs10~50 | |
1+2+3+4 | * Can't block for 5 seconds * CH state for 5 seconds | ||||||
b,B+1+4 | m! | 50 | i59~61 | +2a | * Weapon * Alternate notation: 1SS.b,B+1+4 * Bad hitbox, will go over crouching opponents sometimes | ||
b,B+1+4,B | ,m | ,20 | ,i22~25 | -15~-12 | +14c~+17c | * Weapon * 70% proration on standing hit * Knockdown against BT opponent, +11a (FDFT) * Power up in NSS or Heat * Total startup is i47~50 * Alternate notation: 1SS.b,B+1+4,B | |
f,F+2 | m | 15 | i15 | -9 | +4 | * Elbow * Cannot be buffered * Increased pushback on CH | |
f,F+2:2 | m,t | 15,20 | +8d | * Transitions to attack throw only on front hit (air hit OK) * 3f input window for the transition (i13~15) * After hit transition to r20 IND with d+3+4 | |||
f,F+3 | m | 20 | i23~24 | -4~-3 | +5~+6 | * Transition to r26 KIN with 1+2 (+3~+4 on block, +12~+13 on hit) * Cannot be buffered | |
f,F+4 | m | 20z | i15~16 | -6~-5 | +37a (+23) | * Balcony Break * Knee * Cannot be buffered Low crush 13-21 fs22-24 | |
f,F+1+2 | m | 22 | i22~24 | -8~-6 | +3c~+5c | * Spike * Cannot be buffered * Visually similar to f,F+3+4 Low crush 10~21 fs22-32 Low crush 25-29 | |
f,F+1+4 | m! | 60 | i45 | -65a | * Weapon * 60 self-damage during 1st recovery frame * Cannot be buffered * NSS.f,F+1+4 will always cancel into Confusion | ||
f,F+1+4,F | m!,m! | 60,185 | ,i35~37 | -60a | * Weapon * 185 self-damage during 1st recovery frame | ||
f,F+1+4,n | m! | 60 | |||||
f,F+3+4 | m | 15 | i22~24 | -20~-18 | -9c~-7c | * Spike * Cannot be buffered * Visually similar to f,F+1+2 Low crush 10~27 fs28~30 | |
f,F+3+4,1+2 | m,m | 15,15 | ,i12~18 | -31~-25 | -2a (-12) | * Combo from 1st CH * Tremendous forward travel * Automatically recovers to r? IND on self wallsplat ,Low crush 24~46 fs47~90 | |
f,F+3+4,1+2,3+4 | m,m,m | 15,15,20 | ,i27 | -13 | +52a (+42) | * Tornado * Combo from 2nd hit * Combo from 1st CH * Tremendous forward travel ,Low crush 1~13 fs14~54 | |
f,n,d,df+1 | M | 22 | i17~18 | -17~-16 | +35a (+25a) | * Weapon * Can be buffered * Can transition to r37 KIN with 1+2 * Can be performed in FC * Alternate notation: 1SS.f,n,d,df+1 Low crush 17~39 fs40~42 | |
f,n,d,df+2 | m | 20 | i14~15 | -13~-12 | +6g~+7g | +58a (+38) | * Balcony Break * Weapon * Can be buffered * Can be performed in FC High crush 6~14 |
qcf+1 | h,h,M | 24,15,35 | i28~34 i37 i58~60 | +0~+2 | +30a | * Spike 2nd and 3rd * Weapon * 17 chip damage on block * Can be buffered * Can be performed in FC * 1st and 2nd hits connect only vs airborne opponent * Alternate notation: 1SS.qcf+1 Low crush 10~55 fs56~58 | |
f,f,F+3 | M | 30 | i22~23 | +5g~+6g | +13a (+3) | * Balcony Break * 9 chip damage on block Low crush 3~33 fs34~36 | |
f,f,F+3,U | M | 30 | +7g~+8g | +15a (+5) | Unavailable in NSS ,Low crush 1~ | ||
ws1 | m | 12 | i14~15 | -10~-9 | +1~+2 | +6~+7 | |
ws1,1 | m,h | 12,12 | ,i18 | -11 | +0 | * Spike * Combo from 1st hit with 11f delay * Combo from 1st CH with 13f delay * Input can be delayed 13f * Move can be delayed 8f | |
ws1,1,1 | m,h,h | 12,12,12 | ,i18 | -11 | +0 | * Spike * Combo from 1st CH with 13f delay * Input can be delayed 12f | |
ws1,1,1,1 | m,h,h,m | 12,12,12,25 | ,i25~26 | +0c~+1c | +6c~+7c | * Spike * Combos from 3rd CH with 5f delay * Input can be delayed 12f | |
ws1,1~b+3 | m,h | 12,12 | -16 | -5 | * Alternate input: ws1,1~b+4 | ||
ws1,2 | m,h | 12,18 | ,i25~26 | -4~-3 | +14g~+15g | +39a | * Balcony Break * Combos from 1st hit with 4f delay * Combos from 1st CH with 9f delay * Input can be delayed 15f * Move can be delayed 13f |
ws1,2,1 | m,h,M | 12,18,21 | ,i26~27 | -12~-11 | +17a (+10) | * Tornado * Weapon * Combo from 2nd CH * Alternate notation: 1SS.ws1,2,1 | |
ws1,2,db+2 | m,h,m | 12,18,8 | ,i15 | -5 | +6 | Links to db+2 extensions | |
ws2 | m | 13 | i15~16 | -4~-3 | +7~+8 | ||
ws2,1 | m,m | 13,14 | ,i27~28 | -3a | +36a (+26) | * Weapon * Combo from 1st hit with 1f delay * Alternate notation: 1SS.ws+2,1 | |
ws2,NSS.1 | m,h | 13,16 | ,i23 | -6 | +5 | * Elbow * Combo from 1st hit with 1f delay | |
ws2,NSS.1,2 | m,h,m | 13,16,18 | ,i25 | -5 | +5 | +63a | * Combo from 2nd CH * Elbow |
ws2,NSS.1,3 | m,h,h | 13,16,25 | ,i25~26 | -7~-6 | +27a (+17) | * Balcony Break * Combo from 2nd CH | |
ws3 | m | 12 | i16 | -6 | +3 | ||
ws3,2 | m,m | 12,20 | i32 | -12c | +0a | * Spike * Weapon * Combo from 1st hit | |
ws4 | m | 14 | i11~12 | -6~-5 | +5~+6 | * Transition to r21 KIN with 1+2 * Transition to r24 NSS with B | |
SS.1 | m | 21 | i17~18 | -9~-8 | +2~+3 | +27a (+17) | |
SS.2 | m | 20 | i18~19 | -13~-12 | +30a (+20) | Tornado | |
FC.DF+1 | l! | 12 | i26 | +70a (+54) | * Weapon * Alternate input: FC.db,b+1 * Alternate notation: 1SS.FC.DF+1 * Alternate name: Samurai Cutter High crush 1~ | ||
FC.db+3 | l | 8 | i18~19 | -25~-24 | -14~-13 | Leads to db+3 extensions High crush 1~ | |
FC.df+4 | L | 18 | i18~19 | -26~-25 | +4c~+5c | +31a | * Homing * Transition to r24 IND with d+3+4, +8 hit, +35a CH * Can be done from [[Crouch#Crouch_levels|Crouch Level 2]] High crush 1~ |
FC.d+1 | sl | 5 | i10 | -5 | +6 | * Transition to r25? with f * Transition input can be delayed 16f High crush 1~ | |
FC.d+2 | sl | 8 | i11 | -4 | +5 | High crush 1~ | |
FC.d+3 | L | 10 | i16 | -17 | -6 | High crush 1~ | |
FC.d+4 | l | 6 | i12 | -15 | -4 | High crush 1~ | |
BDS.1 | h! | 25 | i21~40 | +32a | Alternate input: BDS.2 | ||
BDS.3 | m | 23 | i17~30 | -15~-2 | -13~+0 | Alternate input: BDS.4 Low crush 14~ fs28~30 | |
BT.1 | h | 16 | i15 | -3 | +8 | Elbow | |
BT.1,2 | h,m | 16,18 | ,i25 | -5 | +5 | +63a | * Elbow * Combo from 1st CH |
BT.1,3 | h,h | 16,25 | ,i25~26 | -7~-6 | +27a (+17) | * Balcony Break * Combo from 1st CH | |
BT.2 | h | 18 | i16~17 | -4~-3 | +14g~+15g | +39a | * Balcony Break * Links to f+2 extensions |
BT.3 | m | 20 | i24~26 | -3~-1 | +11a | Spike Low crush 6~29 fs30~32 | |
BT.d+1 | L | 20 | i17~18 | -13~-12 | +3~+4 | +38a | Weapon High crush 6~ |
DGF.1 | M | 22 | i30~31 | -2c~-1c / +2 | +10a / +46a | +46a | * Spike * Weapon * 7 chip damage on block * Power up in Heat: +2 on block, 18 chip dmg, launch on normal hit, 26 dmg, recovers health on hit * Partially uses remaining Heat time Low crush 1~27 |
DGF.2 | h | 15 | i16~18 | +4~+6 | +13s | Low crush 1~ | |
DGF.2,4 | h,M | 15,22 | i26~28 | -14~-12 | +15a (+8) | * Tornado * Combo from 1st hit * Transition to r32 NSS with B ,Low crush 1~46 fs47~49 | |
DGF.3 | L | 18 | i22~23 | -13~-12 | +6c~+7c | +27a | Can't be low parried Low crush 1~18 |
DGF.4 | m | 24 | i18~20 | -4~-2 | +14g~+15g | * Heat Engager * Heat Dash +5g~+7g +62a (+42) * Balcony Break Low crush 1~19 | |
DGF.1+2 | Low crush 1~27 fs28~30 | ||||||
DGF.3+4 | h!,t | 17,18 | i20~21 | +0~+1 | * Floor Break * Transitions to attack throw on front hit (air hit OK) * Attack throw recovers standing Low crush 1~ | ||
DGF.b | realigns with opponent, creates distance Low crush 1~ | ||||||
DGF.d | Low crush 1~10 | ||||||
DGF.d+3+4 | Low crush 1~30 High crush 31~ | ||||||
DGF.f | realigns with opponent, closes distance Low crush 1~ | ||||||
DGF.f+2 | h | 23 | i20~21 | +7~+8 | +19a (+10) | +64a (+44) | * Homing * Balcony Break * Weapon * Alternate input: FLE.f+2 Low crush 1~ |
DGF.f+1+2 | h,h,h | 10,10,20 | i16~17 i11~12 i11~12 | -2~-1 / +4 | +18a (+9) | * Homing * Balcony Break * Weapon * 12 chip damage on block * Power up in Heat: +4 ob, 17 (4,4,9) chip dmg, recovers health on hit * Partially uses remaining Heat time Low crush 1~65 | |
FLE.1 | fs1~25 High crush 26~ | ||||||
FLE.2 | L | 20 | i24~28 | -12~-8 | +30a | * Side switches on close hit * Can combo to ws4 on no side switch * Alternate input: FLE.1~df+3+4 fs1~ High crush 6~ | |
FLE.3 | * Evades like a sidestep * Alternate input: FLE.4 Low crush 1~ | ||||||
FLE.1+2 | h | 20 | i18~19 | -8~-7 | +31a (+21) | * Tornado * Head High crush 6~17 | |
FLE.3+4 | m | 25 | i25~26 | -13~-12 | +52a (+42) | * Tornado fs1~26 High crush 6~22 | |
FLE.b | In WFL from frames 20-50 Low crush 1~ | ||||||
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 fs5~15 Low crush 16~ | ||||||
FLE.d | M | 0 | i10 | +31a (+24) | * Balcony Break * Evades jabs from frames 4-14 * Evades mids from frames 7-12 * Can be cancelled into other FLE moves (except FLE.n) * Only accessible after hitting with FLE.n Low crush 1~ | ||
FLE.db | Low crush 1~12 fs13~15 | ||||||
FLE.d+3+4 | Low crush 1~16 High crush 16~30 fs17~ | ||||||
FLE.f | * In WFL from frames 20-50 * Cancel into FLE.f,f with f within 19 frames Low crush 1~ | ||||||
FLE.f,f | M,M,M,M,M | 3,3,3,3,3 | i17~19,i6~8 i5~7 i6~8 i6~8 | -10 | +1 | * Combos from 1st * Floor break at the wall only * Sometimes combos into FLE.n Low crush 1~ | |
FLE.f+2 | h | 23 | i20~21 | +7g~+8g | +19a (+10) | +64a (+44) | * Homing * Balcony Break Low crush 1~ |
FLE.n | m | 7 | i2~60 | -18~ | +48a (+38a) | * Balcony Break * Weapon * Hitlines exist on the sword and directly behind Yoshimitsu * Can be canceled at any time into another FLE move * After hitting with this attack, FLE.n has no hitbox until another FLE action (other than FLE.d) is taken Low crush 1~ | |
FLE.uf | m! | 21 | i30~45 | +30a (+20) | * Balcony Break * Alternate inputs: FLE.u and FLE.ub Low crush 1~ | ||
FLE.u+1+2 | Low crush 1~ | ||||||
FLE.u+3+4 | m | 30 | i38~40 | +4~+6 | +21a (+12) | * Balcony Break * Tech roll to r33 FC on frames 41-42 Low crush 1~37 fs38~4020 | |
FUFT.d+3+4 | fs1~ | ||||||
IND.1 | M! | 15 | i53~55 | +0c~+2c | * Spike * Weapon * Same animation as the ending of qcf+1 * Alternate notation: 1SS.IND.1 Low crush 30~52 fs53~55 | ||
IND.2 | m | 7 | i39~43 | -8~-5 | +2~+6 | * Leads to DB+2,2 extensions * Greater forward momentum than a standing DB+2 High crush 1~ fs1~ | |
IND.3 | m | 15 | i12~18 | -31~-25 | -2a (-12) | * Balcony Break * Automatically recovers to r? IND on self wallsplat * Tremendous forward travel ,Low crush 12~34 fs35~90 | |
IND.3,3+4 | m,m | 15,20 | ,i27 | -13 | +52a (+42) | * Tornado * Combo from 1st hit * Tremendous forward travel ,Low crush 1~13 fs14~54 | |
IND.4 | L | 18 | i47~48 | -26~-25 | +4c~+5c | * Homing * Transition to r24 IND with d+3+4, +8 hit, +35a CH High crush 1~ | |
IND.1+2 | Unavailable in NSS fs1 Low crush 2~27 fs28~30 | ||||||
IND.3+4 | m,m | 6,22 | i17~18 i28~29 | -6~-5 | +3~+4 | * Homing * Transition to r18 DGF with 1SS.U Low crush 12-37 fs38-40 | |
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 High crush 1~ fs1~ | ||||||
IND.b | If in BT.IND closer than 1.75 units, recovers r51, 4.2 units away from the opponent High crush 1~ fs1~ | ||||||
IND.f | If closer than 1.75 units, recovers r51, 1 unit behind the opponent High crush 1~ fs1~ | ||||||
IND.n | * Restores recoverable health with each pulse * Can be cancelled into other IND moves High crush 1~ fs1~ | ||||||
IND.u | * Alternate input: IND.d * Evasive, can go under some attacks if timed fs1~29 | ||||||
IND.u+1+2 | Unavailable in NSS Low crush 1~ | ||||||
KIN.1 | m | 10 | i17 | -12 | -1 | * Spike * Weapon | |
KIN.1,1 | m,m,m | 10,5,15 | ,i23~24 i14~15 | -9~-8 | +7c~+8c | * Spike * Weapon * Combo from 1st hit with 2f delay * Power up in NSS or Heat * Alternate notation: 1SS.KIN.1,1 | |
KIN.1,NSS.1 | m,m,m | 10,5,20 | ,i23~24 i14~15 | -1~+0 | +37a (+29) | * Spike * Weapon * Combo from 1st hit with 2f delay * Recovers health on hit | |
KIN.2 | m | 15 | i21~22 | -14~-13 | +26a (+16a) | Weapon | |
KIN.2,1+2 | m,M | 15,30 | i32~34 | -15~-13 | +2a | * Balcony Break * Spike * Weapon * 6 chip damage on block * Power in NSS or Heat * Alternate notation: 1SS.KIN.2,1+2 | |
KIN.2,1+2* | m,M | 15,30 | ,i47~49 | +2~+4 | +2a | * Balcony Break * Spike * Weapon * 9 chip damage on block * Power in NSS or Heat * Alternate notation: 1SS.KIN.2,1+2* | |
KIN.2,NSS.1+2 | m,M | 15,30 | i32~34 | -3~-1 | +15a | * Balcony Break * Spike * Weapon * 9 chip damage on block * Recovers health on hit | |
KIN.2,NSS.1+2* | m,M | 15,30 | ,i47~49 | +14~+16 | +69a (+49) | * Balcony Break * Spike * Weapon * Guard Break * 12 chip damage on block * Recovers health on hit | |
KIN.3 | L | 17 | i25~32 | -16~-9 | +13a | +24a | Low crush 10~20 fs21~23 High crush 24~ |
KIN.4 | h | 23 | i16~17 | +0~+1 | +20a (+11) | +49a | * Homing * Balcony Break * Can transition to r26 KIN with 1+2 * Can transition to r28 MED with 3+4 * Alternate input: SS.4 |
KIN.1+2 | m,m,m,m | 4,4,4,24 | i12~13 i6~7 i7~8 i11~13 | -6~-4 | +11a | * Weapon * Combos from any hit * Floor break final hit * Realigns between hits * Despite being i12, it always connects on i13 after f,F+3,1+2 on hit Low crush 25~39 fs40~42 | |
KIN.1+4 | m | 20 | i10~13 | -15~-12 | +14c~+17c | * Weapon * 70% proration on standing hit * Knockdown against BT opponent, +11a (FDFT) * Power up in NSS or Heat * Alternate notation: 1SS.KIN.1+4 | |
KIN.b+2 | m | 15 | i15~16 | -9~-8 | +2~+3 | Weapon | |
KIN.b+2,1 | m,M | 15,19 | ,i23~24 | -12~-11 | +30a (+20) | * Tornado * Weapon * Combo from 1st hit * Alternate notation: 1SS.KIN.b+2,1 | |
KIN.b+1+2 | m! | 25 | i46 | +6a | * Weapon * Backswing blow * Unavailable in NSS | ||
KIN.d+1 | L | 20 | i23~24 | -13 | +3 | +38a | * Weapon * Cancel to r16 FC with DB * Alternate notation: 1SS.KIN.d+1 High crush 22~ |
KIN.f | High crush 5~25 | ||||||
KIN.f+1 | M,M,M | 6,6,10 | i19~20 i6~7 i7~8 | -5~-4 | -2 | * Weapon * Combos from any hit * 8 chip damage on block * Powers in NSS or Heat * Alternate notation: 1SS.KIN.f+1 | |
KIN.f+1* | M,M,M,M,M,M | 6,6,6,6,6,10 | i19~20 i6~7 i7~8 i6~7 i7~8 i7~8 | -12~-11 | +29a (+14) | * Weapon * Combos from any hit * 14 chip damage on block * Powers in NSS or Heat * Alternate notation: 1SS.KIN.f+1* | |
KIN.f+2 | h | 25 | i12~13 | -1~+0 | +9a (+0) | * Heat Engager * Heat Dash +5g~+6g +34a * Homing * Balcony Break * Weapon * Wall Crush on hit, +11g minimum | |
KIN.u+1+2 | Low crush 14~ | ||||||
MED.3 | m,M | 15,15 | i17~28 i28~39 | +2~+13 | +43a | * Spike on second hit * BT.d+3 is guaranteed on meaty block Low crush 14~41 fs42~44 | |
MED.3,d+1 | m,M,M | 15,15,15 | ,i24~25 | -9~-8 | +1c~+2c | +6a | * Spike * Weapon * 4 chip damage on block * Power up in NSS or Heat * Recovers in 1SS |
MED.1+2 | m! | 10 | i30~34 | -1a | Recovers health | ||
MED.1+4 | m | 20 | i6~9 | -15~-12 | +14c~+17c | * Weapon * 70% proration on standing hit * Knockdown against BT opponent, +11a (FDFT) * Power up in NSS or Heat * Alternate notation: 1SS.BT.1+4 | |
MED.3+4 | |||||||
MED.b | * Can be cancelled into a backturned move * Can be cancelled into instant while standing * Creates distance with the opponent | ||||||
MED.d | Transitions into sidewalk with held input | ||||||
MED.f | * Can be cancelled into a backturned attack * Can be cancelled into instant while standing * Closes distance with the opponent | ||||||
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) | ||||||
MED.u | Transitions into sidewalk with held input | ||||||
NSS.1+2+3 | h | 25 | i22~40 | -18~+0 | +26d (-32) | Balcony Break | |
NSS.1+4 | m | 20 | i8~11 | -15~-12 | +14 +64a | * Strong Aerial Tailspin * Weapon * Knockdown against BT opponent, +19a (+9) * 4 chip damage on block * Recovers health on hit * Alternate inputs: b+1+4, f+1+4, db+1+4, ws1+4, FC.D+1+4 | |
NSS.BT.d+1 | l | 15 | i17~18 | -13~-12 | +3 | +38a | Can hit grounded while off-axis High crush 6~ |
NSS.FC.DF+1 | l | 12 | i25~26 | -16~-15 | +27a | * Alternate input: NSS.db,b+1 High crush 1~34 | |
NSS.FC.DF+1,2 | l,L | 12,20 | ,i25~26 | -14~-13 | +14~+15 | * Combo from 1st hit * Alternate input: NSS.db,b+1,2 ,High crush 1~45 | |
NSS.FC.df+3 | L | 12 | i20~21 | -26~-25 | +67a (+51) | High crush 1~ | |
NSS.IND.1 | M | 15 | i48~51 | -8c~-5c | +5a | * Spike * Same animation as the ending of NSS.qcf+1 Low crush 30~52 fs53~55 | |
NSS.KIN.1+4 | m | 20 | i12~15 | -15~-12 | +14 +64a | * Weapon * Knockdown against BT opponent, +19a (+9) * 4 chip damage on block * Recovers health on hit | |
NSS.KIN.d+1 | L | 17 | i23~24 | -13 | +3 | +38a | Cancel to r16 FC with DB High crush 22~ |
NSS.KIN.f+1 | M,M,M | 6,6,12 | i19~20 i6~7 i7~8 | -5~-4 | +18a (+11) | * Weapon * Combos from any hit * 12 chip damage on block * Recovers health on hit | |
NSS.KIN.f+1* | M,M,M,M,M,M | 6,6,6,6,6,12 | i19~20 i6~7 i7~8 i6~7 i7~8 i7~8 | --9~-8 | +29a (+14) | * Weapon * Combos from any hit * 21 chip damage on block * Recovers health on hit | |
NSS.b,B+1+4 | m! | 40 | i65~70 | -3a (-12) | +29a (-18) | Balcony Break | |
NSS.b,B+1+4,B | ,m | ,20 | ,i22~25 | -15~-12 | +14 +64a | * Weapon * Knockdown against BT opponent, +19a (+9) * 4 chip damage on block * Recovers health on hit | |
NSS.b+1+2 | High crush 8~50 | ||||||
NSS.db+1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 with f High crush 4~ | |
NSS.df+1+4 | m | 19 | i20~21 | -17~-16 | +35a (+25) | * Can be buffered * Transition to r37 KIN with 1+2 * Can be performed in FC * Power up input: NSS.f,n,d,df+1 * Replaced by 1SS.df+1+4 when performed in BT Low crush 20~42 fs43~45 | |
NSS.d+1 | M | 24 | i24~25 | -9~-8 | +16a | +6a | * Spike * Weapon * Recovers health on hit * 12 chip damage on block * Input can be held to transition to d+1* |
NSS.d+1+2 | High crush 7~ fs7~ | ||||||
NSS.d+1+4 | Yoshimitsu is invisible on frames 50~64, but can still be hit | ||||||
NSS.f,n,d,df+1 | m | 19 | i17~18 | -17~-16 | +35a (+25a) | * Can be buffered * Can transition to r37 KIN with 1+2 * Can be performed in FC Low crush 17~39 fs40~42 | |
NSS.f+1+2 | M | 29 | i20 | -12 | +8a (-1) | * Heat Engager * Heat Dash +5g +62a (+42) * Balcony Break * Weapon * 8 chip damage on block * Extended range | |
NSS.f+3+4 | m | 20 | i21~25 | -13~-9 | +20a (+11) | * Balcony Break * Head * Cancel to r55 BT with b * Transition to r33? IND with d+3+4 * +20a on left/right side hit | |
NSS.qcf+1 | M | 30 | i53~56 | -8c~-5c | +5a | * Spike * Can be buffered * Can be performed in FC Low crush 10~55 fs56~58 | |
NSS.ub+1 | m | 19 | i25~26 | -6~-5 | +3c~+4c | Spike Low crush 9~27 fs28~30 | |
NSS.ub+1+3 | m! | 50 | i51~65 | -23 | * Punishable on close hit with FUFT.3 | ||
NSS.ub+1+3,1+2 | m!h | 50,15 | ,i18~19 | -15~-4 | -4~-3 | +45a | |
NSS.ub+1+3,n+1 | m!,h! | 50,40 | ,i20~105 | -49a (-75) | * Balcony Break * Cancel early to r21 with B | ||
NSS.ub+1+2 | M | 30 | i24~25 | -8c~-7c | +16a (+6) | * Balcony Break * Weapon * 15 chip damage on block * Clean hit 39 damage * Recovers health on hit * -12c~-13c if blocked at tip range | |
NSS.uf+1 | m | 24 | i25~26 | -4~-3 | +5c~+6c | +15a | Spike Low crush 9~27 fs28~30 |
NSS.uf+1+3 | Low crush 9~35 fs36~38 | ||||||
NSS.u+1 | m | 21 | i25~26 | -5~-4 | +4c~+5c | Spike Low crush 9~27 fs28~30 | |
NSS.u+1+2 | L | 18 | i27~29 | +4~+6 | +20c~+22c | * Spike * Can't be low parried Low crush 9~24 fs25~ | |
OTG.u+1 | M | 24 | i27~29 | -13~-11 | -8c~-6c | * Spike * Weapon * 16 damage -16a against airborne opponent * 19 damage -13a (-23a) against a grounded opponent * Unavailable in NSS Low crush 8~23 fs24~26 | |
WFL.3 | m | 25 | i17 | -16 | +2a (-7) | * Balcony Break * Does 37 damage on Clean Hit (See next entry) Low crush 1~ | |
WFL.3 (Close Hit) | m,t | 37,20 | +15a | * Transition to attack throw only on front hit * Can side switch on hit Low crush 1~ | |||
WFL.4 | L | 15 | i23~24 | -9~-8 | +12c~+13c | +20a | Low crush 1~12 High crush 12~ fs13~ |
1+3 | t | 35 | i12~14 | -3 | +1d | * Homing * Throw break 1 or 2 | |
2+4 | t | 35 | i12~14 | +0 | +1 | * Homing * Floor Break * Throw break 1 or 2 * Side switch on hit | |
Back Throw | t | 50 | +1d | * Floor Break * Unbreakable | |||
Left Throw | t | 45 | -3 | +0d | * Throw break 1 * Side switch on hit | ||
Right Throw | t | 40 | -3 | -3d | Throw break 2 | ||
qcb,f+2 | t | 0 | i15~16 | +0 | * Unbreakable * Opponent recovers 26 health * Yoshimitsu loses 35 health | ||
qcf+2 | t | 22 | i15~16 | +0 | +0 | * Throw break 1+2 * 35 damage as a backthrow * Yoshimitsu recovers 16 health * On break: ** -Opponent recovers 22 health (35 on backthrow) ** -Yoshimitsu loses 16 health | |
uf+1+2 | t | 45 | i11 | +0 | +1 | * Floor Break * Throw break 1+2 * Side switch on break |